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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Jul 2004
Location: Belgium
Posts: 3
Downloads: 12
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Isn't there a way to mod the TLAMs to do more dammage? A 1000lbs warhead should do more than 10pct dammage per hit?
DDP.
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#2 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
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Considering that the targets mentioned in this thread are a shipyard and an airport, 10% might actually be on the high side. 10 missiles to completely wipe out either of those seems quite low. Consider just how many different facilities/buildings there are on each of those sites that would draw at least one missile, if not two, three, or four.
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#3 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
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It would be rather simple in DB editor .. but changing the mission would be much easier.
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#4 |
Mate
![]() Join Date: Jan 2009
Posts: 53
Downloads: 15
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SPOILERS AHEAD!
- - - - - Yeah, I changed the mission and started over. The first part is ridiculously easy anyway. The transports run straight and don't really fire back, and the subs run too shallow so they end up surfaced. Finished them all off with Harpoons and one Mk48. As it turned out, a steady stream of TLAMs from some allied ship far to the south finished off the naval base for me, while I was busy racing down to kill some of the ships in the carrier task force group heading for the island. |
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#5 |
Nub
![]() Join Date: Jul 2004
Location: Belgium
Posts: 3
Downloads: 12
Uploads: 0
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First, vanilla DW patched 1.04 does not have this problem with the Taiwan Strait TLAMs. My TLAMs hit the Ningpo buildings 12 out of 12 every time.
I replaced the TLAM doctrine with the LwAmi ones. Everything works perfectly, so no problem there. But not with the LwAmi309 mod activated. So I started looking around with the DW editor. And I found following: TLAM Surf - Object Type: missile - Sim Type: missile. TLAM - Object Type: missile - Sim Type: torpedo. TASM - Object Type: missile - Sim Type: missile. In stock DW there's only one TLAM in the database and both object & sim type were missile. That 'sim type torpedo' seemed strange to me so I changed it to missile. And while I was there I increased the TLAM damage to 556 because that was the damage for the TASM. I tried out the mission (several times) and it worked. I do get an occasional dud but I'm able to kill the naval base (100pct damage) and one of the shipyards with my 12 TLAMs. I do not put my TLAM waypoint on the exact location of the objects because they are in the water but just 'over the edge on land' and I spread them a little. DDP.
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I\'m still thinking on that one... |
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#6 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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That's interesting. The "torpedo" type is so launching them produces a TIW warning. I'll try to reproduce this tomorrow to see if the torpedo tag has any other unintended side effects.
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#7 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
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Well, I've run some tests and I've been able to reproduce the result you've described. Apparently adding TIW alerts in this fashion keeps causing more problems than they're worth. Maybe in a few months we'll find out it's screwed up the SUBROCs too!
![]() LWAMI 3.10 will either remove the TIW alerts on LAMs or have a seeker for coastal targets.
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![]() Last edited by Molon Labe; 03-13-10 at 10:44 PM. |
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Tags |
bug, campaign, dangerous waters, lwami, tlam |
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