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Old 03-26-07, 05:27 PM   #1
LuftWolf
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Take a look at a picture of a Typhoon and understand that the warhead of a Mk50 is about the size of your head, and you will understand why that makes sense.

The Typhoon has multiple hulls, in fact the gap between the inner and outer hulls is probably bigger than the Mk50 is long.

The ADCAP torpedoes, which are much larger weapons, are in fact designed with a two-stage HEAT-type warhead that is designed to burn through the outside hull of largers Russian submarines and then direct the blast of the second charge completely into the final hull (by reports...).

Russian submarines are supposedly designed to sustain hits from normal torpedo warheads, and so the the Mk 48 ADCAP warhead was designed to defeat these designs... or so the story goes.

Cheers,
David

PS The 360 degree Active Intercept performance is confirmed by modern submariners (Bill Nichols ).
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Old 03-28-07, 02:55 AM   #2
Delareon
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Hi folks,
yesterday i tried the LWAMI mod, seems like a lot of work a lot of good work.
But also i got some problems using this mod.
The first is that Auto SonarCrew doesnt work longer.
I saw a really clear contact on the 688i Broadband Sonar and the AutoCrew
doesnt mind.
This was on the Sicillian Wedding mission while i was moving from one Op Area to another, regulary i dont use Sonar AutoCrew. Then when i marked the Contact myself, The Tracker was left from the place where it was displayed.
No chance to move it to that position where the contact is really displayed at the Sonar. Cant make a screenshot now because im at work but i will try to visualize it.
i use the following signs * for the sonar line and a | for the marker. So when i marked the contact the marker was on a similar position like this:

___|_____________________
´´´´*´´´´´´´´´´´´´´´´´´´´
´´´´*´´´´´´´´´´´´´´´´´´´´

The next problem was that the Sonar display was freezed.
After a few minutes the display starts running again then it freezes again.

Was using the actual version from www.subguru.com and there are no other mods installed.
Hope u can reproduce this problems.
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Old 03-28-07, 03:06 AM   #3
LuftWolf
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Hi!

I don't think this problem is related to the Sonar Autocrew:

Quote:
Originally Posted by LWAMI Readme
XX-Specific Sensor Changes-XX

Sphere and Hull Arrays—The sensitivity of the Sphere and Hull arrays has been increased relative to the Towed Array (to be clear, the TA is still much more sensitive in terms of long range performance) to better simulate their reported real world specifications. Also, the stern facing baffle of the Sphere has been increased to 120 degrees for active and passive modes, including the FFG and all AI platforms. It is not uncommon for contacts to show up on the broadband sphere before they show up on the narrowband sphere, and loud contacts will also show up more clearly on the sphere array broadband than the towed array broadband once both arrays have detected the contact. Expect to use the Sphere and Hull arrays more now to track and identify surface traffic and build situational awareness utilizing DEMON and TMA, and reserve the TA for finding and tracking those quiet hostile submarines or distant warships on narrowband. NOTE: Known Issue. It will be possible to see and hear contacts on the Sphere array before you can assign a Broadband tracker to them. You can immediately assign a narrowband tracker to all contacts on the sphere with a narrowband signature, although it is intended that generally contacts will be detected on the sphere broadband first. The broadband tracker issue is not intended, although it is present in stock DW as well, and the mod does not make it any worse in game play terms.
In regards to the contact being marked off the bearing of the line, I see this occasionally with the Western Sonar systems; sometimes the tick mark is definately off of the bearing of the contact. I don't see how anything in the mod could make this issue worse, although I did increase the bearing error on the sonar, which could be making this occur more frequently in some circumstances. Although not expected behavior (eg. a "bug") it appears to be more of a cosmetic issue to me... which is especially convenient because don't think I can fix it.

Thanks for your feedback, I hope this response is satisfactory for you, let me know if there is anything else or if you are unconvinced, I'm never surprised now when a new issue comes up that needs to be fixed!

Cheers,
David
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Old 03-28-07, 03:35 AM   #4
Delareon
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thanks for your fast response LuftWolf.

Ok the Rule of the Day is "Its not a Bug, its a Feature" :P

Then i continue playing arround with this Mod.

Do u have any ideas why the Sonar display freezes from time to time when i use the mod?

Seems like the rest of the Game still runs as long as the display is freezed but
a Submarine without a working Sonar is a blind Submarine and a blind Submarine
can be very fast a dead Submarine.
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Old 03-28-07, 06:07 AM   #5
LuftWolf
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Quote:
Originally Posted by Delareon
thanks for your fast response LuftWolf.

Ok the Rule of the Day is "Its not a Bug, its a Feature" :P

Then i continue playing arround with this Mod.

Do u have any ideas why the Sonar display freezes from time to time when i use the mod?

Seems like the rest of the Game still runs as long as the display is freezed but
a Submarine without a working Sonar is a blind Submarine and a blind Submarine
can be very fast a dead Submarine.
Well, my immediate response to that is: does it ever freeze when you don't use the mod?

The actual mechanics of the sonar modding itself is rather straightforward... changing some database values, it sounds like what you are talking about is more interface related, but I've never heard of this occuring before.

Can you perhaps be more specific about what you mean by "sonar freezing"? how often does it happen? can it be reliably reproduced?

Cheers,
David
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Old 03-28-07, 06:14 AM   #6
Driftwood
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Not sure what kind of "horsepower" you've got running under the hood, but that has happened to me when running the sim on an older PC. It can also happen if you crank up the time compression. It can take a minute or two for the sonar display to "catch up."
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Old 03-28-07, 06:35 AM   #7
Delareon
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Horsepower shouldnt be the Problem, thats an 3GHz Computer, 1GB RAM and alot of other things that should make me able to run 12 instances of DW simultan without performance loss *joke*

the Essence is that my Computer is a newer one, straight above the DW requirements.

I mean the Sonar display simply stops. The Broadband display exactly.
No more movement its like an JPG. All the other things are still working.
I can push every button switch to every view, its just the Broadband Display.
This Problem never occurs without the mod.

When i installed the mod it works about 30 minutes then it stops.
Then i removed the mod and that problem is gone.


Timecompression, i will test it again and will take a look at the timecompression.
I think that was without compression but im not 100% sure.

Maybe its an interface problem but it only happends when i activate the mod.

The other thing is that this wasnt a single phenomenon.
Its happend again and again.

specially that i also have looked at the Sonar at the highest time compression and never before got an problem like this.

So the only thing that seem logical to me is that there must be something in the mod who dont like me, somekind of Ghost in the machine
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