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Old 09-04-17, 02:24 AM   #1
p7p8
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You should to show screenshots of torpedo presets (before launching) because it is crucial for torpedo behaviour.

BTW, did you read RA_Weapon_Info_Rev38.pdf about AIR DROPPED TORPEDOES?

Quote:
Mk 50 Torpedo
Advanced Lightweight ASW Torpedo.

and

Mk 54 Torpedo
Advanced Lightweight Torpedo. (ASW/ASuW)



TORPEDO CONTROL:

Modes For SEARCH PATTERN - SNAKE.


" Left Side - Narrow SNAKE "
FLOOR: 01000 (By default)
SEARCH PATTERN: SNAKE
Key figure 0:
It will set to a torpedo such features - after sensor enabled the initial turn of a torpedo in the left sector. The amplitude of the snake narrow - a torpedo carries out a deviation on 30 degrees from preenable course. We admit a torpedo have started in 000 degrees, the ambassador of a beginning of performance of the snake the torpedo begins the left turn. When she will rise on a rate 330 - ( a deviation from the given preenable crs in 000 degrees - happened as 30 degrees) - the return turn in the right side begins. On a right shoulder, as soon as the rate of a torpedo will be 30 degrees - the return process - turn of a torpedo in the left side again on a rate 330 degrees etc.etc … to put it briefly snake cycle begins.

" Right Side - Narrow SNAKE "
FLOOR: 11000
SEARCH PATTERN: SNAKE
Key figure 1.
As well as in the previous mode - the initial turn is carried out in the right sector.

" Left Side - WIDE SNAKE "
FLOOR: 21000
SEARCH PATTERN: SNAKE
Key figure 2.
As well as in the First mode - the initial turn is carried out in the Left sector, with that difference, that the snake has increased snake amplitude - 45 degrees, as a consequence, a little wider range of viewing in lateral sectors.

" RIGHT Side - WIDE SNAKE "
FLOOR: 31000
SEARCH PATTERN: SNAKE
Key figure 3.
Analogue of a Previous mode with only turn in the right sector.


Modes for SEARCH PATTERN - CIRCLE.

" Left Side - Narrow CIRCLE "
FLOOR: 01000
SEARCH PATTERN: CIRCLE
After enabled sensor control, the turn of a torpedo in the left side on small radius begins.

" Right Side - Narrow CIRCLE "
FLOOR: 11000
SEARCH PATTERN: CIRCLE
After enabled sensor control, the turn of a torpedo in the right side on small radius begins.

" Left Side - WIDE CIRCLE "
FLOOR: 21000
SEARCH PATTERN: CIRCLE
After enabled sensor control, the turn of a torpedo in the Left side on large radius begins
Diameter of a ring about 1.2 miles. (For different torpedoes on any other diameter range - depends on value of minimal radius given to a torpedo in DataBase, and own speed.)

" Right Side - WIDE CIRCLE "
FLOOR: 31000
SEARCH PATTERN: CIRCLE
After enabled sensor control, the turn of a torpedo in the Right on large radius begins.


Additional Mode: DIRECT MOVE
Key figures: 32555

" DIRECT MOVE "
FLOOR: 32555
SEARCH PATTERN: ANY - CIRCLE Or SNAKE
After enabled, sensor control, the torpedo goes directly in preenable course. Any maneuver does not make, the sensor control scans ahead of a torpedo.

Note: O.H. Perry (the default preset FLOOR as 32766 will establish to a torpedo 3935ft - the maximal depth Mk 50 torpedo)
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Old 09-04-17, 03:10 AM   #2
p7p8
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I've made test for MK54:

PRESETS:




ACTION:




RESULT:



For me, everything works correct!
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Old 09-04-17, 07:09 PM   #3
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p7p8,

Great analysis and shots explaining in detail how all that worked. It also gave better understanding of the content of the RA manual addendum. Must admit that pictures are worth more than thousand words... or so they say. I wish the manual was furnished with more game shots showing how all this work.Thanks.

And thanks to A-Ganger for his diligent work and interest in RA-DW and trying to uncover bugs. Only methodical game testing like this can assure that things are solid or they are not...
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Old 09-05-17, 02:51 PM   #4
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Until you pointed it out, I NEVER noticed that mode/floor selection was for anything but for setting the floor of the torpedo!

It would have been helpful if the design of the torpedo section DID NOT have the mode and floor combined into 1 single cell.
Even in your picture, it almost looks like there is a . period after your 2 lol

At least it would separate the 2 different sections into 1 split section i.e.
2.1000 (mode/feet). I would have noticed that..

Thank you for explaining..testing out right now

Update:
Just looked at the RA wpn info..I know why I never saw your information.
It is all listed under the Mk. 50.
Under the Mk.54 section, there is only this little note; Torpedo Control: Similar Mk-50 Air Dropped Torpedo

Why I never noticed it..lol

Last edited by A-Ganger; 09-05-17 at 03:07 PM.
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Old 09-05-17, 03:57 PM   #5
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Quote:
Originally Posted by A-Ganger View Post
It would have been helpful if the design of the torpedo section DID NOT have the mode and floor combined into 1 single cell.
Unfortunately, this is just the reality of modding Dangerous Waters. The game is not open to modding like other games, so little tricks and hacks like this are necessary to add these additional functionalities.
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Old 09-19-17, 09:18 PM   #6
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Where I can get the torpedo settings of 32555 to work "most" of the time, this mod still is whacked.
And these are the dumbest torpedoes I've ever seen.

I mean really, eight Mk.54 torpedoes all set to 32555, on the depth of target in cheat mode, and 4 Captors.

1 torpedo managed to hit target.. Watched 1 torpedo drive right beside sub..kept on going. Watched other torpedoes tail sub then go off and do their own thing, and I watched the sub only launch 1 CM on just 2 of the torpedoes
Enemy sub in the middle of 4 Captors and not even 1 of them launched. They were sitting at 1477ft..deep water quick mission, and sub was driving all around them at 755 feet.

So I see 1 of 3 things relating to the P3 and Mh-60R Helo. Either this game in it's original state is completely broken for those, this mod has made these issues worse, or these Mk.54 and Captors are complete garbage. I already know the 54's/Captors are trash cos they can't detect a 300 + foot long submarine right in front of it, above it, below it nor beside it. Yea that ginormous long metallic thing in the water is not that hard for a torpedo to find.. Adcaps find them very easily.

Anyway, I'm about to remove the mod cos I find shooting 8 torpedoes at 1 sub and missing 7 times and having 4 captors sitting there doing nothing is pretty much wasting time.
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Old 09-20-17, 04:05 AM   #7
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Quote:
Anyway, I'm about to remove the mod cos I find shooting 8 torpedoes at 1 sub and missing 7 times and having 4 captors sitting there doing nothing is pretty much wasting time.
Since you have really spent quite a time on testing this issues with RA mod it would be good idea to repeat it all with just plain vanilla DW.That is , if possible, because many platforms and weapons were added in RA and perhaps not present in original DW.

In any event, your time spent on testing would most legitimately support the bug claim, if there is one. At that point I would try to submit all findings to the author of the RA mod on his forum.
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