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Old 02-07-07, 09:40 AM   #1
LuftWolf
Ocean Warrior
 
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Default LuftWolf Amizaur's Weapons and Sensors Database Mod v3.06---Now In GOLD!!!

I have sent the final files to OneShot so he can make the distributions. He will post them shortly.

Here is the LWAMI v3.06 update to the readme:
Quote:
LuftWolf and Amizaur’s Weapons and Sensors Realism Mod v3.06
For DW 1.04 Build 378
SimHQ Reader’s Choice Award Winner
Readme by LuftWolf

Thank you to Amizaur for his partnership on this project.

Graphics updates imported by XabbaRus. Model credits are provided in an included file.

Thank you to OneShot for extensive logistical support.

Thank you to finiteless, Ludger, and jsteed for their contributions to modding DW. Thank you to Bill “Subguru” Nichols for hosting the work of so many talents modders and mission designers. Thank you to Molon Labe, TLAM Strike, and Bellman for extensive testing and multiplayer testing.

All database editing was done with DWEdit by Ludger, without whom this mod would not have been created.

The purpose of this mod is, straightforwardly, to address the aspects of DW game-play that most bother its authors, while improving the simulation experience and fixing bugs, without introducing any new ones. Thank you in advance for downloading this mod. Please send as much feedback as you can via the dedicated thread on the www.subsim.com mod forum, http://www.subsim.com/radioroom/showthread.php?t=83132 .

Please see the included INSTALLATION file for installation instructions.

NOTE: Saved games created with one Database and Doctrine set are not compatible with any other versions of the database, however, you can restore a previous version of the Database and Doctrine folders at any time to load saved games associated with that database. Please note, the charts and graphs previously included with this mod are now out of date, and will be updated in a separate release.

XX-Changes for LWAMI 3.06-XX

***I've added some things completely from scratch in this version of LWAMI which will have a big impact on gameplay. If there are bugs, or something needs to be adjusted, please be gentle. :-) I'm always ready to make changes when necessary.***

Bug Fixes-The SeaWolf hull sonar will now function correctly (bug from 3.05). The Shkval will now shutdown when it reaches its maximum range (bug from 3.05). The dimensions of the freighter have been updated to reflect the new model. Also, the props on the Oscar II and Foxtrot will now rotate correctly. The submarine thrusts have been corrected to allow the playable nuclear subs to come to complete stops (LWAMI bug). The fast infiltration craft will now behave like boats, not jets. :-) Note, they no longer have a sound vs. speed curve, so they are perpetually very loud. The UAV will now function like other similarly armed aircraft. Also, appropriate ESM and radar equipment have been added to the aircraft and helos previously missing these items. All mines will now stop at the preset depths and will not exceed their maximum operating depth. The AI, when firing torpedoes, will now set them to utilize the layer properly, and will now set their torpedoes so they do not hit surface ships when they are not targeting a ship or shallow submarine.

Mk60 CAPTOR Mine-WEAPON ADDED-The Mk60 replaces the 1000lbs Mine on the player and AI P-3. The CAPTOR is an encapsulated Mk46 torpedo mine with a passive sensor array equal in sensitivity to the VLAD sonobuoy. When laid, the mine goes to its preset depth (max 3000ft). The available depth on the P-3 interface are: Surface 90ft, Shallow 400ft, Deep 1000ft, and Bottom, which will place the mine on the bottom or at its max depth of 3000ft. The mine is able to classify between hostile and friendly targets, and will only engage HOSTILE SUBMARINES when the ROE for the scenario is set to WAR. When a valid target is detected within 4000m, the weapon will fire a Mk46 using a Snake pattern in the direction of the target and then shutdown shortly after. Note, due to the insensitivity of the CAPTOR passive sonar, most modern SSN and SSK detections/engagements at patrol speed occur under 4000m.

SS-N-16 Stallion and APR-3-WEAPON ADDED-The APR-3 has replaced the APR-2E on Russian ASW aircraft and the SS-N-16 Stallion SUBROC. The APR-3 is a turbojet torpedo with a circle search pattern and a search speed of 40kts, and an active sensor equivalent to the MPT-1UE (the SS-N-27 payload). When the torpedo acquires a target, it will move to a homing speed of 68kts. The nominal max range of this weapon is 2.5nm, although in practice its effective range is closer to 1.5nm due to the speed vs. range curve in DW 1.04 (a feature I've tried to utilize here). Due to the speed of this weapon, its maneovering ability is very limited at homing speed and it does not have a reattack capability. When the torpedo acquires and burns through a decoy or is outmaneovered by its target, it will malfunction and go to the surface until it runs out of fuel.

Advanced UUV-The passive sensor has been reduced in sensitivity and aspect considerably and the active sensor has been disabled completely (the passive sensor now has a 100 degree view on both sides rather than a 150 degree view on both sides as before, roughly the same dimensions as a submarine sphere sensor). The BB sound of the UUV has also been changed to a slightly different sound in the stock DW sound archive. The UUV now has a range of 17nm @ 6kts and max speed of 20kts with a range at max speed of 2.7nm. The sensors are totally washed out at 8kts, with some washout above 6kts. The operation is as follows. You must be at 4kts as before, and enter the presets in the same way. After firing the weapon it will begin to feed back data immediately and move at 4kts. The speed of the UUV is controlled with the enable button and the depth is controlled with the preenable button. The preenable button has no effect on the passive sensor. One click of the enable button will stop the UUV; it can persist indefinately in this state, a second click will speed the UUV up to 6kts. A third click of the enable button will speed the UUV up to 12kts, the max speed the UUV can travel in up to 90ft of water without cavitating. A fourth click of the enable button and the UUV will go to its max speed of 20kts. A fifth click will stop the UUV and reset the counter, although you can click the enable button twice slowly and set it to 6kts. Note the sensors are washout above 8kts and do not feed data. The preenable button depth control works as follows. The first click does nothing. A second preenable click will send the UUV to the preset search depth. A third preenable click will send the UUV to 90ft if it is in over 100ft of water or 45ft if it is in less than 100ft of water. A fourth click will send the UUV back to launch depth, and reset the cycle. NOTE: There is an unsupported feature as well. If you leave the UUV at 4kts speed, the launch speed of the weapon, and make a depth selection, the weapon will oscillate between all the preset depths. This can be used to set the UUV to automatically search above and below the layer without player input, although this was not an intented feature, so there may be errors with this use of the UUV. Otherwise, it should work entirely as described above.

TIW Messages for UnderWater Missile Launches-All submarine launched missiles will now give a verbal TIW message when detected on sonar. Note, you will occasionally get TIW messages when functional missiles hit the water.

Torpedo ASuW Safety Feature-The ceiling preset on the fire control panels now have an additional function. By default, torpedoes will now no longer engage surface targets or surfaced submarines, this is the ASuW Safety On condition. If you wish to engage surface targets or a surfaced submarine, you can disable the ASuW Safety by setting the Ceiling to be 60ft (18m) or less, and the torpedoes will engage all detected targets. The Ceiling will also function as an absolute hardcap on the depth of the torpedo as before. The AI will use the ASuW Safety appropriately.

RBU's-The RBU's will now function correctly (although some work has yet to be done to polish this, they are now very effective ASW weapons).

Advanced Seaskimming ASM's-I've added variable decoy logic to the most advanced sea-skimmers in the game, to make chaff 50% less effective for these missiles than for other missiles. The missiles improved by this change are the SLAM-ER, TASM, Harpoon, and SS-N-25. Chaff for these missiles will be 12.5% effective, whereas it is 25% effective against other missiles.

Visual UnderWater Detection of Submarines-Aircraft and helicopters are now able to see shallow submarines. The mean depth for vulnerability to detection is 80ft. The exact depth of detection varies by submarine, but for playable submarines 80ft should be considered the safety depth (because of depth drift). In good weather, SSK's and other small submarines are detected at approximately 1nm, with SSN's being roughly 1.25nm, and larger submarines like the Typhoon and Oscar II being as high as 1.75nm. In poor weather and at night, detection ranges drop considerably. The automatic lookouts for the player P-3 and MH60 are able to utilize this feature, and will call out near surface submarines like all other visual contacts. PLEASE NOTE: The visual detection range for the A/C's and helos on submarines is constant whether they are at PD or on the surface, and of course the ranges have been tuned for undersurface detection. This is unavoidable to implement this feature. For AI platforms, this will not matter, because the AI always has its radar on, but players should be aware of this when using the P-3 or MH60. I apologize in advance for those of you who don't like this, but I feel the trade off is worth it so that submarines are no longer invulnerable to detection at PD with all their masts up. :-)
Enjoy!

Cheers,
David
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Old 02-07-07, 10:27 AM   #2
Dr.Sid
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Why did you remove the active from UUV ? It's stated as anti-mine gear.

Otherwise:
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Old 02-07-07, 11:25 AM   #3
OneShot
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Here they come ...

The latest LwAmi Mod comes in three different flavours :

1.) Full package weighting about 10MB inside a nice and easy to use installer. Here you have it all ... the Mod, the new modells and a shiny new splash screen so you know you actually have the Mod turned on.

- Grab it here : LwAmi 3.06 - Full Package

2.) The smaller package without the modells but everything else in it - weighting around 3MB and of course inside an easy to use installer.

- Grab it here : LwAmi 3.06 - Small Package

3.) And for those who like just the bare stuff ... only the mod, no Splash Screens or other amenities. But then, this is only 200kB ...

- Grab it here : LwAmi 3.06 - Bare Bones

Cheers
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Old 02-07-07, 11:38 AM   #4
Bellman
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You guys are 'Quick on the draw' - THANKS.
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Old 02-07-07, 12:21 PM   #5
Bellman
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Just installed the 'Full Package' and it went like a dream.

Great 'Flight' intro screen and those sexy new models are just fantastic !!

I've made a mission, really just a fleet review, and all the new stuff is quite gob-smacking.
Thanks for ALL your hard work. IT IS APPRECIATED.
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Old 02-07-07, 03:06 PM   #6
walmis
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i have a problem.
The ssn27asw doesnt launch the torpedo. It just dissapears when it hits the water.

Anyways, very nice work. Keep it up
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Old 02-07-07, 03:08 PM   #7
sonar732
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Quote:
Originally Posted by walmis
i have a problem.
The ssn27asw doesnt launch the torpedo. It just dissapears when it hits the water.

Anyways, very nice work. Keep it up
It sounds like it's hitting in a shallow area and the torp goes straight into the sea bottom.

EDIT: How about posting a screenshot?
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Old 02-07-07, 03:44 PM   #8
DivingWind
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walmis, you're alive! I thought I lost you for good... Anyway good to see you !
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Old 02-07-07, 03:47 PM   #9
walmis
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Quote:
Originally Posted by sonar732
Quote:
Originally Posted by walmis
i have a problem.
The ssn27asw doesnt launch the torpedo. It just dissapears when it hits the water.

Anyways, very nice work. Keep it up
It sounds like it's hitting in a shallow area and the torp goes straight into the sea bottom.

EDIT: How about posting a screenshot?
Nope, that's not the case. Here, see for yourself.

EDIT: Hey divingWind, could you meet me on IRC?
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Old 02-07-07, 05:23 PM   #10
Molon Labe
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LW, did you do something to a timer or something?

I followed up on Walmis' issue and I'm getting late releases for the -16, and no release for the -27.

EDIT: I did some backtracking. This was introduced in alpha 5. Did you frak with the missiles in order to get the TIW's working?
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Old 02-07-07, 05:55 PM   #11
goldorak
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Can I install the full lwami 3.06 package over DW modded with lwami 3.05 without any problems ?
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Old 02-07-07, 07:19 PM   #12
sonar732
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In leu of this...glad I have the JSGME mod enabler. I'll revert back to 3.05 until this is resolved.

Walmis, thanks for the video and the bug report! It helps everyone here to help each other see what someone is trying to explain as evident by my response to a typical new players question.
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Old 02-07-07, 09:23 PM   #13
Bill Nichols
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Hey, something's wrong! I installed the 'Full' package over a 'stock' 1.04 and enabled it using JSGME. Now I have an invisible Typhoon . It makes a nice wake on the surface, but the sub isn't visible... Same is true for Trafalgar and other 'new' models... the 3-D viewer says "model not available".
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Last edited by Bill Nichols; 02-07-07 at 09:52 PM.
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Old 02-07-07, 09:57 PM   #14
Molon Labe
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JSGME is the mac of mod installation.
Although I must admit that I got the full version for the splash screen. Silly me.
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Old 02-07-07, 11:52 PM   #15
Bellman
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Dr. Sid asked why the active sonar function had been dropped from the UUV. I remember many UUV issues were discussed last(?) year but my searches on the forum have drawn a blank.

Would someone please reprise the thinking behind this decision ? :hmm:
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