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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
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Probably to allow the enable button to control the speed of the uuv.
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#17 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
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Apparently but ATC had 2 options 40 knts and max (passive/active) Now the AUUV 4 kts option has a depth cycle anomaly, and the 20 kts one rapidly burns out.. Surely washout speed/s are'nt set in stone ? So is 'knobology' really the cause ? :hmm:
Edited after more testing : However, I have to say, the current 306 stealth deployment at 12 knts giving a tested 11 nm appx. actual range and 1 hour duration is pretty useful. ![]() In addition the 20 knt rapid, pre passive state, deployment will be useful v incoming......so after testing and reflection I like it the LWAMI 306 way after all. ![]() Go Flight 11 ![]()
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Liberty, Equality, Fraternity Last edited by Bellman; 02-08-07 at 03:45 AM. |
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#18 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
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As for UUVs. I don't like the idea of turning something intended to detect mine fields into secondary pasive sensor (primary on Kilo).
I know it's fun to use, but does it really need such improvements ? Or is it realism issue ? Maybe it would be good idea to put line about reason of change into readme file. If it was realism, game balance, or what. |
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#19 |
Ace of the Deep
![]() Join Date: Jan 2002
Location: London, England
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Presumably if I have already installed the new models via LWAMI v305 I can opt for the small package and uninstall v305 and install v306 using JSGME, assuming of course that there are no more new models added to v306?
Thanks. Nemo
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"I'm afraid there is no disguising the fact that King's obsession with the Pacific and the Battle of Washington cost us dear in the Battle of the Atlantic". Sir John Slessor GCB, DSO, MC, DL AOC-in-C Coastal Command RAF ___________________________________________ |
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#20 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
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I've got the SS-N-27 ASW problem licked. It was a little puta cabrone bug.
![]() The torpedo launcher on the missile had some unnecessary restrictions that didn't work well with the new object parameters of the missile. @Bill In terms of the issue with the models, OneShot did the distribution and I haven't even seen it yet, so I'll get in touch with him about that. If you are missing a model, I'd recommend running the model installer from 3.05 and it should put all your models in your archive. I'll respond about the UUV shortly. What is THIS all the errors you could find? You guys dissappoint me, I'm sure I screwed something up bigger than all this. ![]() ![]() Cheers, David PS Expect 3.061 soon. I'm going to give it another little bit in case anything else has been found. If you have DWedit, you can go into your databases, go to the launcher parameter, and set the "half of firing cone" value for the "SSN27" ASW launcher to 180, and your SS-N-27 ASW's will work "niiiice..."
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#21 |
Gunner
![]() Join Date: Feb 2007
Location: Desert Island
Posts: 96
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Problem with the new mod is, it doesn't change the ship models in the original, unmodded version. Is there a way we can change the models once and for all? I'm happy with the new ones and do not wish to retain the old ones.
Thanks for the good work! |
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#22 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
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The graphics updates are from Xabba. If he wants to provide an update to the Xmodels pack for stock DW users, then I'm sure he will.
![]() Cheers, David
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#23 | |
The Old Man
![]() Join Date: Jul 2003
Location: Central MO
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#24 |
Ocean Warrior
![]() Join Date: May 2005
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The .lod file represents the database when you open it.
So, open that file. Then click on the little missile icon. Then do a search for "SSN27". Look for the ASW launcher. Double click on it. Look for the "half of firing cone" parameter about halfway down on the left. Change the value from 30 to 180. Hit apply. Then exit and hit save from the main toolbar. Done. Molon let me know that the subrocs have some other firing inconsistencies, so I have some other updates to do as well, but they should function now. Cheers, David
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#25 | |
The Old Man
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![]() If I click on the object, I have to go thru 1000< ok's to get to the utility. Last edited by sonar732; 02-08-07 at 08:15 AM. |
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#26 |
Ocean Warrior
![]() Join Date: May 2005
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Huh, you must be using the wrong version of DW edit.
Make sure you download the latest version from subguru. Cheers, David
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#27 | |
Gunner
![]() Join Date: Feb 2007
Location: Desert Island
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Thanks, Wolf. I think Xabba's new models are a lot sexier.
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#28 | |
The Old Man
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#29 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Germany
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@Bill : Could you please redownload and check again. I just downloaded and installed the "Full" package (without changing anything to it) and installed it on a Stock DW 1.04.
After enabling via JSGME I saw the new and shiny Typhoon in the Mission Editor (it looks pretty cool btw.). When I disabled the Mod I got the old Modell back ... so everything looks ok here. Cheers OS |
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#30 |
Ocean Warrior
![]() Join Date: May 2005
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Thanks for checking that, OS.
![]() Bill, let us know if you continue to have problems! Cheers, David
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