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Old 06-06-14, 11:14 AM   #16
Pisces
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Quote:
Originally Posted by banryu79 View Post
I do not know what it is that utility or what it does.

But if one of its aims is to help the user in the "sound profile identification process" based on the comparison between the detected narrowband frequencies of a contact against the "sound profile ingame database" well... chances are in_vino_vomitus does not really need it as he is using LWAMI.
Yes, based on the line frequencies you give it, it filters out the probable units that fit. But the table seems hardcoded. So no use for LWAMI I suppose.

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Old 06-07-14, 01:23 AM   #17
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Originally Posted by banryu79 View Post
Hi in_vino_vomitus,
the answer given by FPSchazly is very good info BUT I red in a previous post of yours that you are using (installed) the LWAMI mod.

I assume you red the manual that comes with that mod (if not, I strongly, very strongly, suggest you to do so) and I just want to remeber that in LWAMI the Sound Profile for every platform is changed in the databse, and the narrowband spectrum of each patform is significantly altered.

With the LWAMI mod comes a handful spreadsheet with all the complete Sound Profies of all the platforms, nicely sorted. It is a good idea to print it out or keep the file open for ALT+TABing to it while playing.

Good hunting
I have the sound profile SS. I guess if I knew more about the open office suite I could run a search on it that would do the same as the utility. That's definitely something to look forward to. I'm still learning how the stuff all works. right now. I didn't know about the various components to an acoustic signature though. Can you point me at any writing on the subject?
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Old 06-08-14, 03:45 AM   #18
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This is getting really confusing. I thought I had LWAMI properly installed, but I've noticed a couple of discrepancies between the manual and the game. I can't seem to get the Seahawk to use the dipping sonar when I'm controlling the FFG. The 2000lb mines on the P3 haven't been changed to CAPTORs and according to the Ownship info on the USNI screen, the 688i still has 2 TB16 towed arrays rather than the TB23 on the starboard side. On the other hand, the mod is definitely installed, it just seem that some features aren't. I know that Win7 had a bit of an issue with CMPUTIL, but it seemed to work in the end. I'm just thinking that maybe there are some files I need to copy across manually or something. Can anyone shed any light on this?
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Old 06-09-14, 02:53 AM   #19
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Quote:
Originally Posted by in_vino_vomitus View Post
. I didn't know about the various components to an acoustic signature though. Can you point me at any writing on the subject?
Well, it is all explained in the LWAMI manual, really. You don't need any other source for it. If you look again at my previous post you will find a spoiler tag that contains the manual's relevant section; I have included it for your convenience (but you can find it in the manual, as already said).

Quote:
... I thought I had LWAMI properly installed, but I've noticed a couple of discrepancies between the manual and the game. I can't seem to get the Seahawk to use the dipping sonar when I'm controlling the FFG. The 2000lb mines on the P3 haven't been changed to CAPTORs and according to the Ownship info on the USNI screen, the 688i still has 2 TB16 towed arrays rather than the TB23 on the starboard side.
I have no ingame experience about the FFG and the P3 Orion, but I wil try to help you as I can.
I red in the LWAMI manual about the MH60 dipping sonar:
 

· The ASTAC-controlled MH60 now has dipping sonar capability. To order the MH60 to dip, assign a Fly-To waypoint where you want the helo to conduct a dipping search. When the helo gets to the waypoint, the helicopter will stop and descend to 45ft, at which point its dipping sensors will become active. To stop the dipping procedure, assign another waypoint and the helo will go back up to speed and go back to 300ft. The helo has an active dipping sensor (which of course can be heard on submarine active intercept) set at 45ft of depth. The helo also has passive sensors set at 45ft, 600ft, and 1400ft. All sensors are active at the same time; there is no waiting for the sonar to be lowered. To compensate for this efficiency, we have reduced the sensitivity of the AI sensors on the MH-60.



About the P3 2000lb mines changed in CAPTORs:
 

The 2000lb mine has been replaced by the Mk60 CAPTOR antisubmarine mine. The CAPTOR has a passive sonar equivalent to a VLAD sonobuoy and will fire a Mk 46 torpedo at any hostile submarine detected within 4km. The CAPTOR has the ability to classify between hostile and friendly subs and only engages hostile subs; this was done because there is no way for the player to program the weapon to engage only contacts matching certain sonar profiles, as would be done with the real CAPTOR. The CAPTOR requires ROE set to Wartime to function


I have highlighted what I beleive are the relevant parts with a bold font.
Hope it helps.

Last edited by banryu79; 06-09-14 at 03:17 AM.
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Old 06-09-14, 05:39 AM   #20
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Originally Posted by banryu79 View Post
Well, it is all explained in the LWAMI manual, really. You don't need any other source for it. If you look again at my previous post you will find a spoiler tag that contains the manual's relevant section; I have included it for your convenience (but you can find it in the manual, as already said).

I have no ingame experience about the FFG and the P3 Orion, but I wil try to help you as I can.
I red in the LWAMI manual about the MH60 dipping sonar:
 

· The ASTAC-controlled MH60 now has dipping sonar capability. To order the MH60 to dip, assign a Fly-To waypoint where you want the helo to conduct a dipping search. When the helo gets to the waypoint, the helicopter will stop and descend to 45ft, at which point its dipping sensors will become active. To stop the dipping procedure, assign another waypoint and the helo will go back up to speed and go back to 300ft. The helo has an active dipping sensor (which of course can be heard on submarine active intercept) set at 45ft of depth. The helo also has passive sensors set at 45ft, 600ft, and 1400ft. All sensors are active at the same time; there is no waiting for the sonar to be lowered. To compensate for this efficiency, we have reduced the sensitivity of the AI sensors on the MH-60.



About the P3 2000lb mines changed in CAPTORs:
 

The 2000lb mine has been replaced by the Mk60 CAPTOR antisubmarine mine. The CAPTOR has a passive sonar equivalent to a VLAD sonobuoy and will fire a Mk 46 torpedo at any hostile submarine detected within 4km. The CAPTOR has the ability to classify between hostile and friendly subs and only engages hostile subs; this was done because there is no way for the player to program the weapon to engage only contacts matching certain sonar profiles, as would be done with the real CAPTOR. The CAPTOR requires ROE set to Wartime to function


I have highlighted what I beleive are the relevant parts with a bold font.
Hope it helps.
Yeah - Have read the manual - but missed that line - good point - as for the dipping sonar issue - although the helo *looks* like it's using it's dipping sonar, it doesn't seem to be detecting subs that are as little as 1000m away - It's certainly not reporting them. There are a couple of other discrepancies - the towed array on the 688i for instance. Platform info says it still has 2 TB16's - guess I need to test how they perform to know if that's just a labelling oversight or something

None of this is really that earthshaking - Still a good game. but I have an annoying tendency to pick at details
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Old 06-09-14, 08:34 AM   #21
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Quote:
Originally Posted by in_vino_vomitus View Post
Yeah - Have read the manual - but missed that line - good point - as for the dipping sonar issue - although the helo *looks* like it's using it's dipping sonar, it doesn't seem to be detecting subs that are as little as 1000m away - It's certainly not reporting them.
Well, I'm not familiar with the dipping sonar capabilities in active mod in Vanilla DW, go figure in LWAMI!
But before thinking the behaviour you are experiencing is a bug, consider the possibilty it is in fact a feature!
I can give you two possibe reasons for why your active dipping sonar is not acquiring an enemy sub at 1000 meters.

First:
 

Active Source Levels (ASLs) have also been rescaled. LWAMI ASLs are proportional to the mass of the ship or submarine, and are also reduced slightly for submarines known to use anechoic tiles. Acquisition ranges are now lower for smaller ships and subs and longer for larger ones. Midget submarines will be very hard to acquire. ASLs for torpedoes and mines have been reduced to the point that they are no longer detected by standard active sonar (but still appear on short-range high-frequency sonar, of course).


An second, as you already have read:
 

The helo has an active dipping sensor (which of course can be heard on submarine active intercept) set at 45ft of depth. The helo also has passive sensors set at 45ft, 600ft, and 1400ft. All sensors are active at the same time; there is no waiting for the sonar to be lowered. To compensate for this efficiency, we have reduced the sensitivity of the AI sensors on the MH-60.


If you put in the equation the two reasons above and add in the changes LWAMI put in general in the acoustical model for the game, chances are that what you are experiencing is in fact exactly correct. Or maybe not, go figure

Last edited by banryu79; 06-09-14 at 08:46 AM.
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Old 06-09-14, 10:47 AM   #22
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Quote:
Originally Posted by banryu79 View Post
Well, I'm not familiar with the dipping sonar capabilities in active mod in Vanilla DW, go figure in LWAMI!
But before thinking the behaviour you are experiencing is a bug, consider the possibilty it is in fact a feature!
I can give you two possibe reasons for why your active dipping sonar is not acquiring an enemy sub at 1000 meters.

First:
 

Active Source Levels (ASLs) have also been rescaled. LWAMI ASLs are proportional to the mass of the ship or submarine, and are also reduced slightly for submarines known to use anechoic tiles. Acquisition ranges are now lower for smaller ships and subs and longer for larger ones. Midget submarines will be very hard to acquire. ASLs for torpedoes and mines have been reduced to the point that they are no longer detected by standard active sonar (but still appear on short-range high-frequency sonar, of course).


An second, as you already have read:
 

The helo has an active dipping sensor (which of course can be heard on submarine active intercept) set at 45ft of depth. The helo also has passive sensors set at 45ft, 600ft, and 1400ft. All sensors are active at the same time; there is no waiting for the sonar to be lowered. To compensate for this efficiency, we have reduced the sensitivity of the AI sensors on the MH-60.


If you put in the equation the two reasons above and add in the changes LWAMI put in general in the acoustical model for the game, chances are that what you are experiencing is in fact exactly correct. Or maybe not, go figure
1000m is pretty close for a big chunk of metal, even if it's bow/stern on haha I would definitely expect a sub that close that's getting pinged to be detected for sure. But, who knows?
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Last edited by FPSchazly; 06-09-14 at 08:14 PM. Reason: meant to say bow/stern and not beam
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Old 06-09-14, 05:57 PM   #23
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Quote:
Originally Posted by banryu79 View Post
Well, I'm not familiar with the dipping sonar capabilities in active mod in Vanilla DW, go figure in LWAMI!
But before thinking the behaviour you are experiencing is a bug, consider the possibilty it is in fact a feature!
I can give you two possibe reasons for why your active dipping sonar is not acquiring an enemy sub at 1000 meters.

First:
 

Active Source Levels (ASLs) have also been rescaled. LWAMI ASLs are proportional to the mass of the ship or submarine, and are also reduced slightly for submarines known to use anechoic tiles. Acquisition ranges are now lower for smaller ships and subs and longer for larger ones. Midget submarines will be very hard to acquire. ASLs for torpedoes and mines have been reduced to the point that they are no longer detected by standard active sonar (but still appear on short-range high-frequency sonar, of course).


An second, as you already have read:
 

The helo has an active dipping sensor (which of course can be heard on submarine active intercept) set at 45ft of depth. The helo also has passive sensors set at 45ft, 600ft, and 1400ft. All sensors are active at the same time; there is no waiting for the sonar to be lowered. To compensate for this efficiency, we have reduced the sensitivity of the AI sensors on the MH-60.


If you put in the equation the two reasons above and add in the changes LWAMI put in general in the acoustical model for the game, chances are that what you are experiencing is in fact exactly correct. Or maybe not, go figure
Well - I used subguru's dipping sonar doctrine file and it's working like a charm now. There's no actual report from the chopper but the sub shows up as a green symbol, and if you click on it it gives the source of the info as link [helo ID] often you'll get a positive ID from the chopper even if you haven't got one from narrowband etc - and it seems like the MAD is modelled too. My chopper flew over at 200 or so feet and instantly the sub he was searching for was ID'd. Happy days - It makes a huge difference.


Also the towed arrays on the 688i are definitely different, despite the platform info saying they're not. The Starboard array washes out at about 14 kts and the Port at about 18, so it seems that it's just the in-game info that's behind the times, which I can live with
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Old 06-10-14, 04:19 AM   #24
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Originally Posted by in_vino_vomitus View Post
Well - I used subguru's dipping sonar doctrine file and it's working like a charm now. There's no actual report from the chopper but the sub shows up as a green symbol, and if you click on it it gives the source of the info as link [helo ID] often you'll get a positive ID from the chopper even if you haven't got one from narrowband etc - and it seems like the MAD is modelled too. My chopper flew over at 200 or so feet and instantly the sub he was searching for was ID'd. Happy days - It makes a huge difference.
I stil can't understand if it is a bug in the LWAMI doctrine file or not, but I'm happy you found a solution.

Out of curiosity, I downloaded the doctrine file from subguru to see for myself the difference with the relevant doctrine file of LWAMI.
I have highlithed the parts missing from the Subguru doctrine file...

HeloDipping.txt -- LWAMI
Code:
...
; Assign Dipping Tactic
IF NEWTRACK THEN {
    ; Sub?
    IF ( TgtClass $= "SUB" ) AND ( ( TgtSource $= "MAD" ) OR ( TgtSource $= "Visual" ) ) THEN {
        SETTACTIC "MadDrop"
    } ELSEIF ( TgtClass $= "SUB" ) AND NOT ( ORDER $= "TRANSIT" ) THEN {
        DEBUGOUT "Assigning Dipping Tactic\n"
        TACTICCENTER
        SETTACTIC "DippingSonar"
        Enable
        SensorEnable "AI Dip Active" OFF
        SensorEnable "AI Dip PassiveS" OFF
        SensorEnable "AI Dip PassiveD" OFF
        Pinging = 0
        WaypointReached = 0
        DipTimer = -1
        TargetCount += 1
    } ENDIF
...
HeloDipping.txt -- Subguru
Code:
...
; Assign Dipping Tactic
IF NEWTRACK THEN {
    ; Sub?
;    IF ( TgtClass $= "SUB" AND ( ORDER $= "SEARCH" ) ) THEN {
    IF ( TgtClass $= "SUB" AND NOT ( ORDER $= "TRANSIT" ) ) THEN {
        DEBUGOUT "Assigning Dipping Tactic\n"

        TACTICCENTER
        SETTACTIC "DippingSonar"
        Enable
        ; SensorEnable "Active Sonar" OFF
        Pinging = 0
        WaypointReached = 0
        DipTimer = -1
        TargetCount += 1
    } ENDIF
...
I wonder if somebody here on the DW section of the forum, that knows about the doctrine file scripts and/or the LWAMI doctrine file, could rule out if in fact the LWAMI HeloDipping.txt snippet posted above contains a bug?

It looks like that, for some reason, the Subguru version commented out the use of the "SetSensorEnable" fuction:
 

Code:
; Search only
IF ( NOT TargetCount AND NOT ( ORDER $= "Transit" ) ) THEN {
    ; Dip
    IF WaypointReached THEN {
        ; game has just clued us we've reached a waypoint
        DEBUGOUT "Starting Search Dip"
        SETPRIORITY 249
        SETPERSIST 90
        SETSPD 0
        SETALT 45
        Pinging = 0
        WaypointReached = 0
        Dipping = True
    } ENDIF

    ; Start pinging
    IF ( NOT Pinging AND Dipping AND ( OwnAlt < 50 ) ) THEN {
        DEBUGOUT "Starting Dip Timer"
        SETPRIORITY 249
        SETPERSIST 90
        SETSPD 0
        SETALT 45
        SensorEnable "AI Dip Active" ON
        SensorEnable "AI Dip PassiveS" ON
        SensorEnable "AI Dip PassiveD" ON
        Pinging = 1
        DipTimer = ( TIME + 90 )
    } ENDIF

    ; Stop Dip
    IF ( DipTimer != -1 AND ( TIME > DipTimer ) ) THEN {
        DEBUGOUT "Stopping Search Dip"
        SETPRIORITY 249
        SETSPD MAXSPD
        SETALT 300
        SensorEnable "AI Dip Active" OFF
        SensorEnable "AI Dip PassiveS" OFF
        SensorEnable "AI Dip PassiveD" OFF
        Pinging = 0
        DipTimer = -1
        Dipping = False
    } ENDIF

} ENDIF

 

Code:
; Search only
IF ( NOT TargetCount AND NOT ( ORDER $= "Transit" ) ) THEN {
    ; Dip
    IF WaypointReached THEN {
        ; game has just clued us we've reached a waypoint
        DEBUGOUT "Starting Search Dip"
        SETPRIORITY 249
        SETPERSIST 180
        SETSPD 0
        SETALT 45
        Pinging = 0
        WaypointReached = 0
        Dipping = True
    } ENDIF

    ; Start pinging
    IF ( NOT Pinging AND Dipping AND ( OwnAlt < 50 ) ) THEN {
        DEBUGOUT "Starting Dip Timer"
        SETPRIORITY 249
        SETPERSIST 180
        SETSPD 0
        SETALT 45
        ; SensorEnable "Active Sonar" ON
        Pinging = 1
        DipTimer = ( TIME + 180 )
    } ENDIF

    ; Stop Dip
    IF ( DipTimer != -1 AND ( TIME > DipTimer ) ) THEN {
        DEBUGOUT "Stopping Search Dip"
        SETPRIORITY 249
        SetSpd MAXSPD
        SETALT 300
        ; SensorEnable "Active Sonar" OFF
        Pinging = 0
        DipTimer = -1
        Dipping = False
    } ENDIF

 } ENDIF

Last edited by banryu79; 06-10-14 at 04:29 AM.
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Old 06-10-14, 06:29 AM   #25
in_vino_vomitus
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Quote:
Originally Posted by banryu79 View Post
I stil can't understand if it is a bug in the LWAMI doctrine file or not, but I'm happy you found a solution.

Out of curiosity, I downloaded the doctrine file from subguru to see for myself the difference with the relevant doctrine file of LWAMI.
I have highlithed the parts missing from the Subguru doctrine file...

HeloDipping.txt -- LWAMI
Code:
...
; Assign Dipping Tactic
IF NEWTRACK THEN {
    ; Sub?
    IF ( TgtClass $= "SUB" ) AND ( ( TgtSource $= "MAD" ) OR ( TgtSource $= "Visual" ) ) THEN {
        SETTACTIC "MadDrop"
    } ELSEIF ( TgtClass $= "SUB" ) AND NOT ( ORDER $= "TRANSIT" ) THEN {
        DEBUGOUT "Assigning Dipping Tactic\n"
        TACTICCENTER
        SETTACTIC "DippingSonar"
        Enable
        SensorEnable "AI Dip Active" OFF
        SensorEnable "AI Dip PassiveS" OFF
        SensorEnable "AI Dip PassiveD" OFF
        Pinging = 0
        WaypointReached = 0
        DipTimer = -1
        TargetCount += 1
    } ENDIF
...
HeloDipping.txt -- Subguru
Code:
...
; Assign Dipping Tactic
IF NEWTRACK THEN {
    ; Sub?
;    IF ( TgtClass $= "SUB" AND ( ORDER $= "SEARCH" ) ) THEN {
    IF ( TgtClass $= "SUB" AND NOT ( ORDER $= "TRANSIT" ) ) THEN {
        DEBUGOUT "Assigning Dipping Tactic\n"

        TACTICCENTER
        SETTACTIC "DippingSonar"
        Enable
        ; SensorEnable "Active Sonar" OFF
        Pinging = 0
        WaypointReached = 0
        DipTimer = -1
        TargetCount += 1
    } ENDIF
...
I wonder if somebody here on the DW section of the forum, that knows about the doctrine file scripts and/or the LWAMI doctrine file, could rule out if in fact the LWAMI HeloDipping.txt snippet posted above contains a bug?

It looks like that, for some reason, the Subguru version commented out the use of the "SetSensorEnable" fuction:
 

Code:
; Search only
IF ( NOT TargetCount AND NOT ( ORDER $= "Transit" ) ) THEN {
    ; Dip
    IF WaypointReached THEN {
        ; game has just clued us we've reached a waypoint
        DEBUGOUT "Starting Search Dip"
        SETPRIORITY 249
        SETPERSIST 90
        SETSPD 0
        SETALT 45
        Pinging = 0
        WaypointReached = 0
        Dipping = True
    } ENDIF

    ; Start pinging
    IF ( NOT Pinging AND Dipping AND ( OwnAlt < 50 ) ) THEN {
        DEBUGOUT "Starting Dip Timer"
        SETPRIORITY 249
        SETPERSIST 90
        SETSPD 0
        SETALT 45
        SensorEnable "AI Dip Active" ON
        SensorEnable "AI Dip PassiveS" ON
        SensorEnable "AI Dip PassiveD" ON
        Pinging = 1
        DipTimer = ( TIME + 90 )
    } ENDIF

    ; Stop Dip
    IF ( DipTimer != -1 AND ( TIME > DipTimer ) ) THEN {
        DEBUGOUT "Stopping Search Dip"
        SETPRIORITY 249
        SETSPD MAXSPD
        SETALT 300
        SensorEnable "AI Dip Active" OFF
        SensorEnable "AI Dip PassiveS" OFF
        SensorEnable "AI Dip PassiveD" OFF
        Pinging = 0
        DipTimer = -1
        Dipping = False
    } ENDIF

} ENDIF

 

Code:
; Search only
IF ( NOT TargetCount AND NOT ( ORDER $= "Transit" ) ) THEN {
    ; Dip
    IF WaypointReached THEN {
        ; game has just clued us we've reached a waypoint
        DEBUGOUT "Starting Search Dip"
        SETPRIORITY 249
        SETPERSIST 180
        SETSPD 0
        SETALT 45
        Pinging = 0
        WaypointReached = 0
        Dipping = True
    } ENDIF

    ; Start pinging
    IF ( NOT Pinging AND Dipping AND ( OwnAlt < 50 ) ) THEN {
        DEBUGOUT "Starting Dip Timer"
        SETPRIORITY 249
        SETPERSIST 180
        SETSPD 0
        SETALT 45
        ; SensorEnable "Active Sonar" ON
        Pinging = 1
        DipTimer = ( TIME + 180 )
    } ENDIF

    ; Stop Dip
    IF ( DipTimer != -1 AND ( TIME > DipTimer ) ) THEN {
        DEBUGOUT "Stopping Search Dip"
        SETPRIORITY 249
        SetSpd MAXSPD
        SETALT 300
        ; SensorEnable "Active Sonar" OFF
        Pinging = 0
        DipTimer = -1
        Dipping = False
    } ENDIF

 } ENDIF
Answering that is beyond me, but even at my level of inexperience I can tell it's made the FFG a lot more effective. Now I guess I need to learn how to use it to best effect.
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