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Old 06-12-06, 04:02 AM   #1
LuftWolf
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Quote:
Originally Posted by goldorak
Ok, if the issue is so complicated to resolve for you, why don't we ask SCS to implement a TIW message for missile launches directly into a future patch.
We'll wait for an official patch, and you go on modding DW without loosing your sanity
I don't ask SCS for anything... I merely hope to catch crumbs falling from their table.

And this mod work is actually helping to KEEP me sane, at least the problem-solving aspects of it. I can live without the grunt work... that's what drives me up the wall, and it's also why I don't work in an office as a cubicle rat keyboard jockey.
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Old 06-12-06, 04:55 AM   #2
LuftWolf
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Hey I think I've got this one worked out too now.

LWAMI4 should have a genuine TIW message for underwater missile launches (I'm about 75% sure this is good to go).

Cheers,
David
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Old 06-12-06, 06:46 AM   #3
LuftWolf
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Ok, as a followup, I have the Subrocs working perfectly, they give a nice TIW message when launched and still work perfectly (at least as far as I can tell).

The other missiles are proving to be a bit of a problem. I'll get back to you on this.

Cheers,
David
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Old 06-12-06, 10:20 AM   #4
Drop-Bear
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Missile Sound Issues

Hi, I know I am by no means any kind of expert on this kind of subject, but if you are talking about what 'sound effects' to give the launch of missiles other than subrocs, (ie in vertical launch tubes), wouldn't it be possible to produce a loud 'Boom' sound, with extra bass factored in, so it is audible from a distance?

Correct me if I'm wrong please, but I was lead to believe that a vertical launch tube (be they TASM, TLAM, or SLBM) produces such a noise due to the way that the missile is initially propelled from the tube...

Surely such a noise would cause 'reverberations' which would be easier to locate in BB sonar once audibly detected? Doesn't 'hull popping' noise also carry over some distance in the same way?

I apologise again if my ignorance has been a waste of your time...
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Last edited by Drop-Bear; 06-12-06 at 10:38 AM.
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Old 06-12-06, 11:03 AM   #5
Amizaur
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It's a pity that there is so much problems with getting missiles to launch dummy torpedo... I didn't anticipated that (because I didn't try that :-/).
And in fact I'm still not sure it would be best solution... or maybe active ping is better ?
While ago I tried to set passive sonar as counter detect for torpedo seeker, and unfortunately the ping sound was there (it's not generated by active intercept (because nothing showed on it) but IS generated only in active intercept working cone... grrr weird as usually... And nothing on passive of course.

The active ping on launch is elegant "engineer" solution, but not elegant from a player point of view... active pings... from every missile... someone that didn't read the mod readme (and there are such people question is do we care about them ? unfortunately I think we should...) would be totally puzzled.

(Same for passive enable and active enable in new torpedo control mod. It happened to ME personnaly to forget about "first enable is passive enable" after not playing some time, and I was wondering where is the active ping and why torpedos are not seeing my sub... The important things that are totally different from stock DW have to be written big and bold on the beginning of the read me or better placed in separate "absolutely MUST-READ!!!!.txt" file.

edit: the torpedo speed is good indication of ADCAP state - active or passive. but you have to switch to nav screen to check that and would possibly not be good indicator for slower (TEST-71) torpedos...
maybe I should make in to simply switch to active after second enable, but first preenable for a moment (red V disappears in wepctrl screen) and then enable again in active mode (red V shows again) ? is it worth it ? anyone had problems knowing if second enable worked ? I personally had to click it few times in Playtest mod to enable it active, but maybe it's only for me?)

The pros are many - solution is simple, gives new track (with special designation? were you saying something like that?), and looong range ! The thing againstb it is only one - the ping sound...
For dummy torpedo and TIW message - the automatic message by crew similar like when detecting torpedo launch... more "natural" solution...
but only now I asked myself - what with sub launched ASMs and LAMs ?? Should they give Torpedo In The Water message to player ??? Subrocs are a threat similar to torpedo (and they drops it eventually) but ASMs and LAMs are not threat and have nothing to do with torpedos at all !
Second thing against it is lower range (only 20nm limit like for TIW messages, and missile launches are much louder events) and the fact that player on russian sub could have hard time sometimes to say if it was a torpedo launch or missile launch reported, as they have no waterfall and sonar history, if they don't see the missile spike in time they just don't know what it was...
And at last - it's complicated and very unelegant from "engineers" point of view.

So actually I really don't know... I used to think that TIW message would be better and more natural, but now have realised many arguments against this solution and simply don't know :hmm: , but honestly I'm closer to "active ping" solution... only with good description in a "must-read!!!.txt" file, among few other things.

Hm, a poll ? With arguments for and against each solution clearly described ?

Last edited by Amizaur; 06-12-06 at 11:31 AM.
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Old 06-12-06, 02:13 PM   #6
Molon Labe
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LW: With regards to your parenthetical, GNSF has made active intercept standard at least on a temporary basis, and it might already be permanent.
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Old 06-12-06, 02:54 PM   #7
Amizaur
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??

Could you clear this a little for me ?
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