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Old 08-16-07, 08:58 AM   #16
Dr.Sid
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100% compatibility in my vocabulary means that there are no troubles when using both mods. But for sure some things will be different.

This mod does not disable things which LWAMI introduced. It reintroduces things which LWAMI had, but dropped in the latest version, like torpedo feedback.

I think main reason for this mod is the torpedo feedback. LWAMI showed torpedo feedback can be done, and it's simple, and it's cool. But later it showed it makes hitting targets way too easy and it was removed from LWAMI. I can understand somebody does not agree with this decision and wants this feature (as well as some other minor changes).

PS: Huh .. me gray wolf ? I'd like the old avatar more ! :rotfl:
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Old 08-16-07, 09:03 AM   #17
Dr.Sid
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Quote:
Originally Posted by goldorak
Quote:
Originally Posted by nemo67
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
that means it will never be available for multiplayer ?
Only for singleplayer ?
What a pity the problems you encountered could not be solved for multiplayer games.
It works in multiplayer. And that's the problem. It is fun to smoke AI subs no matter how much CM they launch. But if you opponent can use it too (which only human can without large changes to scripts) it is not so funny anymore
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Old 08-16-07, 09:30 AM   #18
Bill Nichols
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So, is there a link to this controversial mod?

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Old 08-16-07, 10:16 AM   #19
Molon Labe
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It's controversial?
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Old 08-16-07, 10:51 AM   #20
Bill Nichols
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Only in the sense that this is the 20th post on the topic in the short time it's been up. Perhaps I should have said, "So, is there a link to this 'interesting' mod?"

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Old 08-16-07, 12:25 PM   #21
BarjackU977
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Here is a direct link to the "English speaking" versions of the game:
http://www.mille-sabords.com/forum/i...s&showfile=240

However, you need to be registered to be able to downlad it.

I suppose it is already public, since I'm a "normal", "basic" member, so I could send it to you if you want to try it. Just PM me.

I would not feel right to upload it to something like Rapidshare, though, since it would get the mod in the wild while one must register on the web site to download it. I prefer to leave the decision to the author. That even if the file seems to be public.
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Old 08-16-07, 12:30 PM   #22
goldorak
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Quote:
Originally Posted by Dr.Sid
It works in multiplayer. And that's the problem. It is fun to smoke AI subs no matter how much CM they launch. But if you opponent can use it too (which only human can without large changes to scripts) it is not so funny anymore
Ok thanks for clearing up the issue Dr. Sid.
I owe you my apologies.
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Old 08-16-07, 03:14 PM   #23
Molon Labe
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Quote:
Originally Posted by Bill Nichols
Only in the sense that this is the 20th post on the topic in the short time it's been up. Perhaps I should have said, "So, is there a link to this 'interesting' mod?"

Well, for the most part this is BTDT, MO. And the reasons why are sure to be beaten to death without my aid (although if it actually does rise to the level of "controversy" in my mind, I'll "clarify" a few things ). I will say this much, though: the combination of passive and wakehoming homing logic is definitely very interesting. Assuming they've done it right and that the two routines do not interfere with one another, that would definitely make the wakehomer a more practical weapon to use against manuevering or high-aspect targets. This sort of innovation is very healthy for the community, and I'd like to see if MS and LW/Ami can work together at adding new innovations into a single mod, if possible.

Where I would see controversy erupting over this would be if the introduction of new "alternative" mods causes further fragmenting of the DW community. We're already small as it is, and we've seen people who haven't been willing to go to 1.04 Stock, and even more who feel completely uncomfortable with mods altogether. If we end up in a situation where everyone has their own favorite version that they play, then MP is effectively done for. It's too soon to say that's what's happening, but the re-tweaking of the 688I's speed--a choice I happen to agree with--is a bad omen with respect to this issue.
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Old 08-17-07, 12:51 AM   #24
BarjackU977
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That's also what I had in mind when speaking about "split of the community"...

And this is why I really like the emergence of super-mods like LWAMI or like GWX, in order to give an excellent mod as basis for SP and MP. A kind of baseline.

Of course, everyone is free to use whatever in SP. A MOD manager greatly help to adapt to personal wishes for SP, and to come back to a baseline for MP.

Amongst the modifications, I'm surprised that influence of topography is not in the vanilla game. I know it wasn't with 688(I) (at least, active sonar was a big problem: you could get a ping even through an island), but I'd have expected it to be fixed since then.
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Old 08-17-07, 11:57 AM   #25
TLAM Strike
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Well for my two cents:
Quote:
active and passive sonars take topography into account. No more detection si possible if there is an "obstacle" in between
65CM and 53-65K russian torpedoes get the two following modes (working simultaneously): wake-homing and passive
These sound like a good idea. I think I asked for a feature like this on the TEST-71-NKE Torpedoes, but seems out of place on the 65-76K and 53-65K weapons.


Quote:
wire-guided active torps give feedback about what they detect (like the russian UUV "torp"): distance to contact, and bearing to contact
wire-guided passive torps give feedback about what they detect: only bearing to contact
This was removed for a reason. As has been explaned.

Quote:
detection of aerial objects on sonar, if they're at and altitude of 400 ft or less
wasn't there a bug with this and detecting missiles in flight?
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Old 08-17-07, 12:14 PM   #26
OneShot
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Quote:
detection of aerial objects on sonar, if they're at and altitude of 400 ft or less
Yeah, I think Lw mentioned something back when he was working on the TIW for those SubRocs.

Aside from that, its one thing to hear something on broadband from a stationary Helicopter who is hovering 50ft above the water for some time ... its something else to hear an airplane like a P-3 flying at 170kts and 300ft above the water ... while TAs might be quite sensitive I'm not sure if this would work in reality - tho I'd like to have someone prove me wrong (with facts).
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Old 08-17-07, 05:05 PM   #27
nemo67
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I make a point of reassuring everyone the goal of this MOD test is not to separate the communities but rather to advance the gameplay for the world community

however the results of my MOD were not convincing thus us did not consider it useful at present to develop it of advantage or to diffuse it in a number

but be certain that if us arrivont with results convincing in the future all the community will be able to benefit from it

we do not have in the intention to create a new MOD and to make compete with the lwami but rather to make research and to transmit the results to lutwolf and amizaur in no we want to be in compet or to propose several MOD

the simplest remainder a single MOD (lwami)
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Old 08-17-07, 08:58 PM   #28
Bubblehead Nuke
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[quote=OneShot]
Quote:
... its something else to hear an airplane like a P-3 flying at 170kts and 300ft above the water ... while TAs might be quite sensitive I'm not sure if this would work in reality - tho I'd like to have someone prove me wrong (with facts).
While I would love to provide you with facts, all I can provide is anecdotal evidence. I know back in the early 90's a sonarman told me they could hear a whale fart are a considerable distance. The fact that a plane makes a lot of noise (I grew up around P-3C's and other military planes) and that it would make a sound wave at the surface interface, I would not put it beyond the scope of reality.

Facts that told you that it was possible and just how sensitivity the sonar on a submarines is would EXTREMELY classified.
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Old 08-18-07, 02:01 AM   #29
NefariousKoel
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I think the best way to go about detecting low-flying aircraft on BB is only being able to do it at a fairly shallow depth. Not sure if we have that ability to mod it in, however.
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Old 08-18-07, 03:07 AM   #30
OneShot
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@BN : I guess the TA is really sensitive ... but detecting that soundwave under the conditions described above (height / speed) would probably be extremly difficult and only in broadband ... hmm ... I dont know how they realized that in the mod ...
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