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#1 |
Sub Test Pilot
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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 ?
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#2 |
Sea Lord
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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.?
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#3 |
Sea Lord
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#4 |
Ocean Warrior
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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... ![]() ![]()
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#5 |
Sub Test Pilot
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yeah they act wierd under the new 202 mod
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#6 |
Ocean Warrior
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They always do that in MP, more or less, Mod or not.
Are you having problems in single player?
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#7 |
Ocean Warrior
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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. ![]()
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#8 |
Sub Test Pilot
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now i didnt know that thanks
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#9 |
Navy Seal
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Yea I have seen it in stock DW over MP... Subrocs and TASMS don't seem to shoot straight.
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#10 |
Ocean Warrior
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I'm pretty sure they always get calculated correctly on the host computer... can someone who hosts confirm that? :hmm:
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#11 | |
Silent Hunter
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#12 |
Sonar Guy
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I have seen crazy missiles dosens of time playing MP on stock DW and my old shared net connection
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#13 |
Sub Test Pilot
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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 ![]()
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#14 | |
Ocean Warrior
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![]() Quote:
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.
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#15 |
Ocean Warrior
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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... ![]()
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