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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: How extreme do you want the torpedo mods to be? (please see the message body for explanation of term | |||
As is: general bug fixing and AI enhancement. |
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6 | 12.77% |
Above with: Advanced Wire Control and Sensor Modelling |
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5 | 10.64% |
Above with: Wire Lengths Limited to 10-13nm from launchpoint (reported as realistic) |
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7 | 14.89% |
Above with: Advanced Torpedo Physics |
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29 | 61.70% |
Voters: 47. You may not vote on this poll |
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#196 |
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
Downloads: 62
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great
sorry I post so much little thread, but I didn't read this forum for some times (I was away) and actually try to answer things I know as I read the whole thing. |
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#197 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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All you need to do is go to the CADC and download the playtest.
![]() And then let me know what you think. ![]() http://www.orionwarrior.com/forum/sh...ad.php?t=29521 Quote:
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#198 | ||
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
Downloads: 62
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#199 | |
Commander
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Location: Solar system, mainly on earth
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I guess it's the same for UUV. |
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#200 | |
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
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I will test this great work this WE |
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#201 | |
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
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As low frequencies are always (on quiet sub detection only, not always on surface ships) the first to be detected, this suppose the UUV have less capabilities than any "correct" (not 40 years old ...) modern spherical array. He should detect a quiet sub at much closer range than the spherical, in fact, only when medium frequencies could be heard. This doesn't work like this in DW unfortunatly ... If you could avoid the UUV to detect frequency before 200 hz (a complete "out of nowhere" value here, I don't know what is the sound spectrum capabilities of the UUV, but it should be quite limited because of the sensor size), then you will avoid the UUV to catch subs except at very short range, on medium frequencies, but you can use it at much longer distance on noisy surface ships. |
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#202 | |
Ocean Warrior
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Location: Free New York
Posts: 3,167
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#203 | ||
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
Posts: 398
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#204 | |||
Navy Seal
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Guess what? I decided to just go and do it. I made a UUV with a signature of 125, 125, 320,1100,0 on a 7 blade prop (7 TPK) and a Passive SL of around 60 and guess what the NB filter on the TB-29 gave 688, 688(i), Traffie, Akulas and UUV as its possible class a very close range. It might just be sufficient to fool even a experienced player in the heat of battle. There is a drawback, 50 and 60 hz baseline tonals remove either the US or Ru units depending on what’s selected and 55 hz does give UUV as the only possible solution and a baseline of 0 will display no signature at all. But I still think this could work if people wanted a MOSS instead of a UUV. |
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#205 | |||
Ocean Warrior
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#206 |
Ocean Warrior
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Apparently, the UUV sensor just don't work like other sensors.
I tested it as if it were... so I need to go back and try combinations of things as if its some kind of totally unique entity, which it is.
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#207 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
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2 of 6 UGSTs I fired in a test circled instead of running out on the assigned snapshot bearing. The other four torps were assigned to contacts.
I had no indication when wires were broken other than that, some time after ordering turns, the torps had not in fact turned. This meant that I did NOT cut the wires to reload the tubes. In one 2-torp salvo, one torpedo made the kill after both wires had been cut. But, since I did not manually close the tube door, I was able to shut down the second torp, and probably would have done so in game without even realizing that the wires had ever been cut. The second salvo was a total miss. I realized it was a miss and tried to resteer. They didn't react, indicating broken wires. Since they couldn't be resteered on target, there was no reason not to shut them down. I think the shutdown problem is not something that can be so casually overlooked as previously anticipated.
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#208 | |||||
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
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![]() My test versions of mods always worked perfectly... zero problems. Quote:
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LW, I wonder that maybe first all should feel familiar with original ATC mod controls and limitations (wire broken only by exceeding wire range), and only then - when all works ok and people know how to use it, then add the more advanced limitations and triggers for ownship maneuvering ? For now, Molon had non-responding torpedo, and he didn't knew if it's a bug, or wire was broken by his ownship maneuver (with experimental conditionals for "break" detecting). Quote:
P.S. Took a 688 and fired few ADCAPs at targets and snapshots. No circling torpedos, all gone for snapshot bearing correctly. But... there seems to be something wrong with playtest one torpedo mods, LW... ![]() P.S.2. I see - after passive enable Preenablespeed = 40, ok Setspd Preenablespeed - ok but only once... :hmm: in fact the setspd command IS given and clearly doesn't work... but this sometimes happens in DW. That's why normally the setspd order is repeated every second. maybe setsped preenablespeed should be repeated every in turn is passive mode, too...? But that's for tomorrow. and, LW - just after launch, my ADCAP detected his ownship at few yards with visual sensor, as it should. [1752] NSE: Improved LA SSN detected by Mk 48 ADCAP Torp with Visual at rng 35 OK. But one second later... [1752] NSE: Kuznetsov CV detected by Mk 48 ADCAP Torp with Visual at rng 117053 [1752] NSE: Kirov CGN detected by Mk 48 ADCAP Torp with Visual at rng 111676 [1752] NSE: Sovremenny DDG detected by Mk 48 ADCAP Torp with Visual at rng 105709 ![]() I see this visual sensor has almost unlimited range... Are you sure it is needed ?? When a target is detected, it's stored im memory as long as it's not dropped, even if it's no longer seen by any sensor. This was the case of Maverick missile bug - target was handed to missile at start, and then it homed on it even though it was NEVER detected by ANY missile sensor ! Not seen, but kept in memory and homed on. So it's probably not needed to see the ownship all the time, it should be enaugh that you detect it once and never drop. Try to give this visual sensor a 100yds range, I think it should still work, and don't detect everything on the map every few seconds :-). And WireWatch doctrine could be even shorter (no need for rejecting other targets). And sensor maybe could be rear-facing. (edit: but if a torped passed withing 50yds from something (CM? sub?) then it would acquire it, even with rear-facing sensor... so maybe rejecting false targets would be still needed, just the sensor would not detect everything on map and slow down the game). Try to make WireWatch sensor 50-100yds limited and say me how it worked :-) |
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#209 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
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I haven't been able to repeat the problem with the UGST.
The problem with the second salvo was not that they missed or couldn't be resteered, it was that I was able to shut them down after the wires were broken. Luftwolf claimed earlier that this wouldn't be a problem because the player would reload the tube once the wires were cut, but since we don't get notifed when this happens we're not going to reload right away. The problem with the shutdown command still being functional is that a player can shut down a torpedo before it hits a neutral or friendy at a time in which that should not be possible. And no, I'm not going to make-believe that it's not a problem by conjuring up some mystery fail-safe program.
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#210 |
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
Posts: 398
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Isn't a player able to do exactly the same thing, without the mod ?
![]() Problem is unsolveable probably... so we can use the mod and live with it... or... don't use the mod and still have to live with it - because in stock game it is possible to shut-down such torpedo too ! At any range, as long as torpedo doors open. Isn't it the same ? |
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