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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Commodore
![]() Join Date: Nov 2004
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We need to copy the broadcast before then. you will just have to get it done faster. ![]() Seriously mighty fine and prompt work. Someone should really be paying you. ![]()
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Richard "Rip" Ripberger Bonafide "Bubblehead" |
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#32 | |
Ocean Warrior
![]() Join Date: May 2005
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Ok, it's looking like tomorrow morning on the East Coast US is a reasonable time to expect it to be released.
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Cheers, David
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LW ![]() ![]() |
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#33 | |
Ocean Warrior
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Cheers, David
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LW ![]() ![]() |
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#34 |
Sea Lord
![]() Join Date: Feb 2004
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LW: ''Attorney'' I'm sure ML will clarify but........ML Posted: Wed Sep 14, 2005 7:30 pm Sub Club International:''I'm now a first year law student...... '' Of course as a 'two-brainer' I'm sure he's quite capable of making such rapid progress.
![]() As for MLs pimp jibe - are'nt lawyers the second oldest 'profession' ? ![]() ![]()
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Liberty, Equality, Fraternity Last edited by Bellman; 01-27-07 at 03:18 AM. |
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#35 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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#36 |
Sea Lord
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:rotfl::rotfl: C wot I mean !
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Liberty, Equality, Fraternity |
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#37 |
Ocean Warrior
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Wow, I really want to play some RB6 right now...
![]() Have I ever told you guys how much I love the helos and aircraft in this game? ![]() It's like training kittens. Cheers, David
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LW ![]() ![]() |
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#38 |
Ocean Warrior
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Ok, in taking a short break I'll give you guys a quick update on what's already been plated and what's still on the fire for 3.04.
![]() Done: -Aircraft and Helos-- Numerous internal changes to simply make these things work better. Notably: AI helos will definately no longer drag their active dipping sonar (although it never actually registered a contact) and they should not crash "as often"; the AI MH60 when under player FFG control should no longer go wandering off on its own, also it now launches with its radar OFF. ![]() -Hellfire II fire and forget (salvo capable) ASM added to player and AI MH60 and appropriate other US platforms. -The E-2 thrust has been fixed so it can now be used for carrier launches without crashing -The SW WAA hardcap has been added back to 15nm (sorry I got this wrong the first six times), so it will no longer register contacts over that range. However, the SW Hull array has been modified so it has a full forward view encompassing the entire coverage of the sphere sonar as well, although it is still treated as a separate array. This change is based on photographs that amizaur posted to the mod forum some time back of a separate low frequency array that is positioned under the sphere array and runs down the sides of the hull. -The speed of the 688i has been reduced to 33kts and the speed of the Akula I Imp has been increased to 35kts. This is based on the best available estimates, identical to the values in SCXIIc, and long overdue in LWAMI. -The bearing error of all player submarine Sphere and Towed Array sonars has been increased. Submarine hull sonars, FFG sonars, and AI sonars have been left as before. (I'm sure this will come up at some point in discussion ![]() -I have added the expanded playable hull list and "Easternized" the playable submarine hull and class names. Non-playable units have retained their NATO designations. Although the names of all the Kilos have been changed, their database Object ID remain the same so their should be no backward compatibility issues with old missions. Units added: three Proj 971a/m; two Proj 971u; numerous Proj 877KM, the SSN23, three KLUB capable 636i for the PLAN. -The Squal now has a very low noise profile upon launch, and does not become comicly loud until it fires its rocket motor at its enable point... it is now possible to use this weapon in a stealthy manner ( ![]() ![]() -The anti-missile performance of very capable AEGIS or AEGIS-equivalent ships should now be much better in terms of both ammo conservation and approriate "high threat" response. -The Test-71-NK will now function exactly like the Test-71 except that it can be targeted at idenified surface targets on the fire control or nav map. -I removed the Non-Exploding on CM's Mod from the torpedo scripting, since the DW 1.04 patch has made it redundant. (thank you SCS) -I also removed the random direction mod from all torpedoes, since it is necessary for shooters of subrocs and FFG ASTAC's to know where their weapons are going when they fire them. -I have lowered the overall CIWS effectiveness to something reasonable and reduce the radar sigs of small, slow, seaskimmers to reflect their real world effectiveness. I've also to reduced their Fire Control Radar signature even further to reflect the overall difficulty in actually engaging these kinds of missiles, designed to be survivable because they are in fact difficult to defeat using radar guided equipped (hence the RAM was developed... which is very effective against everything since its IR and very maneoverable). Also, AI the FFG7 OHP has been given the ability to have two SM-2's in the air at the same time, to reflect their real world and player counterpart capabilities, although keep in mind the launcher still reloads very slowly so the ship won't gain much benefit in close situations. -Added a sensor to AI ASW aircraft that allows them to properly ID MAD contacts when they have directly overflown them, since before they just helplessly overflew contacts until it got classed in some other way, or if the mission designer went through hoops to get them to class the targets. Things I want to do that will wait for LWAMI 3.05: -Add a proper TIW message for missile launches. Gentlemen, we have the technology. ![]() -Add the MK60 CAPTOR Mine, but someone is going to explain to me first how a ***MINE*** built during the Cold War is able to classify Red submarines from Blue or even whales for that matter using sonar when even our best sonobuoys now have a tough time of it. I suspect the MK60 is largely a the kind of propaganda designed to keep people out of our waterspace, otherwise its going to be a mine that shoots at first sight. Done for now, except for the readme. Cheers, David
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LW ![]() ![]() Last edited by LuftWolf; 01-27-07 at 10:10 AM. |
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#39 |
Admiral
![]() Join Date: Apr 2005
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I'll just say you're the man Luftwolf (and of course Amizaur as well
![]() Your mod is absolutely stunning and getting better as time goes by. ![]() ![]() ![]() ![]() |
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#40 |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
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@Luftwolf:
How do you recode all these changes so quickly? I mean there are hundreads of sensor, stats, and performance changes to put in? Are you using Ludger's DWEdit? ![]() My mousing clicking fingers get tired just swapping a few sensors.
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#41 |
Ocean Warrior
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Ludger's new editor will automatically detect if you are loading a 1.03 database and convert it to the 1.04 format without any manual input.
![]() The changes I am making are either upgrades or attempting to resolve direct compatibility issues in terms of function (mostly redundant things in the mod that have been fixed in the engine, like getting helos and aircraft to attack reliably). I've updated the list above as well. Cheers, David
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#42 |
Ocean Warrior
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Ok, LWAMI 3.04 is finished, I just need to write the readme and create the distributions.
![]() Standby. Cheers, David
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#43 | |
Admiral
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#44 |
Ocean Warrior
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Xabba is working on the GFX updates.
I would expect a GFX update combined with LWAMI 3.04 very soon, although I've been so focused on getting this out that I need to touch base again with everyone who has contacted me since 3.03 came out. Cheers, David
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#45 |
Subsim Diehard
![]() Join Date: May 2006
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Don't forget to update the new 688i mast and TA locations. (like i forgot)
![]() And on random side note: Ever notice that on the twin screwed torps all the screw rotate in concomitant directions instead of counterrotating like they should? Switching one of the propellers to a negative angular rotation gives a better effect imho
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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