![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
|
![]()
You sir, are no mere Wizard but a Time Lord. :|\
![]() ![]() ![]() ![]()
__________________
Liberty, Equality, Fraternity |
![]() |
![]() |
![]() |
#17 |
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
Posts: 398
Downloads: 0
Uploads: 0
|
![]()
OK I have found new evil method of torpedo control
![]() To cycle depths between launch and search or what ? With some more coding I could also let you input exact depth value by setting it by torpedo heading designator (those left right arrows). Or speed value. Or sonar mode ![]() But this requires some more work so at first multiple preenable button clicking could just cycle between varius depths, now question is what depths and in what order ? |
![]() |
![]() |
![]() |
#18 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
|
![]()
I would suggest being able to toggle between launch and set depth, in order to fire from behind terrain and steer the torp over the feature, and perhaps have it go back down.
For speed, the ability to run the torpedo out at max speed, then slow to search (especially for passives) to improve sensor effictiveness would be very helpful. Ideally, a torp that acquired a target while being used this way would accellerate to the maximum speed it could reach without losing its sensor lock on the target.
__________________
![]() |
![]() |
![]() |
![]() |
#19 |
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
Posts: 398
Downloads: 0
Uploads: 0
|
![]()
OK I'll try to make it. The second thing you said (launch torp at max speed and slow down to search) was a part of new doctrines already :-) Passive torpedos will automatically slow down to 40kts after enable. Active will automatically speed up to max after enable.
|
![]() |
![]() |
![]() |
#20 |
Chief
![]() Join Date: Apr 2004
Location: Western NC
Posts: 325
Downloads: 0
Uploads: 0
|
![]()
hehehehehe, exxxxxcellent!
![]()
__________________
Retired US Army Paratrooper Virtual Sub Skipper |
![]() |
![]() |
![]() |
#21 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
We are all fortunate to have someone around with the talent of Amizaur.
![]() ![]() His work on the doctrines in particular is exceedingly elegant. ![]() I'm just hitting two stones together and hoping to get a stone axe in comparison with the stuff I do on the mod. ![]() ![]()
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
#22 | |
Eternal Patrol
![]() Join Date: Sep 2001
Location: Netherlands
Posts: 1,923
Downloads: 0
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#23 |
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
Posts: 398
Downloads: 0
Uploads: 0
|
![]()
I would say yes in the mod, rather no in stock game. In stock game passive (and active) seekers are so sensitive that only det curve restricts it's range so ambient noise has little or no effect. In the mod passive seekers where tuned by sensivity to detect given target at given range and things like layers and ambient (sea state) noise have great effect.
So it could happen that deep running (not affected by sea state noise) passive torpedo detects a surface target, go for it and when close to surface has sensor affected by sea state noise (strongest near surface) and loose target. Not very probable because it would be very close to target when coming close to surface, but maybe for very weak targets in high sea state... BTW grrrr torpedo range bug not fixed in 1.03 ![]() I'm glad I made versions of torpedo mods for playables - normal for corrected and compensating for uncorrected range bug. But it's only for playable torps, most of non-playable will be bugged (range at max speed increased). |
![]() |
![]() |
![]() |
#24 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
Oh man...
![]() ![]() ![]() Just to be clear, for LWAMI 3.00 I'm going to leave things as they stand now in terms of torpedo function. I want to have a chance to look at all of these additions and problems as a group together and wait to get some feedback from SCS about their timetable in fixing this, but you guys can count on some kind of correction for this as well as the enhanced function torpedo doctrines for 3.01. ![]() Amizaur, can you send me the latest versions of your torpedo doctrines when you get a chance? Also, have you tried to add any corrections in the database for the torpedo mod or the overrunning? I'm thinking if you want to add more advanced functions like depth it would be a good idea to wait to release all the torpedo changes as a group for 3.01.
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
#25 |
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
Posts: 398
Downloads: 0
Uploads: 0
|
![]()
Of course, I have to make some changes to doctrines (and they are in many versions already so it's some work) but will try to send you working versions today. Yes I have done calcs how to compensate for torpedo range bug so what range set in database to get correct real range, numbers are ready.
I have almost ready advanced torpedo control but I want to test it myself a bit too before relasing ![]() ![]() Well I'll try to write a simple and clear manual for the new torpedo software mod with all functions described ![]() |
![]() |
![]() |
![]() |
#26 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
Great, thanks Amizaur!
![]() I can't wait to try the new doctrines. ![]()
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
#27 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
|
![]() ![]() ![]() ![]() I assume hitting pre-enable when enabled completely cancels the prior enabled state ? So on wishing to return to enabled you make a fresh choice rather than going back to the last enabled option ? On depth - starting from launch at own depth, my preferences for input sequencies would be:- 1. Search. 2. Ceiling (Wakehomers) 3. Search 4. Back to Launch, preset speed and depth. ( # sequence resets) But if you can dial through the selections to reach the required state then the above is not necessary. Whats on the table already is a feast. ![]() ![]()
__________________
Liberty, Equality, Fraternity |
![]() |
![]() |
![]() |
#28 |
Watch
![]() Join Date: Apr 2002
Posts: 30
Downloads: 66
Uploads: 0
|
![]()
But what about the basic function of the "enable mode" being reversed?...ie...the pinging in pre enable vs no ping in enable mode?Won't this have to be fixed first inorder to have a working doctrine??
__________________
![]() "Line'em up and Bam!...right to the kisser!!" |
![]() |
![]() |
![]() |
#29 |
Nub
![]() Join Date: Mar 2002
Posts: 3
Downloads: 0
Uploads: 0
|
![]()
Thanks for the replies and all the hard work. I'll check in to see when things are modded for the features.
|
![]() |
![]() |
![]() |
#30 | |
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
Posts: 398
Downloads: 0
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|