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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
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Ok, just because I think I'm starting to lose track of things, I'm going to post here literally everything I am contemplating changing for LWAMI4, and I'd appreciate it if you guys post if we've talked about anything or you read something somewhere that I'm leaving out.
I really appreciate this a lot! Thanks! Cheers, David
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LW ![]() ![]() Last edited by LuftWolf; 06-10-06 at 06:20 AM. |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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LWAMI 4.xx In Progress Issues
-Finish Torpedoes (the biggest one) -Consider changing UUV NB tonals - Update UUV sensor per Amizaur and jsteed -fix helo issues: raise dipping alt, update doctrines to shut off sensors, enable proper notrack search behavior, and tune the MH60 sections to prevent undesired sensor and flight search behavior -Make sure the SLAM-ER and TLAM are functioning 100% correctly -Add a "FRIEND" weapon evasion exception for the AI -Prevent AI sub grounding -Add SLBM's -Convert some Ohio's to SSGN's -Convert Stallion to drop APR-3 -Add MK60 Captor Mine -Fix RBU's and enable them for use against torpedo (perhaps create separate doctrine for RBU equipped ships to maximize effectiveness) -Adjust the playable aircraft lookouts to detect submerged submarines near periscope depth automatically for the player (yes, I tested this, and it definately works) -Try to improve Air to Air behavior (and aircraft behavior in general) -See if there is some way to expand the acoustic/MAD sensor drop contact fix to the non-acoustic/MAD aircraft sensors (not looking good... perhaps aircraft are tracking by satillite relay :p ... but the good news is that aircraft will no longer keep updating submerged targets inappropriately, which is really the absolute most important thing here, surface targets are a very close second, but we'll all have to live with this for now and I'm fine with my satillite theory :p :p) -Adjust AI TA depths to better fit proper shallow washouts for the player TA's Also, I'm going to give all AI TA's a detection bonus of -2 because I recently discovered that the AI detection threshold in the NSE is actually set at POSID of type and class for the AI, meaning that some contacts aren't acknowledged by the AI until ridiculously late (think three lines on the NB for Akula Imp I against 688i and vice versa, when the human player knows almost right away what he is tracking, or at least has a very good suspicion when it is submerged and hostile). -Adjust Radar and Fire Control Radar ranges across the board -Add more flight profiles for ASM's, especially high-flying missiles -Create separate AAM doctrine to prevent fraticide from fighters against wingmen -Try to separate radar from active sonar EMCON for surface vessels (not bloody likely for this upcoming version, but it'll be on the table for the next version, along with some more changes focused on the AI) -Add separate torpedo sounds for electric/non-electric and perhaps some unique torpedo sounds for the broadband sonar (for your listening pleasure... interestingly enough, there are some sounds already in the game audio archive that aren't even used by the current database... sure would be nice for SCS to give us some comprehensive materials detailing exactly what we've got to work with, sheesh... how many millions do I have to pay for some service around here!? ![]() -Get feedback on the new nuke speeds (not everyone is going to be happy, I understand that, we'll get through this, together ![]() ![]() -Look at increasing the bearing error for low frequency sonars, notably the TA's -Add Missile Launch Warning ping to all underwater launched missiles and update SubrocAttack doctrine to take advantage of this (I'm also taking votes on what frequency number the launch warning ping should be on active sonar, right now I'm starting the bidding at 1000hz, can I get one-thousand five?) I might also try again to add a genuine TIW for underwater missiles... I mean, how hard could it really be anyway??? -Update all AI evasion routines, including adding last minute evasion for "dead-duck" AI platforms -Add a small baffle to the TA directly astern (2-4 degrees on either side as black space, tops) to simulate reported signal loss at extreme angles on the TA, which makes sense, the area with almost no ambiguity should be a dead zone if my understanding of array geometry is correct -Add ESSM quad-VLS packs to Burke DDG, which will improve their ability to take down threats that make it past the TF's SM-2 and also give them more missiles overall, which is a good thing since the CIWSAttack doctrine now works properly in assigning multiple missiles only to targets that make it past the first fire, or are very close and fast to begin with -Try to fix UAV and DSRV (no promises for this upcoming version...) -Fix the E-2 crashing on carrier launches -Investigate the ECMJammer function and see if we can get some wild wiesles up in this piece (no promises for this version on this one) Ok, so let me know if I'm missing anything! Looking at this list, it's like we haven't even fixed anything, but the list of things fixed in 3.02 over stock or even LWAMI 1.00 is just massive, so thanks for your support in this endeavor gents! Cheers, David
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LW ![]() ![]() Last edited by LuftWolf; 06-11-06 at 03:47 AM. |
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#3 |
Torpedoman
![]() Join Date: Jun 2005
Location: Finland
Posts: 116
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Many thanks Luftwolf for the work you are doing, and again, even if I have told you previously, I do love your mod with DW. It is giving more thrills in my dives. One thing that I would like to see, but it is not so much related to the new version, is a JSGME (DW) compatible with the LwAmi 4.xx. It works great. Cheers.
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#4 | ||
The Old Man
![]() Join Date: Jul 2003
Location: Central MO
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Luftwolf,
I have a good friend who states that the helo doctorine is messed up. He says that his testing has consistantly shown that they can ping without slowing down or stoping to drop the sensor. All in all, I like the list. Quote:
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#5 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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#6 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
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The "ping" on missile lauch seems a bit gamey to me. I'm happy with the BB noise as it is, although a true transient alert would be nice (and I know only SCS can do that). I do have a preference for things that work over "good-enough" workarounds, though. And making a sonar ping get transmitted by a missile launch is the sort of thing that just seems sloppy and kills immersion.
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#7 | |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#8 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
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Yes, Amizaur has some very good sources at his disposal.
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LW ![]() ![]() |
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#9 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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Ok, the AI torpedo function and all AI torpedo changes in the database are more or less done.
![]() Now I have to finish the player torpedo mods, and do the sensors. So, you can say, I'm on the downhill side of the work. ![]() Cheers, David
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LW ![]() ![]() |
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