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Old 10-10-10, 07:35 AM   #286
dd149
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We have the file you are looking for stored in our site download section in France, how can I send it to you?
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Old 10-10-10, 10:49 AM   #287
Molon Labe
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Quote:
Originally Posted by LuftWolf View Post
The fuel equations were done by Amizaur AGES ago... and I think they are specific to torpedoes.

The way we do it is to remove the sim calcs from the shutdown and give the weapons "unlimited" database range and then calculate everything in the doctrine and call a shutdown command.

I do not see why something similar cannot be done for missiles.
Hmmm, you know I did try something like that but I never thought to use unlimited range in the DB, I just tried to "take over" the shutdown function in the doctrine. Maybe we'll have the YJ-83 working the way it's supposed to after all!

EDIT: Wait, no. I did think of that before. The problem is that the decision to engage is based on the DB range, so if it's unlimited, they'll shoot at things that are out of range according to the doctrine runout calculation.
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Old 10-10-10, 01:27 PM   #288
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Quote:
Originally Posted by dd149 View Post
We have the file you are looking for stored in our site download section in France, how can I send it to you?
Molon sent me the files last night... no worries, thanks!

I hope to start working soon!
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Old 10-17-10, 03:46 AM   #289
Molon Labe
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Okay.

I've created an experimental DB with all of the 50 hz profiles reassigned based on the conventions in the earlier post. I've made a few changes and additions to those since I first posted (edited). Also, I shifted the freqs up 5hz per additional shaft, up to a maximum of 10hz to prevent overlap. I also shifted down 5hz for a shrouded prop or pumpjet. The way its set up, the 2nd and 3rd freq lines will tell you three facts: type of propulsion, # of shafts, and approximate size.

I just ran a test classification to see how the two DBs are different in-sim. Here are the results of a run with a single ship being classified with 3 freq lines.

Standard database:
Filter class options: Alrosa, Han, Rubis, Daphne, Broadsword, Krivak-III, Jiangwei, Jianghu I, Jianghu (EG), Meko 140, A-69, Halifax, Yarrow, TR-1700, Kilo (CN), Kilo (IR), Kilo Improved (RU), Kilo Improved (CN), Kilo (IN), Romeo, Yuan, Shang, TB-11, Jiangkai II, Jiangkai I, Jiangwei II, Rubis, Soryu, Doorman, Tir, Jianghu III, Jianghu V

Note that this list includes Frigates, Corvettes, Patrol Craft, Nuclear Subs, and D/E subs. As far as the filter goes, it can be anything. Using the sonar profiles document, I can reduce the possibilities from about 30 to 20 (which eliminates the patrol craft). Using DEMON, I can further reduce this to 8 and can tell that I'm looking at a frigate (the subs have higher blade counts). So after studying the data for a few minutes, I know its one of 8 frigates. I suppose my next step would be to start looking them up in the USNI database to see what sort of ASW weapons it has, if it has SAMs, if it has a towed array, and anything else tactically relevant. 8 times.

Experimental Database:
Without using the filter, I know these facts:
1. I'm looking at a Diesel powered craft,
2. with two shafts,
3. displacing about 2,000 tons--the size of a small frigate.

I know this immediately just by "listening" to the contact in narrowband.

Filter class options: Jiangwei, Yarrow, Kasturi, Jiangwei II.

Using the sonar profiles sheet, I can tell it's one of the Jiangweis. (DEMON is no help as all 4 FFs have the same blade count). I only have to look up two ships in USNI to know the contact's potential threat level, and I got to that point much more quickly.


Personally, I like the experimental DB right now not only because of the much more effective narrowband filter, but because it's "Jonsey-er." By which I mean your sonar guy can immediately "tell the captain" useful classification information at the time of the contact report. "Conn, sonar, new surface contact, twin-shaft gas turbine vessel in the 7-8,000 ton range." Being able to learn to recognize the meaning of the signature, I think, adds something to the sim that we don't have right now with more or less random signatures.

And with that, the floor is open for comments.
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Old 10-18-10, 02:01 PM   #290
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This looks like a big improvement. Good thinking ML.
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Old 10-18-10, 02:21 PM   #291
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I like that a lot!

I gives the possibility of longer missions, relying more work to the AI.
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Old 10-18-10, 03:41 PM   #292
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One more thing... While I was at it, at TLAM's request, I've added 60hz versions of fishing craft and 50 hz versions of merchants. Just to make life slightly more difficult (and more realistic).
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Old 10-20-10, 02:55 PM   #293
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Still requesting the Russian Kilo be armed with the Klub series missiles. I just don't understand what the problem is with doing so. If it's the realism aspect, then the US subs shouldn't have Harpoons or TASM. Even if the Klubs were restricted to one hull, such as the Alrosa.
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Old 10-20-10, 04:06 PM   #294
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Originally Posted by Reaper51 View Post
Still requesting the Russian Kilo be armed with the Klub series missiles. I just don't understand what the problem is with doing so. If it's the realism aspect, then the US subs shouldn't have Harpoons or TASM. Even if the Klubs were restricted to one hull, such as the Alrosa.
It would require us to recode the game, and we can't under agreement with SCS.

Plus the US boats had those weapons at one time, as far as we know no Russian operated Kilo has been fitted with the Klub missiles as part of its standard weapons package.
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Old 10-20-10, 05:56 PM   #295
Molon Labe
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Believe it or not, the Russians have got into the habit of making weapons that their own military can't afford, and end up being offered only for export.
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Old 10-20-10, 06:17 PM   #296
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Quote:
Originally Posted by TLAM Strike View Post
It would require us to recode the game, and we can't under agreement with SCS.

Plus the US boats had those weapons at one time, as far as we know no Russian operated Kilo has been fitted with the Klub missiles as part of its standard weapons package.
Ah, I see. Eh, back to RA I go.

*edit*

Not sure if this is fixable or not; If I submerge the Kilo (Alrosa) to 17m and run at 10knts the snorkel breaks if I change to the external view.
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Old 10-21-10, 05:41 PM   #297
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I've noticed something else, Negr's Russian instrument panels don't work with the Alrosa. Is there a way to get this to work, or am I stuck with English panels? I'd like to see his Kilo/Akula panels integrated into the next LwAmi version. Of course, it would be like the font mod or the Kilo optics mod and be enabled through JSGME.
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Old 11-26-10, 11:38 AM   #298
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I think my posts would be more appropriate under requests instead of previews. So lets continue.

Quote:
On the nav map right click on the contact and select classify, press 'B'. You should see it.
Yeah, and now I find it there. I am so sure I couldn't find anything under B before. Perhaps I had it set to surface and then i tried to classify it and biologic was removed because it is a submerged contact. I don't know.

Quote:
-How far out (max NM) does the TIW alert work? Many times I can't hear anything on sonar, but I get a TIW.
I did some research and it seems that if you are on the same side of the layer when a torpedo activates you get a TIW even if the torpedo is 52 nm away. The torpedo also shows up on sonar sometime after the TIW. If the torpedo is being fired away from the observer, there is a TIW, but the torp doesn't show up in sonar (range of 50 nm if I remember).

The biggest difference is across the layer. I got many different results but basically the limit is around 7-12 nm. Below this you get a TIW, above this no TIW.

These tests were done with a depth of about 2200ft using both SD and BL SSPs. BL always gave a TIW regardless of depths, basically because there is no layer. 688i's were used, firing mk48s. Most of the time a TIW came and the torp could be seen on the sonar. But there were some cases where the TIW came and nothing showed up on sonar. It seems that the setting for TIW is slightly more sensitive than sonar.


Here's a few new questions:
-Can I manually edit a fire to change the loadout on my helo for an FFG mission? If so which file? Sometimes I want 3 penguins if I am know my opponents do not have AA.
-I've been planning a campaign in the middle east and I would like a few more units, mainly just different weapon load outs for current units (e.g. Iranian china cat's missle load out). Should I just upload my wish list when I'm done? Actually, I'm impressed with the amount of Iranian units already in LWAMI. So much to work with!
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Old 11-29-10, 03:29 AM   #299
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Quote:
I did some research and it seems that if you are on the same side of the layer when a torpedo activates you get a TIW even if the torpedo is 52 nm away.
I got TIWs in the FFG at distances of 276nm away. When you don't actually know the distance to the torpedo launch and when there is no active intercept, it makes me paranoid all the time its like when I was a kid I was afraid to cross the road in case an invisible car was coming and it would run me over. Then I figured out that invisible cars probably make sound and if I couldn't hear a car, then there wasn't any invisible cars and it was safe to cross. So far my theory works, I haven't been run over yet.
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Old 11-30-10, 05:11 AM   #300
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A week or so ago, I mentioned before about ping returns while using grams. I did some research and it seems that I get a visual return at a further range than an audio return.

This little test was done with the FFG dropping a DICASS shallow and then doing different maneuvers relative to the sonabuoy. Only the audio returns were of intrest to me.

Findings:
-For both stock DW and LWAMI, visual returns were before audio.
-Stock DW (v1.04) audio returns start at a distance of 500 yrds and at less than 300 yrds there was an audio return for every ping.
-LWAMI 3.10 - I needed to be about 50 yrds away to get an audio return

These findings seem strange, almost wrong. Can anyone confirm them? But if they are true I think that in general the audio return should come before the visual shouldn't it? Visual gives you range and bearing while audio only gives you range. This seems realistic. What do you guys think?

If I remember correctly active sonar SQS-56 on the FFG does just this. Returns audio at a longer range than visual on the screen.

Great! I'm no longer a bilge rat. I'm moving on up
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