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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Sonar Guy
![]() Join Date: Jan 2002
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In reality, CWI is needed for the missile to home on a target. Then again, it's possible for the real STIR and CAS to guide multiple missiles, though only at a single target. According to some forum poster anyway. Quote:
On the other hand, I could imagine an autocrew function for it that automatically launched weapons at (at least) airborne targets in the target queue. (excepting, of course, held ones)
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#2 |
Loader
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Recommendations to improve DW performance (Seawolf):
1. Ping steal bearings & ranges should be a part of game-play. Pingsteal is a way sonar can compute target’s range based on the target’s use of active sonar. In addition, any active sonar may return a signal on any nearby target, thus providing a bearing and a range to listening platforms. This too should be included in DW gameplay. Example, you have a scenario with three units: 1 blue team surface warship actively pinging, 1 blue team submarine nearby, 1 red team submarine nearby. Based on the use of the surfaces warship’s use of active sonar, both blue and red submarines will have bearing and range to blue surface warship. Red submarine will also get a bearing and range to blue submarine from blue surface warship’s sonar. Blue submarine will get a bearing and range to red submarine from surface warship’s sonar. (This is almost like link data, but the blue team submarine need not be in communication with blue team surface warship.) 2. ADCAP post launch wire information should be included in gameplay. This includes the mode of operation (searching, homing, C/M, & weapon armed, etc.), weapon depth, course, speed. 3. Cosmetic: can we make the Seawolf periscope viewing window (eyepiece) larger? 4. Include a position keeper in the TMA module. See http://www.maritime.org/tdc.htm for background information on a position keeper. WWII style Position Keepers were modeled in Fire Control software and used to dial in very quick solutions for a variety of purposes, including snapshot scenarios. This should be very easy for the DEV Team to model in DW. |
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#3 | ||
Captain
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#4 |
Loader
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Torpedoes should not detonate on CMs. Please create a fix where torpedoes don't do this.
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#5 |
Ocean Warrior
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The fix is already available.
Amizaur corrected the torphoming doctrine as part of the LWAMI mod package. IF TgtClass $= weap and NOT TgtName $= "Towed Decoy" AND TgtRng <= 30 THEN Drop ENDIF Sonalysts will not change this in the stock game because they believe it is good for sales to have torpedoes explode on CMs.
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#6 | |
Loader
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#7 |
Stowaway
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hi everybody...Good to be back
I have to add a little comment here. The SA N 8 behaviour is more realistic than the stinger's. You'll see it is somewhat harder to hit with the SA N 8 than with the stinger. |
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#8 |
Stowaway
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Two points I think require some attention.
First, in some cases weapon stats have been underated or overated. For example, most of the times (arguably all of the times) you can avoid a type-40 torp with a 688i class sub simply by running away from it. Also, the 65cm torpedo should have (as in reality it does) a greater range. The range of the ADCAP varies with speed, as well as the 65 cm torpedo. Second, the maximum speed of the 688 subs is 30-32 Knots. You'll never see them going 34 or 35, their test depth is 300m and collapse depth 450 meters. A very good introductory text on naval weapons engineering can be found at: http://www.fas.org/man/dod-101/navy/...0/syllabus.htm |
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#9 |
Subsim Diehard
![]() Join Date: May 2006
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Can we have more access to the "AttackBest" and "FireBest" logic?
Its such a intergral part of the doctrine and being able to understand it would allow some better modding efforts. Especially in the since of trying to improve aircraft behavior. http://www.subsim.com/radioroom/showthread.php?t=93941 thx lb ps) Its unprecedented, but if some of the game programmers would stop by from time to time in the mod workshop to drop tips and hints in our efforts it would be nice. Perhaps create a login that doesn't reveal your a SCS DW programmer if you want to remain anonymous.
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"Seek not to offend or annoy... only to speak the truth"-a wise man Last edited by LoBlo; 06-03-06 at 06:08 PM. |
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#10 |
Ocean Warrior
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LoBlo... the logic is set entirely by the parameters in the database. You have total control from there.
Also, you can use the command Attack "<WeaponName>" instead of AttackBest and FireBest, but you have to create a unique doctrine for every platform you want to use that command. Yes, I wish Jamie would stop over again at some point.
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#11 |
Ocean Warrior
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Check the bottom of my signature for a link to the mod readme and a place you can download it, check the mod forum here, or go to www.subguru.com , the best place for DW Mods and Missions on the internet, courtesy of Bill Nichols!
![]() Cheers, David
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#12 |
Subsim Diehard
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I would suggest increasing the complexity and control over Aircraft carrier behavior. Although DW is a ASW sim, CVs are the linchpin of the modern USN fleet and major operations, inlcuding ASW patrols center around their presence and firepower.
Being able to trigger more aggressive aircraft launches (right now the CV launch only 2-4 aircraft at any threat) and/or being able to script aircraft launches at the doctrine level would be a big help. Also, the aircrafted launched have a mind of their own and it would be nice to have more control/input on their behavior.
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#13 |
Ocean Warrior
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Aircraft launches can be scripted at the doctrine level, just no doctrines currently use this function, although LWAMI will probably change that sooner or later.
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#14 | |
Subsim Diehard
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What's the doctrine command for "launch"?
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#15 |
Ocean Warrior
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Launch "<value>" where value is the name of the aircraft to be launched.
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