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Old 06-23-10, 06:39 AM   #1
FERdeBOER
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I agree with all of you: it's a superb mod

But I have a problem when editing the database: if I change the name of a torpedo of a controllable unit, the torp disappears after a second of being launched.
I only change the name, nothing else and, if I remember right, this didn't happen before.

Any hint or advice?
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Hay dos tipos de buques: los submarinos... y los blancos.
There are two types of ships: the subs... and the targets.
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Old 06-23-10, 07:22 PM   #2
Pillar
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Quote:
Originally Posted by FERdeBOER View Post
I agree with all of you: it's a superb mod

But I have a problem when editing the database: if I change the name of a torpedo of a controllable unit, the torp disappears after a second of being launched.
I only change the name, nothing else and, if I remember right, this didn't happen before.

Any hint or advice?
Don't change the name
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Old 06-24-10, 04:32 AM   #3
FERdeBOER
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Quote:
Originally Posted by Pillar View Post
Don't change the name
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Hay dos tipos de buques: los submarinos... y los blancos.
There are two types of ships: the subs... and the targets.
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Old 06-30-10, 06:54 PM   #4
blackbird34
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I just got the new RA mod and first thing i did was took out all the subs for a nice test drive and make some nice boomb boombs! then when it came to the FFG i was puzzled why my torpedoes were so useless. Using the MK54's i set up my self against a KILO SS, when i fired my torps their search pattern was so slow and broad that they circled around the sub and went of to who knows where, now some times i could see that the torp would start to turn on target only to pass it because it couldn't turn hard enough so i switch to circle search mode and still they miss, it seems that the actives search cone is the width of a straw , so after almost completing a full circle 'which took forever' my torpedo decided to die on me. Hmm 6 fish wasted no hits and a 30 min reload per tube. i tried the set up over and over again and i got to frustrated to continue i had about a 10% kill rate per mission. not very savy So if anyone else finds this an issue or you think i'm just terrible with the FFG please send some insight!
Regards Blackbird.
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Old 07-03-10, 06:17 PM   #5
Gorshkov
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Apparently people have a quarrel here which mod (DWX or LWAMI) is better. Having read this sub-forum now I know LWAMI modifies only database and doctrine files but DWX also alters game code.

So I do not think both mods can be matched against each other on equal terms.
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Old 07-18-10, 01:49 PM   #6
Captain Sub
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If any of you play RA on maps that were saved in Lwami or Stock 1.04 you're going to get errors.

For example, when I loaded a stock map one of my enemies started not as a sub but as a torpedo and he disappeared when he ran out of fuel.

So know what you're doing people, know what you're doing.


The russian torpedos all work very well and I've used many of them with great success, especially the airdropped. I do not recommend APR-2ME's unless for extreme precision strikes on runners.

SSN ASW works very well when the third digit in 'run to enable' is put to "1", setting the torpedo to active (not documented in the weaps manual).


kind regards,

Paul
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Old 07-18-10, 03:01 PM   #7
goldorak
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Quote:
Originally Posted by Captain Sub View Post
The russian torpedos all work very well and I've used many of them with great success, especially the airdropped. I do not recommend APR-2ME's unless for extreme precision strikes on runners.

SSN ASW works very well when the third digit in 'run to enable' is put to "1", setting the torpedo to active (not documented in the weaps manual).


kind regards,

Paul
Well its refreshing to read someone that at least praises the russian weapons deadly accuracy.

As for the undocumented part, actually it is written in the weapons manual but in the section regarding the virginias subrocs. Thats why it is important to read ALL the weapons manual.
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Old 07-04-10, 03:36 PM   #8
Pillar
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Quote:
Originally Posted by blackbird34 View Post
I just got the new RA mod and first thing i did was took out all the subs for a nice test drive and make some nice boomb boombs! then when it came to the FFG i was puzzled why my torpedoes were so useless. Using the MK54's i set up my self against a KILO SS, when i fired my torps their search pattern was so slow and broad that they circled around the sub and went of to who knows where, now some times i could see that the torp would start to turn on target only to pass it because it couldn't turn hard enough so i switch to circle search mode and still they miss, it seems that the actives search cone is the width of a straw , so after almost completing a full circle 'which took forever' my torpedo decided to die on me. Hmm 6 fish wasted no hits and a 30 min reload per tube. i tried the set up over and over again and i got to frustrated to continue i had about a 10% kill rate per mission. not very savy So if anyone else finds this an issue or you think i'm just terrible with the FFG please send some insight!
Regards Blackbird.

See this thread -- http://www.subsim.com/radioroom/showthread.php?t=171064

could be the issue?
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Old 07-07-10, 08:36 PM   #9
Bob117
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Default Udaloy Helo Torps and Silex ASW Missile Torp

I was wondering would anyone know when it comes to the player controllable Udlaoy, is it possible to make the helo dropped torps search in active mode? instead of just passive. same goes for the silex asw missile torps. i think this was done intentionally though to even the playing field since surface ships have the advantage of sonarbuoys. Id like to hear others opinions thanks. Well apparently the silex ASW torp used by the Udaloy is in active mode according to the RA weapons guide ( I do even hear a ping when it circles) but I find this hard to believe, how can this torp land rite on top of an enemy postion and accquire nothing? 2 instances this happened one was in a multiplayer match and the opposing player even said that in the replay they landed rite on top of him and didnt accquire. I am going to do more testing alone in the map editor but any comments or advice would be highly appreciated

Last edited by Bob117; 07-08-10 at 08:28 PM. Reason: Correcting myself on misinformation
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Old 07-11-10, 02:54 AM   #10
Drakken72
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Quote:
Originally Posted by Bob117 View Post
but I find this hard to believe, how can this torp land rite on top of an enemy postion and accquire nothing? 2 instances this happened one was in a multiplayer match and the opposing player even said that in the replay they landed rite on top of him and didnt accquire. I am going to do more testing alone in the map editor but any comments or advice would be highly appreciated
Hi Bob,
hi all, im a player of betasom groups, I confirm your impressions about SILEX torpedos, and other "russian torpedos" , in MOD RA Final release.
in our weekly games we have noticed as in the last version of the mod all the torpedos (except MK48) have a cone of acquisition that doesn't allow to strike any objective. (UGST - Test - SILEX (with UGMT-1 TORP) - Stallion (with AP-3) they don't work, and in comparison to the mk-48s there is a great difference that engraves on the GAME-PLAY OF DW.

This is the report of last our game:
ENVIRONMENTAL CONDITIONS:
Sea State: 2 - Bottom type: Mud - Weather: Overcast - SSP Type: Bottom Limited - Ice Coverage: 92%

TABLE N.1 HRS 13.00.08 zulu (show TRUTH)


TABLE N.2 HRS 13.00.10 zulu (without show TRUTH)

As the TMA can be seen it was very precise, rather it set us the nearest sub... therefore my torpedos are activated well before..

TAVOLA N.3 HRS 13.00.33 zulu (show TRUTH)

Test of the happened activation is the progress to zig-zag of the torpedos... (series TEST-71)

TABLE N.4 ORE 13.00.51 zulu (show TRUTH)

Attention, the two torpedos (here in evidence the first one to the left) they find under the 200 yards of distance...) the first one doesn't hook a Long target more than 100 meters..

TABLE N.5 ORE 13.00.51 zulu (show TRUTH)

the second draws near to almost 100 yards but also this doesn't see the target...
it seems that the cone of more acquisition draws near to the more target is inefficient...
in fact to the maximum distance of acquisition, the torpedo hooks the target, (you see table n° 1) but reached few yards, the torpedo (cause the values of angles reduced of acquisition, and also doctrines) loses the contact... (you see table n° 3)

Any comments or advice would be highly appreciated
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