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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Gunner
![]() Join Date: Jul 2007
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Hello,
A friend found this mod on a french web site dedicated to naval sims. As said in the title, it is meant to be installed over LWAMI. Summed up and translated, here is the list of changes:
Last edited by BarjackU977; 08-16-07 at 01:08 AM. |
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#2 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
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Well .. what about saying where did you get it ?
Torpedo feedback was part of LWAMI and it was removed because it was impossible to avoid torpedoes. I'm quite sure even stock DW sonars take topography into account, and I always thought wakehomers work like passive torps when not in the wake, but I'm not sure with this. It seems to me as if somebody did not liked recent changes in 1.04/LWAMI and made his mini-mod to revert some things back, and for singleplayer purposes only, because of the CM issue. |
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#3 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Germany
Posts: 956
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I'd be interested to know that this
Quote:
Because as it is, MAD/SAD takes into account how close you are to the sub and how deep it is (tho you cant really compute the depth from the output - and aspect has no relevance ... MAD detects the disturbance in the Magnetic Field done by the whole sub regardless of its direction upon detection). How I read this (quote) you would have to make multiple runs over the target to actually get a SAD readout (after you initially got a hit on the MAD). This however is incorrect ... the SAD is coupled to the MAD and takes its input from it (dont ask me how this works - i dont know). So if you get a MAD hit you should get a SAD hit immediatly too given that the sub is within the limits of the SAD. Given the other points brought up by Dr.Sid I serious doubt that this is an "Improvement" ... |
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#4 | |
Admiral
![]() Join Date: Apr 2005
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![]() This mod, which by the way was created by the mille-sabords dw french comunity players extends the capabilities of the lwami mod all the while being compatibile with it. You don't like it, you think its crap ok, don't install it man. You're not going to die if you remain with lwami mod. And by the way lwami mod won't be the only mod around for dw there are already extensions to lwami and alternatives. Oh I almost forgot, this mod was developped to enhance MULTIPLAYER, but maybe since you only play in singleplayer it won't affect you at all. ![]() Just be happy man that there are other mods being developped. |
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#5 | ||
Admiral
![]() Join Date: Apr 2005
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Hey OS, how about trying the mod before declaring on an unsubstatiated basis that its crap ? ![]() |
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#6 | ||
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
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1) I don't care if anybody mods anything in any way. 2) It's good thing it is possible. 3) It also seems that almost any multiplayer group uses some very own mod pack to suit their 'point of view'. That's perfectly ok. I guess I must make my posts more positive. I'm trying to be neutral, but I'm getting misunderstood all the time. ![]() ![]() |
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#7 |
Admiral
![]() Join Date: Apr 2005
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Dr Sid, if this new mod is 100% compatibile with lwami in my vocabulary that means that they haven't disabled things that were in the lwami mod. They just added new things without touching the excellent lwami.
Ps: I don't feel offended by your posts, what the heck I'm one that criticizes a lot of things in DW. I just would like for you to try this mod before coming to conclusions that for all we know can be 100% just plain wrong. |
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#8 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Germany
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Well, I havent tried this AddOn Mod (how would you call a Mod of a Mod?) yet and to be honest I dont intend to try it out soon. However I think I did not simply "ditch" the mod ... Dr.Sid posted some points which should be "improved" by the mod and I questioned one of them based on the information I have gathered over the time from DW (and some responses I got way back from Jamie on certain aspects of the MAD system).
Based on this information I simply told my opinion ... that this particular point in fact is neither an improvement nor enhances realism (in my opinion). I might be right ... I might be wrong ... either way thats my opinion. And so far my original question stands unchallenged - because I have not heard what exactly has been changed and how this shall affect gameplay. Since I can neither speak nor write/read french I'm kinda challenged when it comes to looking at the MilleSabord forums. Since online translators suck in my opinion especially when its about translating whole sentences so that they really make sense afterwards and convey what the author actually wanted to say ... well ... Now before this deterogates this thread into name calling ... how bout you try and post an indepth review of what this addon mod accomplishes and even more interesting how it does that. That way we all have a basis on which we can argue ... Cheers OS P.S. : When I think something is crap ... I say so. In this particular case I just doubted that this mod is really an improvement ... means I dont know either way for sure. |
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#9 |
Stowaway
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![]() ![]() ![]() That torpedo stuff sounds nice, if ya can get it working in mp too. Like to hear more. ![]() |
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#10 | |
Eternal Patrol
![]() Join Date: Sep 2001
Location: Netherlands
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#11 |
Gunner
![]() Join Date: Jul 2007
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This MOD indeed comes from the Mille-sabords community, which I recently became part of (as user, not as major contributor, though).
Goldorak, to be 100% clear, as I'm not in the navy nor in any military group, I don't know much about how those "things" (torpedoes, sonars) work in real life, and I was interested to have feedback on those changes (wich is the most realistic), with a secret wish: the one that it would be integrated in LWAMI in case it would bring even more realism. The multiplayer community is split in small groups because of the many mods around, and I wish we could stick to one major MOD comprising the most interesting, smaller ones (like GWX for SH3). Now, I understand the concerns about multiplayer interest and torps being able to give feedback. If it makes the trackign of a target too "easy", I may indeed favour some un-realism to make the game a bit harder. I didn't translate the "readme" with an automatic tool. I translated it myself, since I also find that translation programs still have to improve a lot (a lot more than me ;-) ). I did my best to keep the original meaning, from my own unerstanding of the original text. I was confused about the MAD/SAD text, for example, because I only play with the subs, and I didn't know what it was and had to check. Last edited by BarjackU977; 08-16-07 at 07:27 AM. |
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#12 | |
Gunner
![]() Join Date: Jul 2007
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#13 | |||||
Admiral
![]() Join Date: Apr 2005
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Quote:
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That gives us versatility and most important it doesn't put all the eggs in the same basket. Quote:
The multiplayer comunity is split no because of the mods, but because it a tradition in these games to have different virtual navies (each with its own rules, games, tournaments, etc...). Quote:
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We only need to wait for the public release and then start using it in multiplayer games. I know that at 99% the italian comunity will adopt this mod to play against the french, so all the feedback about how this mod plays will have to wait 'till we resume the matches. |
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#14 |
Watch
![]() Join Date: Aug 2006
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hello everyone one would say that one speaks about my mod which I made for mille sabords
thus to specify it was about a test this MOD were never used as multijoueurs because of the problems quoted by Dr. sid and oneshot sorry for my english ![]()
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#15 | |
Admiral
![]() Join Date: Apr 2005
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![]() ![]() ![]() Only for singleplayer ? What a pity the problems you encountered could not be solved for multiplayer games. ![]() ![]() |
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