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#16 | |
Ace of the Deep
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#17 |
Medic
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DSRV behave totally wrong, big problem. can't reach the objective sub
@LuftWolf: may be a new doctrine for Attack Midget Sub which can attack submarine/ ship by Torpedo/Mine, release Special forces, and the midget sub can be launched and recover by a bigger sub(just like DSRV), for example: Russian project 865--known as LOSOS class Cheers, Cayman |
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#18 | |
Naval Royalty
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The other problem is that the tendancy with computer models is to want to put more and more data into them for the sake of "realism" the problem with that is that the more things there are to vary in a model, the less insight it typically yields because it becomes possible for one to arrive at lots of possible outcomes making different assuptions about the various inputs. How likely are any of those? Who knows... maybe they ought to consult another computer model! HA! I've actually calculated the results of various situations using pencil and paper and then built computer models to reproduce those results because the Navy customer demanded a computer model, even though I knew what the answer was without one. I'm not sure whether I should laugh at them or cry because of the sorry state of affairs in the Navy. Last edited by SeaQueen; 01-26-08 at 11:42 AM. |
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#19 | |
Naval Royalty
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#20 | |
Naval Royalty
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#21 | ||
Ocean Warrior
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#22 | |
Ocean Warrior
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I have no idea how the targeting and fireing doctrine works so I have no clue if this would work. ![]() I don't like them only fireing when confidence is "High". There should be a small chance that they fire at a lower confidence target as well. And as a reminder, "Collision Avoidence" doesn't seem to work in formations. The ships all start crashing into each other when they try to re-form together. It's like They don't see their own formation's ships. The only way I've been able to combat this so far is to make the fleet or group of ships not part of a formation, but set their speeds and directions so they look like they're in a formation but they really aren't.
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#23 |
Ocean Warrior
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The DSRV is broken in the engine, so that can't be touched, by modders anyway.
The doctrine system is made of peaks and valleys... I wish there was a neat way to express to everyone what is and isn't capable, but frankly it would just be a list of random things, not really making much sense. And what makes it even crazier, is that the level of control varies by platform type. ![]() I'll look at as much as I can... starting with the things that Thomas did in SCXIIc, since I've got a pretty good grasp on what can be carried over successfully. Unfortunately, the inherent behavior of just about everything appears to have worked (from what I have heard) much better in SC than in DW, so there's so much more that needs to be fixed. ![]() Cheers, David
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#24 |
The Old Man
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For DSRV, I had better doctrine which could dive to target, get close (3 m) even if target was moving, stay there for a moment and then return to original coordinates, nad IIRC even dock to original platform if it still was there. There was some troubles, but I overcame all of them.
Unfortunatelly I lost the file (with many other stuff) in HD crash. Let's communicate this. I'll PM you my contact info, I wonder what are the problems you found. |
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#25 | |
Medic
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I wonder if you have an introduction regard to DW doctrine, or a list of doctrine's "command" and "value" , even half-baked version woulf be ok, if you do, could you send me a copy?---I'm good at FC docrine, but DW's much more sophisticated, any help would be appreciated ![]() |
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#26 | |
Ocean Warrior
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Is answer question?
![]() Keep in mind, this was written for Sub Command, so a few of the commands, most notably the rudder control commands are different in DW. The existing DW doctrines are all holdovers from SC, so you can actually see the commented sections remaining in the doctrines to see the differences between the two systems in action. Quote:
David
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#27 | |
Medic
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#28 | |
Silent Hunter
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#29 |
Ocean Warrior
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Sorry guys, I've been having some computer problems that have knocked me offline for a bit...
The case of duct tape finally came in, so I'm catching up on all my online activies (and there are way too many...) in the next few days. Basically, the next activity I've got is to do some doctrine tuning for the AI and also to include in the LWAMI package (or perhaps just as a patch since people are using the other mods) the corrected helo dipping doctrine that will prevent the FFG MH60 from pinging on launch and recovery. Cheers, David PS Disable your system restore and disk indexing processes, if you have an older computer with a smaller HD, after time, there is a good chance the processes will completely take over your CPU and write to every possible open space on your HD... ah windows.
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#30 | |
Soundman
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Nise
Quote:
You can it too switch on: VAR TEMP1 VAR TEMP VAR MSPD VAR MODE VAR DELAY VAR OrdDpth VAR DeepTgt var ddd var delta var Fl var Cei var GotHim var u var u1 var k IF INIT THEN { k = 0.5 GotHim = 1 ddd = 0 MSPD = ( MinSpd + 10 ) IF ( DBBuoyFlags & 3 ) THEN { MSPD = MaxSpd } ENDIF temp1 = ownspd temp = ownalt } ELSE { IF ( LostTrack == 0 ) THEN { IF ( GotHim == 1 ) THEN { GotHim = 0 MODE = GetEntVar "AcousticMode" Fl = GetEntVar "Floor" Cei = GetEntVar "Ceiling" IF ( MODE == 1 ) THEN { MSPD = MAXSPD DELAY = 7 } ELSE { MSPD = MSPD DebugValueOut MSPD DELAY = 3 } ENDIF } ENDIF IF ( ( TgtClass $= "AIR" ) AND ( NOT ( TargetName $= "Towed Decoy" ) ) ) THEN { ; DebugOut "SKIP" ; Drop ; LOSTTRACK = TRUE } ELSE { IF ( TgtAge < DELAY ) THEN { TEMP1 = OWNSPD TEMP1 = ( TEMP1 + 3 ) IF ( TEMP1 > MSPD ) THEN { SETPRIORITY 255 TEMP1 = MSPD } ENDIF } ELSE { IF ( OWNSPD > MINSPD ) THEN { ; DEBUGOUT "No Given Signal From A Sensor Control - Reduce Speed" TEMP1 = OWNSPD TEMP1 = ( TEMP1 - 3 ) IF ( TEMP1 < MINSPD ) THEN { TEMP1 = MINSPD } ENDIF } ENDIF } ENDIF IF TGTALT < Fl THEN { DeepTgt = 1 } ELSE { DeepTgt = 0 } ENDIF IF ( TGTALT > CEI ) THEN { DeepTgt = 1 } ELSE { DeepTgt = 0 } ENDIF DELTA = ABS ( OWNALT - TGTALT ) IF ( ( ddd == 1 ) AND ( TGTRNG < 60 ) AND ( DELTA < 60 ) AND ( TGTALT >= ( FL - 15 ) ) AND ( TGTALT <= ( CEI + 15 ) ) ) THEN { IF ( TgtClass $= "Weap" ) AND NOT ( TargetName $= "Towed Decoy" ) THEN { Drop DebugOut "Drop Non Towed CM" } ELSE { ddd = 2 IF ( TargetName $= "Towed Decoy" ) THEN { SETPRIORITY 255 shutdown } ELSE { SETPRIORITY 255 Detonate } ENDIF LostTrack = 1 } ENDIF } ENDIF IF ( ( tgtrng >= 140 ) and ( DDD == 1 ) ) THEN { DDD = 0 } ENDIF IF ( ( TgtRng < 140 ) AND ( DDD == 0 ) AND ( DELTA < 70 ) ) THEN { ddd = 1 } ENDIF IF ( ( TGTRNG < 600 ) AND ( DeepTgt == 0 ) ) THEN { temp1 = mspd IF ( DDD == 0 ) THEN { SETPRIORITY 255 TerminalHome } ELSE { OrdDpth = ( TGTALT ) IF TGTALT > CEI THEN { OrdDpth = CEI } ENDIF IF TGTALT < Fl THEN { OrdDpth = ( FL + 30 ) } ENDIF SETPRIORITY 254 SETALT OrdDpth if tgtrng > 500 then { setcrs tgtbrg } else { u = TGTAOB u1 = ( k * u ) u = abs ( u ) if u < 0.2 then { SetRudder ( 0 ) } else { SetRudder u1 } endif } endif } ENDIF ; DEBUGOUT "Final Phase Attack" } ELSE { ; DEBUGOUT "FollowToTarget" OrdDpth = TGTALT OrdDpth = ( TGTALT ) IF TGTALT > CEI THEN { OrdDpth = CEI } ENDIF IF TGTALT < Fl THEN { OrdDpth = ( FL + 30 ) } ENDIF SETPRIORITY 254 SETALT OrdDpth if tgtrng > 500 then { setcrs tgtbrg } else { u = TGTAOB u1 = ( k * u ) u = abs ( u ) if u < 0.2 then { SetRudder ( 0 ) } else { SetRudder u1 } endif } endif } ENDIF } ENDIF SETSPD ( TEMP1 ) IF ( TGTAGE > ( 10 ) ) THEN { DROP } ENDIF } ENDIF} ENDIF Real "Live" Track Noise and Radiation Square Events.... We wich Reality Conditions....
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-+= I the ocean hunter, and I am dangerous =+- *** Kalashnikov - the best *** |
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