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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Jan 2007
Location: Obetz, Ohio
Posts: 182
Downloads: 170
Uploads: 5
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It's worth a shot how about a new Seawolf model.
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#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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Just thought I'd take the liberty of bumping this...
![]() Cheers, David
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#3 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
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Some guys had troubles with oil rigs (hitting them with TLAMs or anything). I guees you could lay your educated eye on it.
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#4 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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![]() Quote:
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#5 |
Ocean Warrior
![]() Join Date: Sep 2006
Location: Connecticut
Posts: 2,507
Downloads: 145
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Missiles, and special forces will not target oil rigs. Also, AI vessels will not attack oil rigs. Also, for some reason, you can't send a targeting solution on them to the weapon configuration screen too.
Launching a carefully manually aimed TLAM at an oil rig results with the missile passing through the rig like a ghost. The Special Forces just crash into the oil rig, take damage from the collision and just sit there. I'm pretty sure this is some kind of bug and I've posted about it on the Sonolysts technical support board, but it seems that they don't look at those boards very much. I think that question has been on the board for about a month with no reply. I'm not sure if you can correct any of this in the new LWAMI, but if anyone can track down the issue if it's fixable with the database, you guys can. ![]() Also, as I said before, someone mentioned that oil rigs should generate some kind of detectable sound with all the pumps and machinery they have running. It would be interesting to find out if they do. Also, a fun way to add an underwater lab/research facility is to simply go into the database and change the oil rig's position setup from "Float" to "Rock" It sets the deck of the rig on the floor of the ocean where it looks pretty convincingly like an underwater research facility looking thing.
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#6 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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Okay, I've got one! But I'm not sure it's possible in the doctrine controls...
I think that the initial ID of a radar contact should default or Air when those contacts are within certain parameters. This would mostly be for the benefit of the FFG, which has a cumbersome engagement process at times; doing this would make it unnecessary to have to struggle to switch overlapping reported contacts to Air before being able to assign a missile. Suggested parameters: Detected by Air search: Air Detected by Surf search* or A/C radar and speed >100 kts (the DB speed of the Infiltration Craft): Air *This assumes, and I could be wrong, that it's the surface search radar that detects contacts below a certain approach angle, like sea-skimming missiles. If it only detects surface contacts, then that makes it easier.
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#7 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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It's possible that I can tune the maximum and minimum altitudes search radars to give better performance against missiles for the FFG players.
Cheers, David
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