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Old 03-01-08, 10:33 PM   #31
LoBlo
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Here are a couple of AI pet-peves.

1. I hate how the AI Aircraft carriers don't maximize the amount of aircraft they launch.

From what I've seen the AI CVs only launch and sustain 2-3 aircraft overhead to counter surface/air threats. I'ld like to see the CVs launch more continuous streams of squadrons. Sure you could script, prefabricated air-stations with fighters, but then their patrol zones would be locked-in and not flexible to where the carrier was located or locations of the threats.

2. The AI ASW aircraft don't drop sonabuoys when they should. Mainly the P3 and sometimes the S3 Vikings.

3. AI platforms running into dry land. Why sometimes the AI subs turn toward a landmass and decide to run into it even when "land avoidance" is on, is beyond me.

4. AI Surface ships blasting sonar even past washout speeds. This is more of a scenarios design issue. But nonetheless perhaps a addition to the doctrine to auto-turnoff active sonar if ship speed is above washout? Perhaps.

5. No "sprint and drift" option for escorts. Its in the AI programming of Harpoon 3; why not DW. Especially since the games is primarily a ASW sim. Surface and subs should have had this as an option in the mission editor platform tatics. A pretty annoying oversight OMHO.

Whether any of these are fixable or not is beyond me.
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Old 03-03-08, 11:25 AM   #32
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Ok, as part of the effort to get the modding process off the ground, and to get everyone on the same page, I'm going to go through the few threads we have running now and do a matrix of all the suggestions that everyone has offered, what I can do about each issue, and what could theoretically be done if I were not limited by technical obstacles that I have the power to resolve.

In looking back, 3.08 comes pretty close to fixing all the fixables... so there are really only a few loose ends that can be tied up.

Most of the focus at this point can/should be adding new features... which some other modders have done successfully.

In terms of adding the advanced torpedo features... wow that's a big project, but I've already put so much work in, it would dissappoint me if I never got a working version out for the community.

I wish the job I had now wasn't as chaotic and my life was way more settled... more like the summer of 2006 when I worked about eight weeks straight on this mod like 50+ hours a week with all the testing and extra playing. Now that was fun.

Cheers,
David
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Old 03-03-08, 03:02 PM   #33
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Luftwolf, I still wonder what unfixale bug in DSRV you have encountered.
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Old 03-03-08, 05:20 PM   #34
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Quote:
Originally Posted by LuftWolf
Ok, as part of the effort to get the modding process off the ground, and to get everyone on the same page, I'm going to go through the few threads we have running now and do a matrix of all the suggestions that everyone has offered, what I can do about each issue, and what could theoretically be done if I were not limited by technical obstacles that I have the power to resolve.

In looking back, 3.08 comes pretty close to fixing all the fixables... so there are really only a few loose ends that can be tied up.

Most of the focus at this point can/should be adding new features... which some other modders have done successfully.

In terms of adding the advanced torpedo features... wow that's a big project, but I've already put so much work in, it would dissappoint me if I never got a working version out for the community.

I wish the job I had now wasn't as chaotic and my life was way more settled... more like the summer of 2006 when I worked about eight weeks straight on this mod like 50+ hours a week with all the testing and extra playing. Now that was fun.

Cheers,
David
I'm already a step ahead of you. Check out http://www.commanders-academy.com/fo...hp?projectid=2. It won't have any of the very new stuff, but most of the suggestions from this thread at the lwami patch suggestions thread are there.
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Old 03-04-08, 03:34 PM   #35
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I find it most annoying that in the quick missions the enemy AI submarines go at high speeds, making detection & tracking of them very easy. No idea if this has something to do with doctrines or with the instructions the game gives them when creating the mission, but it ruins that nice feature, which I missed so much in Sub Command
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Old 03-04-08, 04:02 PM   #36
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I'm afraid this is unfixable. But what I hate more on quickmissions is that sometimes the enemy sub is generated 1 nm from you, which means it will launch torpedo at you in like 10 seconds.
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Old 03-04-08, 04:45 PM   #37
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Quote:
Originally Posted by Hitman
I find it most annoying that in the quick missions the enemy AI submarines go at high speeds, making detection & tracking of them very easy. No idea if this has something to do with doctrines or with the instructions the game gives them when creating the mission, but it ruins that nice feature, which I missed so much in Sub Command
They are sprinting to identify a platform reported as unidentified by their Side. (I griped about this earlier in the thread)
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Old 03-04-08, 05:02 PM   #38
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Quote:
Originally Posted by Dr.Sid
I'm afraid this is unfixable. But what I hate more on quickmissions is that sometimes the enemy sub is generated 1 nm from you, which means it will launch torpedo at you in like 10 seconds.
If I were Sonalysts, and I wanted to propagate and improve something from DW, this is an area I'd commit time to. In addition to releasing more playables as well. For the Quickmission, the doctrines/scripting needs to be fixed, starting distances need adjustment, and opposing forces need to be appropriate. For example, in a 688(I) generated mission, why am I tasked to go hunt down and destroy a British carrier?
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Old 03-04-08, 05:18 PM   #39
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Quote:
Originally Posted by Dr.Sid
Luftwolf, I still wonder what unfixale bug in DSRV you have encountered.

Variable TgtAlt is not passed in the doctrine from the NavalSimEngine.

1. It is not known what depth should to borrow DSRV at rapproachement with the Sunk Sub.

2. Not the static situation of the sunk Sub - DSRV is floating on the originally received coordinates of the Target. However Target does not cost on a place - she is gradually displaced, as there is no complete statics of object.
DSRV comes in the given point and the saved submarine already left in other position (And it thus that the speed is established on 0, however object all the same has displacement - he not completely static).
Damn It…
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Old 03-04-08, 05:42 PM   #40
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Quote:
Originally Posted by GrayOwl
1. It is not known what depth should to borrow DSRV at rapproachement with the Sunk Sub.

This is not problem of the engine. It's because DSRV has no sensor which could detect target altitude. I overcame this by creating new sensor, HF sonar, with flag 'reports target alt'. Then the target depth WAS passed to the doctrine.

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Old 03-04-08, 08:32 PM   #41
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Quote:
Originally Posted by Dr.Sid
Quote:
Originally Posted by GrayOwl
1. It is not known what depth should to borrow DSRV at rapproachement with the Sunk Sub.

This is not problem of the engine. It's because DSRV has no sensor which could detect target altitude. I overcame this by creating new sensor, HF sonar, with flag 'reports target alt'. Then the target depth WAS passed to the doctrine.

Yes, you can be right...

Should exist " of a Gold Eye " Sensor...

Then it is impossible to enable to emerge DSRV on a surface - data from " of a Gold Eye " will be send on LINK 11 For All Ships.
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Old 03-04-08, 09:12 PM   #42
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Dr.Sid, You never receive contact for a sensor control DSRV - NavalSimEngine does not give the data on detecting FRIENDLY contact. :hmm:

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Old 03-05-08, 05:48 AM   #43
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Now that is correct, I remember that. I tested it with 'red' Typhoon.
Ok .. that's the point. Since it can't be used to original purpose, there is little reason to fix it.
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Old 03-08-08, 05:32 PM   #44
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The DSRV has never detatched from any sub I have ever used.

So, since the engine doesn't even detatch the DSRV from my main submarine, there isn't a whole lot I can do about it.

If anyone does know how to get the DSRV to detach from the submarine, I'd love to hear it, because it simply will not on my machine.

Cheers,
David
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Old 03-08-08, 05:48 PM   #45
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Now that is simple.

- Choose DSRV as loadout in mission editor.
- Target must be sub and it must be different side, not sure about alliances. Different side, peace time works.
- You must be under 3 kts, then you use popup menu on nav map, same as spec ops.

DSRV should launch, and as it can't read target depth (it reads zero) it surfaces, slows down to 3kts on surface, starts to cavitate as hell. Anyway it still tries to get toward the target.

It needs new sensor reporting depth, totally new script, and some testing and thinking about the side trouble.

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