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Old 03-13-07, 04:34 PM   #31
To be
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It can be done, but that would cripple the game far more then it would be worth. I doubt luftwolf will do it, but you can do it yourself if you would like. Just download DW Edit, and remove everything related to a two stage weapon.
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Old 03-13-07, 05:40 PM   #32
LuftWolf
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Quote:
Originally Posted by To be
It can be done, but that would cripple the game far more then it would be worth. I doubt luftwolf will do it, but you can do it yourself if you would like. Just download DW Edit, and remove everything related to a two stage weapon.
What he said.

My advice, if the Mission Debrief screen must be 100% accurate for GNSF matters, is to simply prohibit their use, but this means also banning ALL SUBROCS and the AI MH60 for the FFG... so that doesn't seem like a very attractive option.

The mission replay is pretty conclusive, so I'd adjust your reporting standards to allow manual entries for weapons that don't show kills on the debrief.

Cheers,
David
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Old 03-13-07, 07:30 PM   #33
Molon Labe
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Quote:
Originally Posted by LuftWolf
Quote:
Originally Posted by To be
It can be done, but that would cripple the game far more then it would be worth. I doubt luftwolf will do it, but you can do it yourself if you would like. Just download DW Edit, and remove everything related to a two stage weapon.
What he said.

My advice, if the Mission Debrief screen must be 100% accurate for GNSF matters, is to simply prohibit their use, but this means also banning ALL SUBROCS and the AI MH60 for the FFG... so that doesn't seem like a very attractive option.

The mission replay is pretty conclusive, so I'd adjust your reporting standards to allow manual entries for weapons that don't show kills on the debrief.

Cheers,
David
Not to mention banning matches that last past X amount of time after a platform is killed. (Where X= the amount of time it takes the game to remove the dead platform)
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Old 03-14-07, 12:08 PM   #34
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LW - I was going to load up torn stars last night but I got sidetracked playing DW with your latest mod. Good job by the way! I love it and thx!

By the way, you know the splash screen still reads 3.07 instead of 3.08?

-S
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Old 03-14-07, 01:12 PM   #35
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Try reading my last posts a short way up. That happens when you just install the new over the old mod.
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Old 03-14-07, 01:54 PM   #36
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[quote=LuftWolf]
Quote:
Originally Posted by To be

The mission replay is pretty conclusive, so I'd adjust your reporting standards to allow manual entries for weapons that don't show kills on the debrief.

Cheers,
David
Thanks, we have manual entries in our reporting system so it is not a problem. What happen when i have enemy AI surface killed with ASM? If i have a kill trigger assigned? I think the game will not count those kills.
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Old 03-14-07, 03:35 PM   #37
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Quote:
Originally Posted by Micksp
LW,

Can you remove the two-stage weapons?
It is easier to remove all Russian boats - then also 2-stages of a misiles will not be launched :rotfl: :rotfl: :rotfl:
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Old 03-14-07, 07:26 PM   #38
Molon Labe
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[quote=Micksp]
Quote:
Originally Posted by LuftWolf
Quote:
Originally Posted by To be

The mission replay is pretty conclusive, so I'd adjust your reporting standards to allow manual entries for weapons that don't show kills on the debrief.

Cheers,
David
Thanks, we have manual entries in our reporting system so it is not a problem. What happen when i have enemy AI surface killed with ASM? If i have a kill trigger assigned? I think the game will not count those kills.
I just tried to outsmart the game on this, but I couldn't. Triggers testing for side didn't fire. Triggers testing for the base missile didn't fire. Triggers testing for the final stage didn't fire. The only trigger that fires is the general kill trigger. This can be a problem for scenarios that count the number of neutrals one side has killed.

Does anyone know a way around this?

update: tried it using attached kill goals + attack doctrine and with detacthed automatic goals + kill doctrine. No joy.
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Old 03-15-07, 05:23 AM   #39
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ML, i've tried the same like you the last night and have the same results. If i have something possitive discovered i'll post here.

BRGDS
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Old 03-16-07, 03:44 PM   #40
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I was messing around with ASW missiles and I launched a ss-n-27 asw and I noticed that it didn't drop its torp but the whole thing bosster and all flew into the sea at impat point and then released its torp.

Before they dropped the torp quite high up and it slowed down before it hit the sea.

Anyone else find this?
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Old 03-16-07, 05:02 PM   #41
Molon Labe
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Quote:
Originally Posted by XabbaRus
I was messing around with ASW missiles and I launched a ss-n-27 asw and I noticed that it didn't drop its torp but the whole thing bosster and all flew into the sea at impat point and then released its torp.

Before they dropped the torp quite high up and it slowed down before it hit the sea.

Anyone else find this?
Sometimes, yeah. He's got them releasing a lot closer than he used to, that's for sure. It seems to be only cosmetic, though.
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Old 03-16-07, 05:50 PM   #42
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I use the corrected Subroc doctrines from SCX-II - is works very well.

Only each torpedo is lowered always from different height of a ASW Missile. But it works very precisely - torpedo dropped in 200-500 Ft from the subtarget. I am pleased.



But for AI platforms it works poorly - doctrine provides an immediate shot in the bearing of contact. But decision still no ready to good solution for contact – 6 or 8 minutes for triangulation locate target, and the shot is done on the distance, established by default of payment, for the picked up contact - 10 miles ( First mark at nav map for passive contact) AI ASW of a missiles further targets always fly unprecise..
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Old 03-17-07, 04:26 AM   #43
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I prefer when they dropped higher up.

Also I have noticed too that AI deployment of the SUBROC weapons is a joke, they are always way off. Maybe the AI doctrine could be improved to firm up the solution.
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Old 03-18-07, 10:47 AM   #44
Molon Labe
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Quote:
Originally Posted by XabbaRus
I prefer when they dropped higher up.

Also I have noticed too that AI deployment of the SUBROC weapons is a joke, they are always way off. Maybe the AI doctrine could be improved to firm up the solution.
I think the AI is only shooting as accurately as their TMA solution allows. With the reduced torp seeker performance in LW/Ami, that means there will be more misses. The newer LW/Amis also have improved engagement ranges for AI subs, and with longer ranges come larger errors.
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Old 03-18-07, 12:17 PM   #45
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In stock DW, at least yet in 1.03 (not sure about 1.4) there is major error in SUBROC doctrine files, making them shoot SUBROCs at about 3 times larger distance (seems like imperial vs. metric units bug).

Even old versions of LWAMI fixed this. With LWAMI it should not happen anymore.
Also AI TMA works more or less like this: 1 LOB - big error .. 3 LOBS - smaller error .. 5 LOBS - nice solution.

With LWAMI if you meet enemy cruiser with SUBROCs and active sonar, in the moment he picks you up, 6-10 SUBROCS is heading at your EXACT location. Survive this ..
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