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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Eternal Patrol
![]() Join Date: Sep 2001
Location: Netherlands
Posts: 1,923
Downloads: 0
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Sweet, sweet music!
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#2 |
Commodore
![]() Join Date: Nov 2002
Location: Sweden
Posts: 603
Downloads: 4
Uploads: 0
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You guys are incredible... truly amazing mod-effort
![]() Cheers Porphy
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"The only remedy for madness is the innocence of facts." O. Mirbeu "A paranoid is simply someone in possession of all the facts." W. B. |
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#3 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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Sounds great, and with the ATCM, it won't have a serious balance or playability tradeoff.
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#4 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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I've got this "on the fire" guys.
![]() Thanks, Ami. I knew there was a reason I was waiting to do the final physics edit to the database. Wow... I've got a lot to do. No problem, eh? Cheers, David
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LW ![]() ![]() |
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#5 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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In terms of the snaking design, here is how I have it designed right now.
The ADCAP will not snake in active mode at all, and will have a wide aspect seeker. In passive mode, it will retain the wide seeker dimensions, but with a wide snake pattern of about 45 degrees. The UGST, Spearfish, and DM 2A4 will have a reduced to 15 degrees. All other torpedoes will retain 30 degree snake. In terms of modding the APR family function... I dunno, with the speed range bug in 1.03, I can't really have it loitering about, so it will probably have to be simply a very fast, very loud, deep diving torpedo, so it's good news about the extra speed we can get. In terms of the APR used in the Stallion mod, I like the idea of having it be a straight runner, if only to have it differentiate from the SS-N-27, and since it's all hypothetical anyway... I feel we can take this liscence. The vertical limits on the torpedo seeker sounds like a wonderful change. I also like the idea of giving the AI a bit of a hand by not limiting it quite so much for them. However, this does raise one question, in which catagory do the torpedoes for the FFG AI MH60 and SUBROCS fall? If the torpedo seekers are reduced for these weapons, they will go from being marginally effective to not really effective at all (which of course is why they aren't really carried in a non-nuclear navy). The torpedo seekers are the last thing to do on my list of torpedo changes... so we've got a bit of time to think about these issues.
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LW ![]() ![]() |
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#6 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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Also, I am currently thinking about using the snake/circle selector button on the wireguided torpedoes to select between ASuW-only mode (under keel detonation fusing for the ADCAP and wakehoming mode for the UGST and 71nk). Other torpedoes will retain the snake and circle selection buttons.
The loss of the preset circle function will be compensated for by the ability to select reattack features using the enable button when the torpedo is on the wire. I'm trying to design this mod to pack as many features into the available interface space as possible to account for 85% of the way these weapons are used in game (or I hope will be when LWAMI4 is released), so my assumption here is that long range shots are done predominately using the straightrunning/snake function. In all my time playing DW, I've never fired anything other than a airdropped torpedo using the circle search, then again, I don't fire torpedoes unless I know where they are going and what I want them to do when they get there, which is 100% of the time kill something (missiles are a different thing, however...).
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LW ![]() ![]() |
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#7 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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![]() Quote:
Ok, I'm going to replace the circle search pattern with a helical pattern that oscillates between 200-400ft below the set search depth (limited by the floor of the torpedo) and 200-400ft above the set search pattern (limited by the ceiling). This fix, along with the verticle limits to the seeker cones will be for any weapon employed by the player either directly or indirectly (FFG AI MH60 or SUBROC). Only the helical search pattern will be applied to strictly AI torpedoes (although some kind of broad limit on the AI verticle seeker dimensions may be employed). Cheers, David
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LW ![]() ![]() Last edited by LuftWolf; 06-14-06 at 01:42 AM. |
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