SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > Dangerous Waters
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-30-05, 02:53 AM   #1
Kapitan
Sub Test Pilot
 
Kapitan's Avatar
 
Join Date: Mar 2005
Location: UK + Canada
Posts: 7,132
Downloads: 77
Uploads: 7


Default MP missiles gone wierd (luftwolf?)

my SS-N-27 ASM missiles have been going real wierd i enter the settings on the fire control screen chose the target slow to 3 knots come to 22 meters and fire.

now they do fire and they dont fail but i look at the 3d screen if its enabled and it shows my missiles at 19 knots spinning in circuls and underwater about a mile from my sub

is this a bug ?
__________________
DONT FORGET if you like a post to nominate it by using the blue diamond



Find out about Museum Ships here: https://www.museumships.us/

Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/

Navy general board articles: https://www.navygeneralboard.com/author/aegis/
Kapitan is offline   Reply With Quote
Old 10-30-05, 03:52 AM   #2
Bellman
Sea Lord
 
Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
Default

Kap - MP missiles have done very strange things occasionaly since time began. This is new to you ?

But it would help others to help you if you reported whether this occured in the stock game or under the LwAmi mod.?
__________________

Liberty, Equality, Fraternity
Bellman is offline   Reply With Quote
Old 10-30-05, 03:55 AM   #3
Bellman
Sea Lord
 
Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
Default

.................**LwAmi** mate - sorry
__________________

Liberty, Equality, Fraternity
Bellman is offline   Reply With Quote
Old 10-30-05, 07:33 AM   #4
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

Due to the HUGE data transfer that occurs during MP missions over LAN, missiles that you fire often look very strange to you.

However, the missiles are performing correctly on the host computer, which is all that matters.

I have seen the same kind of thing in MP many times, and every time it happens it freaks me out, but rest assured, they are working where it counts.

WHY DOES EVERYONE BLAME THE MODDERS?????????

Just kidding...
__________________
LW
LuftWolf is offline   Reply With Quote
Old 10-30-05, 08:02 AM   #5
Kapitan
Sub Test Pilot
 
Kapitan's Avatar
 
Join Date: Mar 2005
Location: UK + Canada
Posts: 7,132
Downloads: 77
Uploads: 7


Default

yeah they act wierd under the new 202 mod
__________________
DONT FORGET if you like a post to nominate it by using the blue diamond



Find out about Museum Ships here: https://www.museumships.us/

Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/

Navy general board articles: https://www.navygeneralboard.com/author/aegis/
Kapitan is offline   Reply With Quote
Old 10-30-05, 08:07 AM   #6
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

They always do that in MP, more or less, Mod or not.

Are you having problems in single player?
__________________
LW
LuftWolf is offline   Reply With Quote
Old 10-30-05, 08:09 AM   #7
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

You should also be aware that the SS-N-27 ASM included with the mod is a two stage version: the first stage launches the second.

After the first stage fires the second stage, the first stage either goes up or slowly falls into the sea.

I've fired *lots* of these missiles in tests, and they work great.
__________________
LW
LuftWolf is offline   Reply With Quote
Old 10-30-05, 08:10 AM   #8
Kapitan
Sub Test Pilot
 
Kapitan's Avatar
 
Join Date: Mar 2005
Location: UK + Canada
Posts: 7,132
Downloads: 77
Uploads: 7


Default

now i didnt know that thanks
__________________
DONT FORGET if you like a post to nominate it by using the blue diamond



Find out about Museum Ships here: https://www.museumships.us/

Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/

Navy general board articles: https://www.navygeneralboard.com/author/aegis/
Kapitan is offline   Reply With Quote
Old 10-30-05, 09:13 AM   #9
XabbaRus
Navy Seal
 
Join Date: Sep 2001
Posts: 5,330
Downloads: 5
Uploads: 0


Default

Yea I have seen it in stock DW over MP... Subrocs and TASMS don't seem to shoot straight.
__________________
XabbaRus is offline   Reply With Quote
Old 10-30-05, 09:15 AM   #10
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

I'm pretty sure they always get calculated correctly on the host computer... can someone who hosts confirm that? :hmm:
__________________
LW
LuftWolf is offline   Reply With Quote
Old 10-30-05, 12:56 PM   #11
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

Quote:
Originally Posted by LuftWolf
I'm pretty sure they always get calculated correctly on the host computer... can someone who hosts confirm that? :hmm:
My observations are consistent with this.
Molon Labe is offline   Reply With Quote
Old 10-30-05, 01:02 PM   #12
Amizaur
Sonar Guy
 
Join Date: Nov 2002
Location: Poland
Posts: 398
Downloads: 0
Uploads: 0
Default

I have seen crazy missiles dosens of time playing MP on stock DW and my old shared net connection
Amizaur is offline   Reply With Quote
Old 10-30-05, 04:46 PM   #13
Kapitan
Sub Test Pilot
 
Kapitan's Avatar
 
Join Date: Mar 2005
Location: UK + Canada
Posts: 7,132
Downloads: 77
Uploads: 7


Default

right some things

sonar baffels are not correct should be 120 degrees but this isnt

active intercept well of all the games ive played nothing doesnt work unless soul chaser has some thing else

so far 8 kills including a mine
__________________
DONT FORGET if you like a post to nominate it by using the blue diamond



Find out about Museum Ships here: https://www.museumships.us/

Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/

Navy general board articles: https://www.navygeneralboard.com/author/aegis/
Kapitan is offline   Reply With Quote
Old 10-30-05, 04:55 PM   #14
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

Quote:
sonar baffels are not correct should be 120 degrees but this isnt
To the best of my knowledge, and its pretty good regarding the mod, 120 degrees is the baffle for all sphere arrays in the mod.

We haven't touched anything on the active intercept... let me check this.

I assume you are playing as the Akula, so I'll look at that particularly.
__________________
LW
LuftWolf is offline   Reply With Quote
Old 10-30-05, 05:01 PM   #15
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

Active intercept is working fine.

I should note, we left the baffling on the active intercept the way it was, 60 degrees to the stern, for a number of reasons: it would serously limit AI evasion routines against torpedos and the active intercept systems are most likely made of a number of different receivers, mostly as flank arrays, so the baffling would be different from the other sonars, also because it is less effected by flow noise.

Kap, have you read the readme included with the mod? There is a reason it's 13 pages...
__________________
LW
LuftWolf is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:35 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.