![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
madcap, my suggestion to you is to use the mission editor to setup a test scenario with various contacts at various ranges and see what you find using the FFG radar.
Cheers, David PS When I was learning the game, I played about half the time switching back and forth between Show Truth and Hide Truth... I really don't know how people learn the game without spending some time directly relating sensor performance with events in game reality.
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
madcap, after further review... I think your MP game probably had a case of "missile lag," if I can piece the situation together from what you've said.
If there is a lot going on, and someone fires a few missiles with a connection not so great, sometimes you can die and have much warning. That kinds of sucks, but you can limit this by playing scenarios that are suited for the connection and number of players. Cheers, David
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
#3 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Does anyone know if I can get the FFG to drift in a turn using those little motors? You know...like in Fast and the Furious: Tokyo Drift? Been trying it for hours now
![]() |
![]() |
![]() |
#4 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
LOL no... :rotfl:
That get's my "Most Creative Thing to Test" Award. ![]() Just for the record, those motors are really tiny... and would probably be heavily damaged if streamed like that in turn on a real FFG. Cheers, David
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
#5 |
Sonar Guy
![]() Join Date: Jun 2005
Posts: 382
Downloads: 3
Uploads: 0
|
![]()
Luftwolf,
Continue your OUTSTANDING work!! We are really greatful to you. I am an related a lot in the Above Water thing in my Navy, and I think the radar limits of the game are correct. The SPS-55 and the SPS-49 are not the greatest radar as well in Real life so... But I detected couple of sea skimmer at 16-20 (subsonic) I am pretty sure like in real life. I will do some more testing as well. The only thing that would help is that the supersonic (most of them0 are high divers. i know you are adressing it in your new Mod in some way. Thanks Thanks and thanks again Luftwolf! Mau |
![]() |
![]() |
![]() |
#6 |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
|
![]()
I have to admit that I've had strange experiences with the FFG radar as well. Once during SubGuru's RSR mission, the radar was refusing the pick up a plane a 5000 ft @ 16nm.... though I detected his wingmen easily. For some reason, even though my allied ships had him on their radar and put him on the link, I myself was not able to detect that one particular plane though all the others were showing up loud and clear.
There maybe some bugs at work here no doubt.
__________________
"Seek not to offend or annoy... only to speak the truth"-a wise man |
![]() |
![]() |
![]() |
#7 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
Ok, so are we talking about bugs or the FFG radar not being strong enough?
![]() Or do you consider that a bug unto itself? ![]() LoBlo, that's interesting... I've never seen that myself, although I have run into an interesting issue that is very similiar. It seems that if a helo on the link (in LWAMI 3.xx) reports a weapon launch like a torpedo, AI ships, although detecting the weapon, will not report it or take action because the helo keeps dropping the contact! (I have this fixed for LWAMI4) There are definately some issues with the link... definately. Be sure to always link ***MANUAL*** contacts only, NOT sensor contacts. If you link the sensor contact, it will usually come across to other players and the AI as corrupted. So, if you have a sensor contact, make a duplicate manual contact with the same id and classification (and its confidence at medium or high if you want the AI link participants to engage if they are able). I've never heard about a link issue effecting ownship sensors... then again, the FFG radar has an automatic autocrew, so that could have something to do with it, which would make it a little different than other sensors. Thanks, I'll let Jamie know about that if the link issue ever comes up between SCS and the Beta testers again (and we know it will ![]() Cheers, David
__________________
LW ![]() ![]() Last edited by LuftWolf; 06-22-06 at 04:49 AM. |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|