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#12 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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If I could get the missiles to fire torpedoes if fired underwater and not fire torpedoes when fired above water, this would be easy.
Here is the problem. The AI simply does not fire at nothing. I can't get the missile to fire the torpedo unless they have a track. Here's where it gets interesting. For SUBROC missiles, this is no problem. Since they are classified in the database as a "snapshot" weapon, the target track is provided to them immediately at launch, so they start life with a NEWTRACK from the NSE, meaning they will launch the torpedo. The problem is, they already have a torpedo, and the weapon-selective <Attack "[weaponname]"> command doesn't work for weapons launching other weapons, only Firebest, and it seems the SUBROC missile wants to fire its actual torpedo payload in most situations first. The problem for non-subroc missiles is that they have no track when they start life. The way this solution is shaping up, for non-subroc missiles, I would have to give a very short range visual sensor to detect the launching platform and use the IF tgtsource $= "visual" THEN Firebest ENDIF conditional (very similiar to the wirewatch features put into the wireguided torpedoes). Also, I could use a depth-based conditional for either the missile to fire or for the dummy torpedo to simply dissappear if fired above the surface before hitting the water. I think this can simply be added over top of the relevant missile doctrines without any issues, but I could always be wrong of course. For subrocs, I dunno... I'll probably have to tweak the database, but its pretty risky, I'd have to be pretty confident the actual torpedo would never get launched. From a coding standpoint, the missile ping on launch is SOOO much more elegant, and would achieve exactly the same freaking thing, Molon. I really like the idea of changing the ping sound to something else BUT i have found no way to control the ping sound and that other platforms share the same ping... I mean, ideally, I could just have no sound at all, and simply allow players to get a newtrack from the active intercept autocrew, which I assume everyone uses (cough cough the GNSF needs get with it on this...). In this case, I have two options that both suck, mostly. But if I could make either one work the way we want without messing anything up, it'd be pretty good I think. Let me see... I'm a bit burned out from the torpedo work (don't worry), so I'm happy to do something in which my expectation of success is not quite as high. Cheers, David
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