![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#436 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
|
![]() Quote:
![]() If you are thinking about adding AI platforms, I think a good place to start would be on SAM/SSM installations, since they are quite generic. Some badass shore-based SSMs besides those whimpy little Styx's would be great! The Russians are also short a few key ships, like the Kiev class VTOL carriers (a great addition to limit the patrol areas of MPA), and the US is missing several classes of auxiliary ships that tend to deploy with carriers. Yep, a wish list once again. ![]() |
|
![]() |
![]() |
![]() |
#437 |
Eternal Patrol
![]() Join Date: Sep 2001
Location: Netherlands
Posts: 1,923
Downloads: 0
Uploads: 0
|
![]()
I wonder LW (Ami), could you guys make the AI or even humans link info to landbased SAM and SSM sites, work?
It doesn'twork now, isn't it? ![]() |
![]() |
![]() |
![]() |
#438 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
|
![]()
SSM links seem to be working, but are a bit iffy. They don't engage at maximum range, but they do engage as long as someone is out there spotting for them. Sometimes they shoot in the wrong place, as if the link was inaccurate.
|
![]() |
![]() |
![]() |
#439 |
Planesman
![]() Join Date: Aug 2005
Posts: 186
Downloads: 51
Uploads: 0
|
![]()
Fish, it does, but as far as I know, you have to update the link minute after minute in order to have a launch.
|
![]() |
![]() |
![]() |
#440 | |
Navy Seal
![]() |
![]() Quote:
Seen plenty times when land based SSMs have launched on link data. |
|
![]() |
![]() |
![]() |
#441 |
Swabbie
![]() Join Date: Mar 2005
Location: Suomi Finland, perkele
Posts: 10
Downloads: 11
Uploads: 0
|
![]()
Umm, do I still need Jamie's official "Sound vs. Speed" - Database HotFix when using this mod? Should it be installed too or not?
|
![]() |
![]() |
![]() |
#442 |
Swabbie
![]() Join Date: Mar 2005
Location: Suomi Finland, perkele
Posts: 10
Downloads: 11
Uploads: 0
|
![]()
Darn, sorry. Just noticed that some versions of those files were included too so I guess I'll dont need the Jamie's version.
|
![]() |
![]() |
![]() |
#443 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
I would install the hotfix first, just so you have the complete 1.01 set for backup purposes. Then when you run the install script, the Mod will copy over the necessary files.
So, it's entirely up to you. ![]() Enjoy! ![]()
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
#444 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
To be sent to Bill very soon after some final testing, LWAMI 2.02 for you enjoyment! :|\
![]() Here is the 2.02 addition to the readme: Quote:
__________________
LW ![]() ![]() |
|
![]() |
![]() |
![]() |
#445 |
Watch
![]() Join Date: Oct 2004
Location: On a Drill Ship in the Gulf of Mexico
Posts: 29
Downloads: 0
Uploads: 0
|
![]()
The Random Circle pattern direction on the torps (left or right turn) has got to go
![]() Should be to the right for gameplay. The fact that ones knows what the weapon will do when it hits the water is important for weapon placement and delivery.
__________________
VP-10 P-3C UII/UII.5 NFO; Combat Air Crew 1 (1990-1994) Master Unlimited Tonnage; any Oceans; Steam or Motor Vessels (U.S. Merchant Marine) CombatAce.com Naval Editor Orion Warrior Mod ![]() |
![]() |
![]() |
![]() |
#446 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
Good point.
We'll consider it. ![]() Thanks for your interest in the Mod! ![]()
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
#447 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
Actually, Beer thanks for bringing this up.
Amizaur, I was looking at the doctrine and doing some tests... does the random direction command work for CircleSearchPattern as well? The command in the doctrine is snakeleft/snakeright? I assume that is for both snake and circle search pattern. :hmm: If it does work for both, we should probably consider not having random circle direction, for the flyboys, as beer suggested... maybe you can enable it for subrocs only?
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
#448 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]() ![]() Yeah, I just did test it... the circle direction is randomized as well. Hmm... if that is the command, then it seems like we are stuck with either randomized direction for both snake and circle or randomized direction for neither. Amizaur, what do you think about this? I'm not sure what the best option would be... I like the randomized direction personally. :hmm:
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
#449 |
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
Posts: 398
Downloads: 0
Uploads: 0
|
![]()
Of course it can be removed easily
![]() P.S. After little work it can be even made that human player torps would turn always right, and AI torps random ![]() So what to do ? Remove completly ? Or right circle for human torps, random for AI and SUBROC dropped torps ? |
![]() |
![]() |
![]() |
#450 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
Is it possible to set it based on depth?
Even number depth-right snake/circle Odd number depth-left snake/circle AI or SUBROC-random That might be the best of all situations... if you can't do that, I'd say right for human and random for AI and subroc. ![]()
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
|
|