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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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#1 | |
Sonar Guy
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#2 | ||||
Sonar Guy
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![]() Quote:
Hm do you think that tiny torpedo/UUV sensor can detect ANYTHING other than an earthquake at range of 20nm ?? Even supertanker at 20kts ? I don't think so, or rather don't feel soo... anyone more experienced can say ? Quote:
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#3 | |
Sea Lord
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Amizaur: Yes I have seperate registry keys as I said above -
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unless you have any other ideas ?
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#4 | |
Ocean Warrior
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![]() ![]() ![]() Hehe... ![]()
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#5 |
Ocean Warrior
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BTW, I tested the very short WireWatch sensor (200 yards)... and although the sim keeps the ownship tgttrack, it does not update the solution once the sensor loses contact (which is the way it SHOULD work)... so the Sim assume the tgttrack is always moving at the same speed and direction as when it was detected when the weapon was fired and then immediately lost its track, so we have to stay with the 35000m range.
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#6 | |
Sonar Guy
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I hoped it can be short range or even disabled after own sub is detected... I though that because in Maverick case tgt once locked was not refreshed and homing worked perfectly. I wonder then if a torpedo would still home on a sub if it's sensor was disabled :-) P.S. One day I tried to make a torpedo seeker with two very narrow sensor cones looking to the front-sides in V patter (so NOT to the front) and after target is locked and torpedo turns to it, target is outside seeker cone and target don't get active pings anymore :-) Evil weapon, would work great against non maneuvering surfaces if proximity fuse was added. Only if it maneuvers and gets out of the "blind" front cone, it's detected once again by one of side looking seekers and again homed on... it was working crudely and I planned to improve it later but forgot ![]() P.S.2 Looking at torpedo seeker cone (just wanted to try once more what I described above) I noticed that seeker cone parameters are set only for azimuth (+/- 45 deg for example) but in elevation it's 0 so either not used or... all around 360deg ! For years it was annoying me that torpedos running in level detects targets even directly above them so out of real seeker's cone. I don't remember now if I tried to set seeker cones correct in elevation too and if it worked... Anyone knows if elevation settings works at all for sensors in DW ? P.S.3 AN-SPS-55 has set cone in both azimuth and elevation (+/-10deg) so it should work ! Also CIWS seeker is limited in elevation to 40deg. I think we should set this to correct value for all torpedo and missile seekers (then you can escape torpedo seeker cone not only in horizontal plane, but in vertical too !! And torpedo depth settings become much more important, torp set to wrong depth and enabled too close would have target out of cone in elevation, currently it's impossible !) I would set sensor cone elevation angle for same value or little less than azimuth angle (so for example an ADCAP with cone +/-45 deg in azimuth would have +/- 30-45 deg cone in elevation). Setting this to correct value for air radars (especially MH-60 and P-3, but also EW and fighters) is an option - could have a positive effect on realism, Seahawk and Orion radars would have correct minimum distance if flying high, couldn't detect a close surface tgt from high altitude. But for weapon seekers it's a must ! For sub and ship sonars it's not that important, most sensors have 180+ deg cones so can hear straight down or up also... Maybe for the actives... then you' should have a minimum effective distance for deep submerged contacts... but I can easily imagine that ship mounted active sonar with >180deg azimuth cone, can scan directly underneath too ? Last edited by Amizaur; 05-29-06 at 04:07 PM. |
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#7 |
Sea Lord
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Well I think I've sorted my scrambled DW installation to enable a dive or two with the new Playtest.
I gotta say the Mk2 UUV is crucial so at the outset I'm looking at its performance in tracking incoming torps and its range ability to contribute to passive cross bearing fixes. Second only to that is the persistence of torps to burn-through spoofing CMs and their ability to regain the track/s post spoofing. Dickensian * translation for our NY wizard - 1. What ranges will UUV track incoming /surface/subs ? 2. Will torps be easily spoofed ? * Just a little sarcasm LW ! ![]() ![]() ![]() ![]()
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#8 | |
Ocean Warrior
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![]() Just to give you guys a status report, I have finished dividing the AI from the player torpedoes, which was no small task. Now I have the bulk of the playable torpedo doctrines to make as well as finishing up the database changes for the AI, as well as the advanced sensor modelling. I think I can say, confidently that we are about 65% there, with the majority of the large critical blocks being done. Realistically, I think the torpedo mods can be done in a few days and submitted for testing, and I think LWAMI 4.00 can probably be done in about two weeks or so, and that's with a lot more changes in it than just the torpedo mods, as well as factoring in a testing period. I'll keep you guys posted. ![]() Cheers, David
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#9 |
Sea Lord
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The gremlins are determined that I dont get to dive the latest 'Playable'
![]() ![]() My Stock and previous LwAmi separate installs work fine but when I exchange the Database or Doctrine files for the Playtest ones this is what hapopens: Going into the scenario which works fine as above in Playtest I enter weapons Loadout and make my selection. Click acceptance and dive but Hey Presto my loadout is not what was selected BUT what was there in the first place (ie prior to the attempted change.) Dived many times=same result :hmm:
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Liberty, Equality, Fraternity Last edited by Bellman; 05-28-06 at 05:17 AM. |
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#10 |
Ocean Warrior
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Delete all of the files in your DW folder marked .lod as their file extension.
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#11 |
Sea Lord
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Wizardry works !
![]() ![]() ![]() Cheers David. ![]()
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Liberty, Equality, Fraternity Last edited by Bellman; 05-28-06 at 05:17 AM. |
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#12 |
Sea Lord
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I like very much what I've seen in dives so far.
Just a couple of things - Firstly surprised that the Mk2 UUV does not report active cm contacts ! Secondly the happening originaly reported to Amizaur following his first release, still occurs, namely after a torp (Mk 48) has self-activated at RTE range I am unable, within normal wire guidance range, to regain control. But everything works fine if the torp is activated prior to RTE ie. Speed/depth and directional control. Standing by - with pillow on head. ;-)
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#13 | |
Silent Hunter
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#14 |
Sea Lord
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But even when you are very, very close ....................nothing !! ?
Now where did I hear the term 'surrender monkeys' ? The UUV Mk2 has been emasculated as an ASW offensive tool completely! This is a big retrograde step in my eyes !! What was/is called for are marginal changes in performance that do not fundamentaly change the balance of the GAME ! Repeat GAME not RL - RL has moved on way,way ahead, we know that !
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Liberty, Equality, Fraternity Last edited by Bellman; 05-28-06 at 10:03 AM. |
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#15 |
Silent Hunter
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Well, completely emasculated is obviously going a bit far, since I used a UUV against LW successfully just a few days ago. But even it it were, all of the "expert testimony" here on the boards seems to be in agreement that UUVs are generally not effective at detecting submarines, so the reduced performance is bringing the game more in line with reality. And that is definitely a good thing.
In terms of game balance between subs, it effects both sides, so any change in balance is negligible. In terms of balance between platform types, it can still detect noisy skimmers and torpedoes, so it is still good for ASUW and for quickly localizing air-dropped torpedoes; any change in balance is also negligible. In terms of playability, tracking subs just got a lot harder, which is also a good thing, since triangulation is just too damn easy. I welcome the return of the importance of good TMA.
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