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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: How extreme do you want the torpedo mods to be? (please see the message body for explanation of term | |||
As is: general bug fixing and AI enhancement. |
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6 | 12.77% |
Above with: Advanced Wire Control and Sensor Modelling |
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5 | 10.64% |
Above with: Wire Lengths Limited to 10-13nm from launchpoint (reported as realistic) |
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7 | 14.89% |
Above with: Advanced Torpedo Physics |
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29 | 61.70% |
Voters: 47. You may not vote on this poll |
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#1 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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I practically parked the UUV on top of him (688I), range was about a mile but a lot of it might have been cross-layer. Most of the tracking was while he was evading torps close aboard. Initial detection was about 3 miles, probably, when he accelerated to tactical speed. The torpedoes were detected at about 10-13nm out in the duct in a CV SSP.
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#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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Sorry Bellman, we are heading in another direction.
Since I blew the initial testing on frequency sensitivity ranges, the new UUV sensor is going to be completely different (narrow high-frequency detection band with a sensitivity significantly less, but comparable to sphere arrays). Loud contacts should be picked up at some distance and quiet contacts not at all. The only reason it is in the state that it's in in the playtest is because I thought it had to be thoroughly fudged (very very low sensitivity TA-like sonar), but now we can actually do it the way it should be done, which is, a sonar that is significantly less sensitive than the stock game UUV. Based on what has been discussed here and what is in the mod, there is basically no way that a UUV sonar should pick up a very quiet submarine moving slowly unless it practically runs into the hull.
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#3 |
Captain
![]() Join Date: Sep 2005
Posts: 518
Downloads: 0
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I would just like to say that more people probably don't make their own mods, because LW&A has come so far and any other mod would probably mimick a lot of what was already down in LW&A.
LW&A was pretty much a conglemerate of all the mod ideas of the community... at least at first... IMHO. I've tried to throw in my coding suggestions from time to time. As far as cheating in the online community... is this your first time playing an online game? Exploiting bugs and unintentional gliches is what dominates MOST online gaming... its the rule, not the exception, such is online and will always happen. No DW players aren't gamers that walk on water and rise above the problem that every other single online game has... it will be subject to it just the same. Remember LW and A... create the game that YOU want to play... don't create it for the community, create it for YOURSELF because its what you want to play. Inviting the aid of those that want to help and distrubing your ideals to those interested is appreciated, but never forget that its your game that your trying to perfect. That should keep the frustratoin your starting to feel more in perspective... hopefully. You guys obviously have a vision of what is ideal in the game and go with it, that's about it. EDIT: grammar |
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#4 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
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LW: ''In another direction'' - No sir !
UUV: Only in so far as your initial objectives in ASW have been opposed by the so called 'Reality Now' brigade ! So you have listened and responded by introducing short-sightedness. I predicted this, if you recall, and said you were heading into a ''cul de sac.''and also that ''you should listen to calls for the sensitivity to be reduced'' So thats where you are as predicted in a cul de sac with the short-sighted. Not ''another direction'' No sirree - Bang on target. In todays climate an inevitable outcome. We shared initialy an unrealistic goal of achieving a new UUV with a greater ASW role. A great pity ! But in UUV controllability and incoming tracking I am completely onboard ! And as for Torps, excluding minor wire glitches the same applies here ! So from my negotiating perspective 75% at least of requirements met = One happy bunny here !! ![]() ![]() Please keep up the good work - it is greatly appreciated. :|\
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Liberty, Equality, Fraternity |
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#5 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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I just tested my underkeel detonation scheme for the ADCAP... it works.
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#6 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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The final design for the LWAMI Advanced Torpedo Mod is done.
I'm going to start working on the implimentation for a complete torpedo playtest, which I hope to have done for tomorrow night. Stand-by. Wish me luck. ![]() Cheers, David PS This is going to be SO rad once its fully implimented, I can't even contain myself. ![]()
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#7 | |
Navy Seal
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Make sure the other fish get the under the keel detonation too! *Thinking of the 65-76* ![]() ![]() |
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#8 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
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#9 | ||
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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![]() Quote:
Public sources listed the warhead as 450-550kg, and the database has the damage of the 65-76 listed at 900kg.
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LW ![]() ![]() |
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#10 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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I need someone out there to check and see if the following happens:
1) Launch a UUV from the startboard side number 3 tube on the 688i 2) Launch a UUV from the port side number 4 tube on the 688i 3) Maneover the UUVs and see if the one fired from the port tube is 10 degress off the indicated course (at the firecontrol panel UUV controls) you are steering it to the left and the one on the right is 10 degrees off the indicated course to the right. Please do this with the stock game, LWAMI 3.02, or the LWAMI PT 1, just please tell me what version you are doing it. Thanks. ![]() ![]() Cheers, David
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#11 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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Ok, I have finished some final changes to the UUV and added the Advanced Torpedo Physics to the ADCAP and UGST doctrines, although the database changes haven't been done yet.
For those of you who are chomping at the bit (or who think we are just messing around here ![]() Cheers, David PS Don't expect the AI to be able to use ADCAPs or UGSTs very well right now, I haven't done any work on the AI at all up to this point.
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#12 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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I have posted the LWAMI Playtest One WITH ATP correction to the CADC:
http://www.orionwarrior.com/forum/sh...ad.php?t=29521 From the playtest readme: Quote:
Cheers, David
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#13 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
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![]() ![]() ![]() Entering the 'Head-bashing' zone again fearlessly ![]() David you asked earlier for UUV testing on the 688i 3 and 4 tubes. Dived in Stock (Stock UUV ): The starboard (3) tube launched UUV exits and maintains + 10 deg. When resteered its actual heading in WC always remains + 10 deg of the one selected. The port (4) tube launched UUV exits and maintains - 10 deg. When resteered its actual heading in WC always remains - 10 deg of the one selected. As you say, when allowed for, its no big deal. ![]()
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Liberty, Equality, Fraternity Last edited by Bellman; 05-28-06 at 05:16 AM. |
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#14 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
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Weird - cant understand this :-
I have two separate installations of Stock and LwAmi - each on a different partition of my hard drive.(HD A and HD B) I loaded up a 688i (HD A) with UUVs tubes 3 & 4 for the above test in the Stock game (results above) I then switched to LwAmi (HD B) and went to Wpns loadout to choose the UUVs and there they were. So to check this out I swapped the UUVs for TASMs exited that HD and ran Stock again on the other HD where I select the mission with 688i go to loadout and HECK the TASMs are there. ![]() I cant understand this as I have separate registry settings as recommended in the dual-instal instructions. Anyone got any ideas ?
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#15 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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Thanks Bellman.
![]() And don't worry, as long as you don't screw up, you don't have to worry about getting your "head bashed." ![]() Yeah, that's a bit of problem from the stock game... I can't compensate for it in the doctrines, so we just have to live with it. I had just never noticed it before... ok, not a big deal. ![]() Cheers, David
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