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Old 03-12-06, 08:28 PM   #16
LuftWolf
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Originally Posted by TLAM Strike
Why does the ASuW Seahawk (when playing FFG) now have 2 MK50s, 4 Hellfires, 1 MK54, and 1 AGM-119B? I think we need to change it from the MH-60R to the AH-60R!
Yikes... the ASTAC interface is a piece of work... I didn't change anything directly related to the ASuW loadout, just the parameters of a few things surrounding it, and everything is standard in the database, it must be how the interface is reading it; the MH60 is cross between fully AI (meaning completely modable) and player, meaning I can't change the loadout at all.

Just so you guys know, despite what it says, in ASuW mode the MH60 is taking off with 2 Mk50's, 1 Mk54, and four hellfires, NOT the penguine.

I can easily change it back so that it is carrying 2 MK50's, 1 MK54, and the penguine instead of the Hellfire, but the loadout display itself doesn't get corrected.

I don't know why this happened, but it was a consequence of adding the torpedo waypoint drop capability for the third torpedo and adding anti-surface capability to the Hellfire Strike.

It might take me some time to hunt down the reason this is happening, and I may not be able to fix it while keeping all the other changes due to the limitations of the ASTAC coding. I really hope that SCS figures out a way of handling the loadout on the MH60 much better, and let's us chose what to load specifically in an upcoming patch.

In any case, this one does not have me worried too much, as none of the anti-ship missiles on the MH60 are terribly effective anyway... in fact, I can't recall ever using it for anything other than spotting and ASW. Of course, it should work correctly, but relative to the other bugs that could have come up, I am actually not too worried.

Ok, I'll get to finding the cause of this, but don't expect a fix tomorrow. Thank again TLAM.
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Old 03-12-06, 08:32 PM   #17
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Originally Posted by LuftWolf
I can easily change it back so that it is carrying 2 MK50's, 1 MK54, and the penguine instead of the Hellfire, but the loadout display itself doesn't get corrected.
Yes please! I miss my Penguin.
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Old 03-12-06, 08:35 PM   #18
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Quote:
Originally Posted by TLAM Strike
Quote:
Originally Posted by LuftWolf
I can easily change it back so that it is carrying 2 MK50's, 1 MK54, and the penguine instead of the Hellfire, but the loadout display itself doesn't get corrected.
Yes please! I miss my Penguin.
The only time a penguine has ever done anything for me was in an expansion pack for Gunship 2000 in the arctic (or was it anarctic). In any case, I had to fly my Commanche (remember those?) though a snow storm and magnetic compass interference to find a russian sub that had surfaced under the ice.

I had to snap it with the penguine because i only had one shot before it went under the sea.

Other than that, in all my time in helo sims, the penguine was never more useful than four hellfires.

And that's my story and I'm sticking too it.
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Old 03-12-06, 08:46 PM   #19
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I find its a good missile sponge against lower quanity units like those of the PLAN, and in MP it keeps other FFG drivers worried about IR weapons.
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Old 03-12-06, 08:54 PM   #20
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Is that a hint? :hmm:
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Old 03-12-06, 09:46 PM   #21
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Ok, I have gotten to the bottom of this problem.

The way the ASTAC interface determines loadout is based on the mission priorities set for each assigned weapon in the database.

If the weapon has ASuW assigned as one of its mission priorities, and it is assigned to any of the launchers on the helo, then it will show up as listed under ASuW.

So, the fix, on the interface side of things is as simple as changing the mission priorities back to ASW only for the MK54II (which is only on the MH60 so it shouldn't effect anything) and Strike only for the Hellfire Strike (this is again only on the MH60 and I can still enable human fire on ships, so I think this can be corrected without consequence).

So basically, I have fixed it. It's just a matter of when you guys want me to release the fix... I did have some doctrine tuning I wanted to do, perhaps I can release an update in the next couple days.

I'm going to start an "open issues thread" so I can get rid of any of these little ones all at once.

Thanks again TLAM for bringing this up.
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Old 03-12-06, 09:55 PM   #22
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In the meantime, if you guys see any more things pop up, be sure to post here: http://www.subsim.com/phpBB/viewtopic.php?t=49752 .

Thanks!
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Old 03-12-06, 10:10 PM   #23
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Quote:
Originally Posted by LuftWolf
Other than that, in all my time in helo sims, the penguine was never more useful than four hellfires.

And that's my story and I'm sticking too it.
in fact, the hellfire missile have only a 8 kg warhead and the penguine a 50 kg one, both with armor percing warhead, but the first one is used for smaller targets.
A single hellfire should make only minor and very localised damages on a FFG, but should greatly damage, even sink, a patrol boat.
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Old 03-12-06, 10:15 PM   #24
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Ok, since I am going to be in the mode of fixing the ASTAC helo loadout, let me run this by you.

Ok, there are three slots on the FFG loadout screen: ASW (which loads all weapons with ASW mission priority in the database associated with the MH60R launchers), ASuW (which loads all the weapons associated with the launchers with ASuW capability), and Strike which only loads Strike capable weapons.

The complaint has long been that the Strike version is rather useless... so I added ASuW capablity to the Strike missiles and this caused the error.

Now, I believe I can do it another way that does not cause the loadout problem but still allows humans to target ASuW targets with their AI Helo Hellfire Strikes. SO, now that this can be an effective weapon, and given that I can't add the real strike loadout to the Helo (2 torpedoes and 1 rack of Hellfires like the human MH60), should I add a second rack of Hellfires to the Strike loadout?

So, should the Strike Loadout of the MH60 be 8 Hellfires (with ASuW capability) rather than 4 Hellfires?

And of course the other loadouts would be returned to what they should be ASW: 2 MK50 and 1 MK54 (I could reverse this as well if you want and put 2 mk54 and 1 mk50); 2 Mk50/Mk54 and 1 penguine.

I'm a fan of the Mk54 over the Mk50, but sometimes the Mk54 isn't going to be effective where the Mk50 would be, so I am probably not going to change it, although that would be my personal preference.

So I guess the questions are: 1) Do you want more Mk50's or Mk54's?; 2) Do you want 8 Hellfires rather than 4, given that I can't add the torpedos to the other side like I want to?
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Old 03-12-06, 10:26 PM   #25
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Quote:
Originally Posted by LuftWolf
Is that a hint? :hmm:
From what I've seen of you in MP I guessed you could use all the help you can get.

How much air is left on the K-317? Two days? :P
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Old 03-12-06, 10:29 PM   #26
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Quote:
Originally Posted by TLAM Strike
Quote:
Originally Posted by LuftWolf
Is that a hint? :hmm:
From what I've seen of you in MP I guessed you could use all the help you can get.

How much air is left on the K-317? Two days? :P
Well, all I need to do is have Molon Labe draw a big circle around me and then put two lines on either side of my location, and you are all set to hunt submarines.

And I've already been rescued... living in a tent until my Akula II Gepard is done.
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Old 03-12-06, 10:38 PM   #27
TLAM Strike
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Quote:
Originally Posted by LuftWolf
Quote:
Originally Posted by TLAM Strike
Quote:
Originally Posted by LuftWolf
Is that a hint? :hmm:
From what I've seen of you in MP I guessed you could use all the help you can get.

How much air is left on the K-317? Two days? :P
Well, all I need to do is have Molon Labe draw a big circle around me and then put two lines on either side of my location, and you are all set to hunt submarines.

And I've already been rescued... living in a tent until my Akula II Gepard is done.
Well I hope you new Akula gets farther than 150 miles from port before it gets sunk.

Well I’m glad you got picked up, hate to see you die when Driftwood, Fish and Micksp will need the company in a Tyrian POW camp.
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Old 03-12-06, 10:43 PM   #28
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I was just following orders.
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Old 03-12-06, 10:47 PM   #29
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Edit: Nope can't do that.
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Old 03-12-06, 10:49 PM   #30
TLAM Strike
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Quote:
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I was just following orders.
Ah that explains a lot. So the moment you got back you gave Furia fantail liberty? :rotfl:
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