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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Silent Hunter
![]() Join Date: Jun 2004
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![]() ![]() LW/Ami SLMM lies in wait at 250 ft as a Sovremmenyy approaches. LW/Ami SLMM exploding... LW/Ami SLMM exploded. Does that settle it? Quote:
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The situations in which you'll be able to get close enough to hit a specific ship in DW are practically nil,though. That isn't a problem with the mine, that's a problem of expectations. Mines are strategic weapons that do the most damage through psychological, not explosive, force. If you put enough of them in a high traffic area, maybe you get a hit, maybe you don't, but as long as your enemy believes the mines are there that area of sea is essentially shut down. There's really no way to model this in a tactical level sim.
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#2 | |
Sea Lord
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#3 | ||
Silent Hunter
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I'll check to see if being in 13m of water screws with the Mobile Mine (I'm assuming that you're using a russian boat since you gave the depth in meters), but for the time being it really looks like your experience was without the mod enabled or with some other weirdness going on. LW/Ami mines have proved quite reliable as long as the floor isn't extremely sloped. EDIT: WTF man? How could the mine have stayed at the launch depth of 18m and been planted in water 13m deep!!!!? If what you say is true, that mine was 5m underground! EDIT 2: OK, no matter what depth you fire an SLMM from, it goes up to just below the surface. This means you don't need to worry about your launch depth; you can fire deep and the mine will be able to plant someplace shallower than you. So the firing from 18 into 13m shouldn't be a problem. Just got a successful hit on the same Sov in 80ft of water. Now for the Mobile Mine...
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![]() Last edited by Molon Labe; 11-17-07 at 11:57 AM. |
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#4 |
Sea Lord
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To clarify things, it's the Russian Rebellion mission where you are in the 'Akula', or Pike to be more accurate, and you have to drop off the special forces, of course you are supposed to ID the bad guys and prevent a breakout from the harbour too, so at the manual periscope depth of 18m, I'm launching four mines to four waypoints in a row from the centre of the exit channel to the left where the ships come out, leaving me just enough room to scrape past the mines on the right, into the harbour if I have to, so I would have thought a mine detonation should be money in the bank for something like that. The depth there is 13m at its shallowest up to about 23 metres at the deepest and the mines seem to stop at a depth of (approximately) 4 or 5 metres, i.e. nearer the surface than the sea bed. They just sit there and have no effect. I could torpedo the boat of course, but it's kind of annoying that i seem to have mines from Walmart:rotfl:
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#5 |
Silent Hunter
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Here's the LWAMI Mobile Mine in a 14m channel:
![]() That's got to be my favorite mine screenshot since you can see the mine exploding from the surface. ![]()
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#6 |
Sea Lord
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I notice the range on your map inset there. In my case, the 'selection box' of the target ship was actually overlapping the mine icon on the tightest zoom setting, i.e. it was much closer than your picture depicts, but still no effect, so I'm at a loss as to explain why it didn't go off, like I said, if it had been any closer, it would have actually hit the thing.
Nice pic by the way, only wish I could get one:rotfl: ![]()
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#7 | |
Silent Hunter
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#8 |
Watch
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After installing LWAMI Mod (from stock DW, with a Lwami_308_Full.exe installer), I have tried again the mine thing, and it did explode.
So, I can tell, from my own tests : - Stock DW : hover at waypoint, does not explode at all - LWAMI 3.08 : sink at waypoint, explodes It is a bit annoying since I wished to do the campaign with no mods. I'll use no mines then :/. @Chock : Your problem seems bigger since you had this weird behavior also with LWAMI mod. I can only recommend a clean uninstall/reinstall with fresh downloaded lwami 3.08 archive... |
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#9 |
Sea Lord
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Yup, going to try a reinstall, it's got to be screwed up from the behaviour I'm getting (or rather not getting).
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#10 |
Sea Lord
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I'm guessing that when something gets this close to a mine, it really ought to go off, or you should get your money back from the arms dealer:rotfl:
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#11 |
Silent Hunter
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Hard to tell for sure, but it doesn't look like that mine settled.
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#12 |
Watch
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It's a paper boat ! Look at those nice folds !
Seriously, I could do the same with stock DW, resolved the issue with 3.08 install. Good luck ![]() |
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#13 | |
Naval Royalty
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Not necessarily, there's such a thing as ship counters, which require multiple passes for a mine to go off. Additionally, mines don't have to become active immediately after placement. There might be some time delay, in fact, if I was the one placing them, I'd prefer them not to activate for a few days after I'd placed them in order to make sure I was well away from the location and insure their placement remains secret. That's why, if I had my druthers, mines in the game, wouldn't explode immediately after a ship passed over them. Rather, I'd prefer to have a trigger to trap their placement.
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#14 | |
Naval Royalty
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I agree in large part. The fact of the matter is, that mines allow you to "hold at risk," any vessel in an area, which is a very specific sort of strategic goal. That being said, the effect of a mine field depends a lot on one knowing their actuation radius. If you know that, then you can plan things like how likely it is that the first ship gets hit, etc. That means you can use them tactically, if you are careful.
The thing is, due to their presistant and indescriminant nature, laying a minefield is not to be taken as lightly as shooting a torpedo (not that shooting torpedoes is taken lightly either). Laying minefields has a lot of implications from an international law perspective as well. I'm not a lawyer but I doubt you could, for example, lay a minefield in self defense, the same way you could shoot a torpedo or a ASCM. Mines also typically don't "turn on" right away. They're placed and sit for some time before becoming active. These days, they also usually have ship counters set to some random number, so even if they were turned on, they might not actuate on the first ship that goes by. That makes the short term effectiveness of a field uncertain. Laying a minefield has a lot of larger implications because it effectively denies safe use of a piece of ocean to anyone in it. In this sense, one would almost always lay mines in the context of a larger operational or even strategic plan that had been very carefully thought out. Given all that, it really raises the question, wouldn't it just be wiser to shoot a torpedo or an ASCM? From a realism standpoint, I'd argue it's probably more realistic to use mines less as an actual weapon you intend to employ against someone specific and more as a way to satisfy a mission goal. From a gaming standpoint too I think it's better because the mission goal might be something like, "lay a minefield with at least a 90% probability that the first ship to enter the field will be hit" and then you have to ask yourself, "how many mines do I need to carry to build that minefield?" Then you have to ask yourself, "how much space will I have left for other weapons and will that be enough to get me to where I need to be?" If the answer is, "no" then you have to be really conservative about shooting torpedoes. You'll always find yourself asking, "Do I have to shoot this guy? Would it be better to just run or hide?" That's what sub gaming is all about in my mind. Instead of thinking of subs as wonder weapons, think of what their limitations are, and then build a scenario to challenge those and your skills as a decision maker. If I was a sub captain, I wouldn't want mines on my boat. I'd rather have torpedoes or missiles. Mines are something the people upstairs would make me carry as part of one of their evil plots. Quote:
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