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#1 | ||
Soundman
![]() Join Date: Sep 2004
Location: Compartment № 5 /Silos/
Posts: 149
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ARMOR Tgt / ARMOR Wpn = % Damages. Strongly 1 to 1 ! (Except for the doctrines using variable 'DETONATE') But if You made recalculate explosion weight - so correctly... Whether more correctly to calculate a Armor/Damage hulls under "Harpoon" formulas? (Damage Points Calculate) Some values hulls are obviously high, others are too small. Under keel explosion Is strongly "Hypotetical". In DW damages areas at 3d model not modelled... It only rather feigns a level of damages at the expense increase of quantity of an explosive, but on another it cannot be made. There can be this correct decision... Only MK 48 ADCAP, UTK mode have been. Why other torpedos with a wire control have no an opportunity to shoot under keel? This is similar "God Help" for US sub drivers. :hmm: Or I is wrong?
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-+= I the ocean hunter, and I am dangerous =+- *** Kalashnikov - the best *** Last edited by GrayOwl; 07-21-06 at 12:46 PM. |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
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Well, I'm going on the information I have.
![]() In terms of the damage model, it functions 1-1 but the whole damage scheme has to be considered carefully. Simply going through books and plugging in values would result in something like four LWT's to kill a SW and like 15 to sink a OHP. Clearly, the "real" values aren't very helpful when it comes to warheads other than a guide to relative in-game effects, which is all that matters. If you are going through our database looking for numbers ripped from Janes, etc. you aren't going to find them, partially because its not interesting and partially because its not helpful. There are probably thousands of difference between our database and say a Janes book. Plugging real-world values into a database and calling it "realism" work is the lowest form of modding, IMHO. Cheers, David
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#3 |
A-ganger
![]() Join Date: Jan 2002
Location: from Poland , in Wales . .
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Hi guys. I was diving yesterday with my friends , and one of them (Kilo) was caught on hi freq. by Seawolf.
Do you think the Hi freq. are visible on real, active intercept station ? And if yes , is it possible to make this a feature in LWAMI ? :hmm: |
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#4 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
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I'll definately look into it.
Although, for some reason, I think a few others have looked at this, and it seems that HF sonar is simply not detectable in the sim engine on active intercept. Cheers, David
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#5 | |
Admiral
![]() Join Date: Apr 2005
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Active intercept isn't going to help you one bit. If you can't detect with passive sonar another sub within 3nm of you, well you don't deserve going back to port to put it mildly. :rotfl: ![]() |
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#6 |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
Posts: 971
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Hi Luftwolf and Amizaur.
When playing through some self-made scenarios I've constantly noticed that subs are always avoiding torpedoes to the left and never right. I think its coded into their SubAvoidWep to evade left. I've taken the liberty to randomize the torp evasion route a bit in the hope it provides less predictability. Here are the changes that I've made to the SubAvoidWep Doctrine highlighted in orange. I think you'll like them. __________________________________________________ ______________ ; $Header: SubAvoidWeap.txt Thu Dec 30 16:55:05 EST 2004 mike $ ; $Revision: 5 $ ; $Copyrt1: Copyright (c) 2003, Sonalysts, Inc. All rights reserved. $ ; ; SubAvoidWeap, modified by Amizaur, feet/meters miscalculation corrected ; AI behaviour when evading torpedo still needs improvements to avoid cavitation ; if torp below layer sub could run 5kts above layer and drop CMs, not run full speed cavitating ; Additional edits by LuftWolf, sub always drops active decoy and evades at 100-140 degrees ; Slight increase in recognition delay and decrease in max tgt evasion range ; Modded by LoBlo 8/6/2006 to randomize evasion routes a bit more. var PreventingSnorkel var PreventingComms var LegTimer var RecognitionDelay var Snapshot var LegCourse var jammerIdx var decoyIdx var AvoidLeft IF Init THEN { PreventingSnorkel = false PreventingComms = false RecognitionDelay = ( Time + 15 + rnd 15 ) LegTimer = -1 Snapshot = false jammerIdx = DBIdxFromRecNum 1414 decoyIdx = DBIdxFromRecNum 1412 If rnd 100 > 50 THEN { AvoidLeft = True DebugOut "Evading to the left" } Else { AvoidLeft = False DebugOut "Evading to the right" } ENDIF } ELSEIF LegTimer == -1 THEN { IF Time > RecognitionDelay THEN { IF ( TgtRng < 12000 ) AND ( TgtSilos < 0 ) AND ( abs RelativeBearing TgtCrs ( TgtBrg + 180 mod 360 ) < 30 ) THEN { DEBUGOUT "Sub Evading Torpedo!" IF Not Snapshot THEN { DEBUGOUT "Firing Back!" FIREBEST Snapshot = true } ENDIF IF NOT PreventingSnorkel THEN { PreventingSnorkel = true SetEntVar "TooBusyToSnorkel" ( GetEntVar "TooBusyToSnorkel" + 1 ) } ENDIF IF NOT PreventingComms THEN { PreventingComms = true SetEntVar "TooBusyForComms" ( GetEntVar "TooBusyForComms" + 1 ) } ENDIF LegTimer = ( 180 + RND 180 ) SetPriority 255 SetSpd MaxSpd ; LW Edit to 100 to 140 If AvoidLeft THEN { LegCourse = ( TgtBrg + 100 + rnd 40 mod 360 ) } ELSE { LegCourse = ( TgtBrg - 100 - rnd 40 mod 360 ) } ENDIF ; Set Depth Opposite Layer IF TgtAlt < LAYER THEN { SETALT ( -600 - RND 50 ) } ELSE { SETALT ( LAYER - 400 ) ; set depth to 400 ft below layer } ENDIF ; Setalt ( ( MinAlt / 0.3048 ) + 100 ) ; DebugOut "MinAlt + 100 feet set" ; Throw CM? IF RND 10 > 0 THEN { ; Decoy or Jammer? IF ( TgtSource $= "Active Intercept" ) OR ( rnd 100 > 65 ) THEN { DEBUGOUT "CM Decoy" CountermeasureIdx decoyIdx } ELSE { DEBUGOUT "CM Decoy II" ; LW always drop active CM CountermeasureIdx decoyIdx } ENDIF } ELSE { DEBUGOUT "Decoy failed random draw." } ENDIF LegTimer += Time } ELSE { IF PreventingSnorkel THEN { PreventingSnorkel = false SetEntVar "TooBusyToSnorkel" ( GetEntVar "TooBusyToSnorkel" - 1 ) } ENDIF IF PreventingComms THEN { PreventingComms = false SetEntVar "TooBusyForComms" ( GetEntVar "TooBusyForComms" - 1 ) } ENDIF } ENDIF } ENDIF } ELSEIF Time > LegTimer THEN { LegTimer = -1 } ELSE { SetPriority 255 SetCrs LegCourse SetSpd MaxSpd SETALT ( -600 - RND 50 ) } ENDIF __________________________________________________ ________________ So far the initial test work great and subs avoid more unpredictably. In regards to surface avoidance, I've not run enough test to know if surface ships are also avoiding left as well. If so the above code may randomize there avoidance a bit as well. Another approach rather than just avoiding left or right randomly is to code the subs to avoid in the direction that is most convient to where they are heading, though that makes weapon avoidance a little predictable...
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"Seek not to offend or annoy... only to speak the truth"-a wise man Last edited by LoBlo; 08-11-06 at 11:01 AM. |
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#7 |
Navy Seal
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LW I recomend looking at all the CIWS type guns and increasing the amount of rounds guideable or something. THey need to fire faster. Also Depth Charge launchers need looking at, they damage the launching ship. Sacramentos need 3 CH-46 Sea Knights. Natya (Russian) need RBUs (Once they work). Ivan Rugov need Elk Tail VDS. Thats all the problems I remember for now (Got a big list at home).
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#8 |
Chief
![]() Join Date: Apr 2004
Location: Western NC
Posts: 325
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Any updates on the status of Lwami 4.0?
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Retired US Army Paratrooper Virtual Sub Skipper |
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