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#16 | |
Ocean Warrior
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The sim engine isn't processing it as a bearing line, its doing the whole solution. The interface only displays the calculated Tgtbearing for the solution. ![]() But you may be right.
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#17 |
Sonar Guy
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Have you tried assign a HF sonar to UUV ?
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#18 |
Sea Lord
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Perhaps I failed to explain myself clearly. My problem is that Mk 2 UUV is not behaving anything like stock UUV.
Out of 5 potential close targets in a scenario, it marks and updates only two. An identical target at the same depth, speed and heading but at a shorter range, it ignores. Concurrently it established an opening track on a FFG which it failed to update. Using 2 UUVs - same story ! I have replayed this scenario three times and another one twice with similar results. All UUVs launched at 4 knts and at non-TIW depth. This cant even be randomised behaviour as the pattern repeats. The mechanical performance is fine but the sonar 'dumbing down' process is excessive ! ![]()
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#19 |
Sea Lord
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I have just swapped to Stock via JSGE to test comparitive Stock UUV performance in the same scenarios
and the UUV is behaving like Mk2 . So something went wrong in the Playtest installation. But what could . :hmm: ![]() Heck that means back to first base ![]() ![]() ![]() ![]() ![]()
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#20 |
Ocean Warrior
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Bellman, DROP THE CONTACTS!
And btw, this behavior has always been in DW. Testing is a process of sorting out whats different from what's always been. If you can't do that, there isn't much point in testing. ![]() And if you revert back to the stock database and doctrines, it's reverted back, there is nothing that COULD POSSIBLY BE HELD OVER. As you know, the database and doctrines are the only files altered, if you change those back to stock, the mod is gone. Period. PS You need to read me notes more carefully, the UUV is supposed to launch at 4kts until you hit the enable button. ![]()
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#21 |
Sea Lord
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![]() ![]() <1> Dropping contacts, as usual, makes not a jot of difference to what I have reported. Some closer contacts are ignored !! .....................Thats wrong !! <2> When changing back to Stock via JSGME the UUV in STOCK is the Mk 2 with its speed/depth change abilities and blindness !!.....................................Thats wrong !! <3> ''the UUV is supposed to launch at 4kts until you hit the enable button'' Yep I think I managed to get that ![]() If you were in a fit state to look at the dumps you would see that I had put a note on about the test UUV - ''NO SPEED OR DEPTH CHANGES.'' and above post ''All UUVs launched at 4 knts.'' Now if there is anything in the above that is'nt clear through the fog of flu let me know. ![]() Thought attempting to kill the messenger went out in the Middle Ages ! ![]() Little advice, returned in the same manner as your contribution - dont attempt work matters under the influence of flu. It will keep and its easy to lose friends and colleagues. But heck I learnt that 30 years ago !!
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#22 |
Ocean Warrior
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I understand about 35% of what you write generally...
![]() Testing is not necessarily easy. Little of what you give me is useful data because you don't give any context for your reports other than "this ship was here and then x happened." I need to know everything about the situations in order to get anything useful, especially because what you are reporting is wildly different than what I and everyone else is seeing.
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#23 |
Sea Lord
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![]() ![]() I have said the installation of the Playtest, in my game, is somehow flawed, at my end ? In transit ? Whatever ! The evidence for this, can you not see, is that after a JSGME change to stock - stock still gives me the Mk2 UUV .....Thats wrong. It is the Mk2 because its speed (etc) can be varied in stock ! Once more, for the Queen....................in stock !
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#24 |
Ocean Warrior
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I just looked at your test scenario.
Everything seems to be working fine on my computer. The only contacts detected are the two Russian ships, which are quite loud. I certainly would not expect any of the subs to be detected. The FFG's are a marginal case, they are very quiet when running slowly. I think its fine they aren't detected on the UUV at those distances. Actually, the UUV is performing very nicely in all aspects, in my opinion. I think you maybe botched some kind of install somewhere. Just unzip the distribution into your main DW directory, that ought to take care of any problems.
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#25 | |
Ocean Warrior
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![]() Trust me, there is something you aren't doing right.
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#26 |
Ocean Warrior
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Oh, some more things, be certain to clear the contacts if you decide to send your UUV into a sprint or if you have left it alone for a long time.
All of the contacts will become corrupted if given enough time because of the SimEngine and the interface, but it's not a problem for the player to have to do some work so the UUV isn't simply free data. Basically, the rule is, every time you need a bearing from the UUV or want a complete, up-to-date picture of its what its hearing, clear all its contacts. Whatever it is tracking will reappear at the correct bearing. This is especially important to remember if you decide to reposition the UUV.
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#27 | |
Sea Lord
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LW:
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(repeat at the same depth and speed) on an adjacent bearing and much closer. However this is irrelevant as something srewed my instalation - so if you did actualy read my post of yesterday I said so ''Its back to first base'' Tell me what is not clear about that. Choose your 30% - any bit will do - try it ! ![]() PS. Oh yes and thanks for the lessons in basic UUV deployment ENS !
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#28 |
Ocean Warrior
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No, there is no possible way the UUV would detect a Kilo at that distance.
That is a corrupted bearing line from one of the Russian surface ships. For example, the UUV will not detect a 688i at 4kts until around 500 yards. So you are certainly misintepreting the tests. I ran the same test on my computer, the only contacts detected are the Russian surface ships. I am very very very sure of this.
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#29 |
Ocean Warrior
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The seven lines in your dump are: two ownship detections at launch, one UUV detecting the other one at launch, and the four bearings from to the two russian surface ships.
PS There is a possibility that the close FFG was detected, but that was at the extreme threshold, so it certainly went out of range, that is why it was not updated. That would make the seventh line an ownship detection, and the other four would be the russian surface ships. This all looks just fine to me... still.
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#30 |
Ocean Warrior
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And even if it isn't, there ain't sh*t I can do about it, because all I can do is set the sensor parameters, the interface isn't my department. :rotfl: :rotfl: :rotfl:
So in other words, this is what it is. It ain't going to get any better until SCS decides to look at it.
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