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Old 07-08-06, 02:00 PM   #61
XabbaRus
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OK I see where you are coming from. As far as how ADCAPs work in a realistic manner, maybe you can get some ideas from SCX. Thomas did a cracking job on them.

As long as the torpedos when off on their own work as they should do, I am happy with that. I probably would only make use of a couple of additions, such as under keel detonation.

A suggestion for making under the keel detonation work. Don't restrict it to just active, allow it to work with passive mode too.

Look forward to it though.
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Old 07-09-06, 02:24 AM   #62
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Quote:
OK I see where you are coming from. As far as how ADCAPs work in a realistic manner, maybe you can get some ideas from SCX. Thomas did a cracking job on them.
No offense to Thomas or SCX, but we are way beyond anything they have done with torpedoes. Our ADCAP doctrine is more than twice the size of the SCXIIC ADCAP doctrine, has over four times the variables, and is significantly more complex than anything in SCX.

It's just that we have yet to prove it works.

In terms of the UTK, I spent a bit of time thinking about this feature (that is to say, why not just double the ADCAP warhead and call it UTK detonations...), so I'm pretty happy about how it is now, but of course, if I get some good data, I'm happy to make the necessary changes.

Cheers,
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Old 07-11-06, 08:01 PM   #63
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Ok, well I've sent a working playtest version to a few people via email.

This version doesn't have any documentation, so I haven't posted it yet.

However, OneShot was nice enough to give me some FTP space on the new CADC server, so I'm going to work on some documenation tonight and then post the playtest distribution, and post all subsequent playtest versions so that everyone can take a look at the playtests as they are finished.

Cheers,
David
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Old 07-14-06, 02:13 PM   #64
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I haven't had a chance to update the Playtest documentation so I've decided to post the current playtest to the new CADC server, courtesy of OneShot.

Here is the URL: www.commanders-academy.com/luftwolf/LWAMI4_Playtest_101_NoReadme.zip

Let me know what you find. There will probably be a few more of these before LWAMI4 is finally released.

Everything in these playtests should either work, or not be implimented at all. Here is the email I included with the file for everyone I sent it to personally.

Quote:
Hello!

Here is the latest playtest version, with the necessary corrections. All of the player weapons should now work as described on the forum.

All the AI weapons should work well except for the physics on the very fast torpedoes and, also, I haven't put their anti-decoy logic in.

Other than that, the only things that might be buggy are the helos and aircraft.

Everything else should work or hasn't been implimented, so test whatever you want, but focus on the torpedoes.

Also, don't forget about the UUV, the preenable button controls the depth and the enable button controls the speed. Active mode is not available on the UUV because of hardcoded bugs in DW 1.03. The SLAM-ER ASuW capability has been enabled as well for the P-3, with the last waypoint being the Enable point if set over water or the target point if set over land.

None of the advanced sensor modelling has been done, but this will fit seamlessly with the controls, hopefully. The sensor work is the next step of the project (after proper playtest documenation of course ;-) ).

Thanks a lot for testing LWAMI4!

Cheers,
David


PS Please share this file with as many people as you like, but make sure you let them know to find the instructions for the torpedoes on the forum, and that I will have a good readme very soon.
Thanks!

Cheers,
David
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Old 07-18-06, 08:04 AM   #65
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Just a quick update... Amizaur is still working feverishly on the torpedo sensors and I've started to do some things for LWAMI4 not related to torpedoes, like the helos and aircraft and missile-launch TIW messages.

I hope to have a documented playtest with several new features enabled available for download in the next few days.

Cheers,
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Old 11-07-06, 02:15 PM   #66
Dr.Sid
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What about the wires ? Still unbreakable ? What about giving them simple speed limit ? like 20kts or so.
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Old 11-07-06, 03:59 PM   #67
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Oh the wires break.

In this version of the playtest, the wires are only set to break based on the absolute distance traveled by the torpedoes, or the distance travelled by ownship from the launch point (calculated as radius, as this is the only way to this for the firing ship).

Based on discussion with naval weps experts on this board, it was determined that the wire-clearance procedures now used on submarines firing wireguided torpedoes makes it very unlikely that ownship maneovering will break a wire in this day and age.

Cheers,
David
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Old 11-15-06, 06:51 PM   #68
whiskey111
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I have downloaded LWAMI4 few days ago and this is fantastic thing But there were some bugs in torpedos trigers. It didn't explode in the first hit on ship and ASuW SAFE mode didn't work corectly.
Tell me please if these all things works corectly now in LWAMI4 101 ?
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Old 11-16-06, 07:40 PM   #69
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Well, you didn't download LWAMI4 because work on that was suspended temporarily due to changes anticipated in the DW engine in an upcoming 1.04 patch that require structural changes to the mod.

What you are using in the LWAMI4 Advanced Torpedo Control Playtest... which is a Alpha version of the ATC mod that is going to be included in LWAMI4.

"Alpha" in this case means that after a few furious months of work, I released it when I couldn't think of any more code that appeared to be necessary... with the idea that through the playtesting process, the inevitable bugs would be found and gameplay issues addressed.

This whole process has been in stasis since I decided I needed to stop working on the mod as a whole.

I had hoped to repackage the first playtest with proper documentation this week, although my RL has necessitated that this hasn't happened to this point.

I've received several bug reports although most of them lack good specific details... can you provide as much context as you can and complete discriptions of your malfunctions... especially methods that can be used to consistently repeat the undesired torpedo behavior (eg. "bugs").

Thanks, I need all of your help!

I'll really try to get the proper documentation out for this, but I need to go over ALL my notes to make sure I get a complete list of changes for the three or four different versions I have privately and the one available publicaly, so this mod, that involves several thousands of individual changes to the database and doctrine, doesn't just become one big buggy mess...

Cheers,
David
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Old 11-17-06, 07:27 AM   #70
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Changes in the DW Engine??? That's an interesting development. Sure hope we get to see 1.04 in time for Christmas!
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Old 11-17-06, 01:20 PM   #71
whiskey111
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Ok. LuftWolf, below is description of situation in wchich I have tested your mod. I have made a simple mission with some platforms:
1*Borys Chilikin surface ship class,
1*Akula - player- (I don't remember type - I think it was improved type 1),
1*Los Angeles-player-(688i) class.

1) Borys Chilikin was at 0kts speed and Akula (0kts) was exactly below Borys Chilikin on about 100m (320ft). LA shot MK48 adcap torpedo (ASuW SAFE ON: ceiling deeper than 40ft, deep 300ft, floor 1000ft) at AKULA, but when torpedo enabled it locked on surface ship (Borys Chilikin). I have repeated this test (with my friend) few times (5,6 times) but result in most cases was similar (without one case when
torpedo locked on Akula sub).

2) LA attacked Akula (which was running away from torpedo at max speed, deep more than 100ft) by MK48 adcap torpedo with ASuW SAFE ON (the same settings like above)-there was Borys Chilikin class surface ship but away from action area: torpedo locked on Akula by active search and went for the sub. When adcap was near Akula it should exploded and destroy sub, but it didn't. Torpedo went through the sub . Then adcap turned back to Akula, locked on in active search, hit and exploded. Akula was destroyed. I have repeated this test few times but result was mostly the same.

3) I have made this test with ASuW SAFE OFF (ceiling shalower than 40ft, deep 100ft, floor 1000ft) fired at Borys Chilikin surface ship (0kts) by adcap torpedo in active search and in most cases torpedo exploded at first time but there were situations in wchich torpedo exploded at second hit on surface ship.

4) And one last thing: I have noticed that when Akula was at 0kts -adcap (ASuW SAFE ON) hit and exploded at the first time, but there were exceptions to the rule.

Ok, this is all what I remember.
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Old 11-17-06, 01:30 PM   #72
Molon Labe
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Quote:
If the Ceiling is set at 60ft or above, it will disable the ASuW Safety.
Quote:
(ASuW SAFE ON: ceiling deeper than 40ft, deep 300ft, floor 1000ft)
So, if you set your ceiling between 41 and 60, your ASuW safety was disabled.
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Old 11-18-06, 05:40 AM   #73
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"Selecting Circle in the presets chooses dedicated ASW mode. In this mode the torpedo defaults to having it's ASuW Safety on, meaning all targets above 40ft in depth will be ignored (ALL surface ships regardless of size and surfaced submarines) by the seeker, but this can be disabled by setting a ceiling depth 40ft or shallower, meaning the torpedo will home on all targets it detects" - I have read this on first page. Did it change to 60ft ?

And what about problem of torpedo's triger (don't explode at first time) ? Even if I set something wrong torpedo must explode at first time, isn't it ?
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Old 11-18-06, 03:33 PM   #74
Molon Labe
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Ah yes, apparently there has been a change. There is a newer and more thourough explanation of the ADCAP controls on page 3.
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Old 11-19-06, 07:58 AM   #75
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Quote:
Originally Posted by Molon Labe
Ah yes, apparently there has been a change. There is a newer and more thourough explanation of the ADCAP controls on page 3.
Page 3???? Page 3 of what? I've obviously got the wrong reference. My "Lwami 4 Final Player torpedo Control Design" document only has two pages. :hmm: Obviously I'm using something that's outdated. Probably why I am not getting consistent performance on my fish.
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