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Old 10-18-05, 03:40 PM   #1
LuftWolf
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Default Feedback for New Version of LWAMI Mod 2.02

Amizaur and I are looking for suggestions for things to include with the next version of the LWAMI Weapons and Sensors Realism Mod.

Here are the ideas we've got so far, from the main mod thread in the Mod Workshop.

Quote:
Changes and Additions

-Add updated Missile.txt and SubAvoidWeap doctrines to distribution

-Increase Torpedo Passive SL and alter sound vs speed thrust values

-Add LWAMI section to USNI (pending Jamie's clearance on copywrite)

-I would like to review the sonar sensor assignments to individual platforms

-Create the unit information tables (if I have the time... )

-Work on trying to automate Missile Transient Warnings.
I know also that Periscope Depth was working on adding some Navies to the database, but I'm not sure what the status on that is at the moment (my fault for not keeping track). I think we decided to wait for the next version, in which case after this release, we can go all-ahead full on that.

Anyone else have any suggestions on what we should include or change in the mod?

Thanks!
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Old 10-18-05, 05:05 PM   #2
Fish
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Increased detection ranges.
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Old 10-18-05, 05:08 PM   #3
LuftWolf
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Sorry, that we cannot do.

Seriously, I know that it makes the sub vs. sub matches a bit different, and maybe that realism is not what some players are looking for, but the balance achieved, by reducing detection ranges to realistic levels, in multi-platform (sub vs. air/surface) matches is one of the things I am most proud of.

Also, if we increase the detection ranges, then all of the acoustic factors that have been brought out in the engine, previously masked by the very high sound levels, will go away again.
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Old 10-18-05, 07:34 PM   #4
ohadbx
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-Personnaly, I could'nt care less about balance- if it hurts realism.
In real life not all platform are balanced- some a better than others. This is what I want to see in the game- a realistic presentation of reality, regardless of balance.
I have no idea about real life detection ranges, etc. so I have no choise to count on what you guys are deciding to be real and accurate.

-I would like to see some difference between Harpoon and TASM regarding missile AI (what may be called "ECCM") and ability not to get shot-down.

- Any chance of reducing the connection stress multi missile launches during online play causes?
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Old 10-18-05, 08:11 PM   #5
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In the case of DW, I believe that increased realism has actually balanced the game in all contexts.

Quote:
-I would like to see some difference between Harpoon and TASM regarding missile AI (what may be called "ECCM") and ability not to get shot-down.
There is now a difference in Harpoon and TASM in the mod: the Harpoon launches are significantly quieter in terms of the missile transient produced from an underwater missile launch. We are currently looking at adjusting the radar signatures for all missiles based on speed and size, we may make the Harpoon less detectable due to the fact that it's smaller than the TASM.

Quote:
Any chance of reducing the connection stress multi missile launches during online play causes?
This is hardcoded in the way the executable (the program) handles data transfer between computers during multi-player, and so there is nothing we can do about this.

Thanks for your suggestions!
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Old 10-19-05, 01:13 AM   #6
Molon Labe
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Quote:
Originally Posted by Fish
Increased detection ranges.
By tweaking the environmental settings, you can still get detection ranges over 10nm as in DW 1.01. It's not an earth shattering change, except in flexibility to scenario designers that have an optimal detection range in mind.
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Old 10-19-05, 02:00 AM   #7
Bellman
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Greatly appreciate all you have done.

However I remain to be convinced, as a sub diver, that the detection ranges have yet been fully ballanced
for best gameplay. Has exhaustive testing and feedback taken place ?

IMO consolidation and tweaking of your existing improvements is vital before proceeding towards further developments.
Possibly a wise precaution in view of ''impending'' Patch and DWX mods ?

I would prefer to see an alternative switchable Mark2 LwAmi which incorporated all your excellent
improvements **plus** sensors set at greater ranges. The latter to be defined following further testing.

Your efforts are keeping the light of my interest burning (just) but in vanilla, the duff sub AI in SP and the
'prophetic' auto TMA in MP remain major obstacles to be overcome.
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Old 10-19-05, 02:05 AM   #8
LuftWolf
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To be honest, I'll welcome DWX at any moment.

This project has evolved into a realism mod, with the goal of getting the platforms sound levels to be as close to what our data tells us as possible. This has had the consequence of putting the detection ranges for most sensors within a range that is also close to what our data tells us is accurate AND brings out acoustic features in the engine. These last two have been the creation of a happy accident: Amizaur corrected the sound levels of platforms to realistic decible levels and by sheer serendipity this has also created realistic detection ranges. To alter the sound levels unravels the purpose of the entire mod project.

I will also note that many of the Multiplayer missions I have seen use the environmental settings to reduce the detection ranges. This works to some degree, but it also washes out and severely limits many of the other acoustic properties that are well modelled in the engine (layers, acoustic environment, sound vs. speed, etc.), although lost because of the sound levels.

Approaching the issue from the level of the platform sound levels lowers the detection ranges AND allows the acoustic engine to function properly. In acoustic terms: it is lowering the signal rather than increasing the noise, allowing much more detail and finesse in the way the game functions.

In regards to exhaustive testing and feedback, this is a community project in our minds, rather than a secretive workshop project, so we are doing that right now!
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Old 10-19-05, 02:13 AM   #9
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ML - Should the designers carry the work-load for 'adjustments' given that a whole bunch of further improvements
hopefully , lie around the corner ?
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Old 10-19-05, 02:15 AM   #10
LuftWolf
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Maybe someone from the DWX could make a statement before we start counting on them.

Unless you want to wait another year to play.

I'm going to be in another country defending Freedom at that point, so I don't really care, to be honest.
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Old 10-19-05, 02:34 AM   #11
LuftWolf
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I HAVE DONE IT!!!

I have unlocked the secret of AEGIS ship behavior!!!

If you remove the database flag for the SAM launchers that instructs the game to wait until the firecontrol radar acquires the missiles, they will fire on linked missile contacts!!!

YES!!!

BOOYA!

This WILL be in the next version of our mod.
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Old 10-19-05, 02:40 AM   #12
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LW - You do care and you have shown it in the best way possible by giving us a great mod.

We talk about adjustments and ballancing to a system that you guys have modified and which
will persist into any new SS or DWX modified state.

''Unless you want to wait another year to play.'' Touche.
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Old 10-19-05, 02:49 AM   #13
FERdeBOER
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Great, great job LuftWolf!!

I apreciate very much what you and Amizaur are doing. All that hours in front on the screen...

Thank you very much.

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Old 10-19-05, 02:49 AM   #14
LuftWolf
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The AEGIS fix also requires a change to doctrine, but this is minor.

Bellman, I always got the impression that the DWX project is self-contained, and they wouldn't want to incorporate anyone else's work, even if freely allowed.

I want nothing more than the game to be as good as possible. I think the best way to achieve that is for everyone to work together. Since I'm not from the SC community, and I'm really just a rank newcomer to this land, I'm hestitant to expect that my work will be remembered once DWX comes out. I'm sure Amizaur will remain famous, as he is a top-notch doctrine programmer and knows more about modern naval technology than I ever will.

In fact, this is as good a time as any to say, publically, that he has all the rights to everything in this project, and is free to do whatever he likes with it, once I am in the USMC.

In any case, I think we owe a big thanks to everyone in this community, for support, feedback, enthusiasism, and... existence!

Cheers,
David
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Old 10-19-05, 03:08 AM   #15
LuftWolf
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Yep, upon confirmation testing, I am now getting AEGIS and even the FFG to engage missile targets at up to 50nm based on links from E-2s.

Things get yet more interesting for you mission designers! :|\
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