SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > Dangerous Waters
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-26-07, 12:21 PM   #1
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Requests for Upcoming LWAMI Patch

I'm shortly going to release an update for LWAMI... as soon as I figure out what needs to be updated. :hmm:

So far, I have: new MH60 doctrine to prevent pinging upon launch and recovery, add the Ohio SSGN to the database (just for fun).

What other updates do you request?

And don't mention things like SCXIIc platforms or the Advanced Weapons Mods, because those are whole separate mods.

Cheers,
David
__________________
LW
LuftWolf is offline   Reply With Quote
Old 08-26-07, 01:14 PM   #2
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

How bout a script that runs as the mission is about to load that checks to see if the platforms start off within detection/weapons range (depending on the platform type) of each other, and prevents the startup if the criteria are not satisfied. Perhaps the host could even be given the option to delete the scenario right there and then as well.


No, I don't have any serious suggestions, I just need to vent a little.
__________________
Molon Labe is offline   Reply With Quote
Old 08-26-07, 01:31 PM   #3
Blacklight
Ocean Warrior
 
Join Date: Sep 2006
Location: Connecticut
Posts: 2,507
Downloads: 145
Uploads: 0
Default

I've been whining about this in other forums for many MANY weeks and if it's possible to mod, you guys would know how to do it probably...

Make oil rigs targettable by all missiles, special forces, and AI vessels.

As it stands now, you cannot even generate a fireing solution for an oil rig. Try it. You can't send your solution to the weapon configuration display (all you can do is snapshots and a snapshot torpedo will find and kill a rig) . TLAMS, even when you painstakingly set them up to come down right on the platform (with Show Truth on) pass right through it like a ghost. Special Forces just crash their boat into the rig, take damage and sit there doing nothing, and AI vessels even when programmed to attack an oil rig will just putter on past it as if it's not there.

When you select the oil rig (with show truth turned on and the rigs set to be detected at mission start), it gives you the option of attacking with TLAMS only. The TLAMS will pass through it as if it's not there.

It seems to be something with the weapon doctrines. There doesn't seem to be any problem with the rig's setup as it's set up like an ordinary building target. Anyway.. working with weapon doctrines are way beyond my ability.

I don't know if this is fixable within LWAMI or if it's a hard coded bug, but this problem is really holding up the development of a mission I've been working on for a long time. Sonalysts don't seem to read their technical support boards very much if at all so I've gotten no answers there.

Also... someone on one of the boards had a good idea. Would it be possible to make an oil rig generate sound that could be picked up on sonar ? I'd imagine those things would be making some kind of noise that could be picked up with all the machinery they're running.
__________________
Be my friend or be a mushroom cloud.
"I am coming at you. You will explode in a couple of minutes !"
Blacklight is offline   Reply With Quote
Old 08-26-07, 09:24 PM   #4
MR. Wood
Planesman
 
Join Date: Jan 2007
Location: Obetz, Ohio
Posts: 182
Downloads: 170
Uploads: 5
Default

It's worth a shot how about a new Seawolf model.
MR. Wood is offline   Reply With Quote
Old 09-03-07, 05:45 PM   #5
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

Just thought I'd take the liberty of bumping this...

Cheers,
David
__________________
LW
LuftWolf is offline   Reply With Quote
Old 09-04-07, 04:20 AM   #6
Dr.Sid
The Old Man
 
Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
Default

Some guys had troubles with oil rigs (hitting them with TLAMs or anything). I guees you could lay your educated eye on it.
Dr.Sid is offline   Reply With Quote
Old 09-09-07, 04:29 PM   #7
GrayOwl
Soundman
 
Join Date: Sep 2004
Location: Compartment № 5 /Silos/
Posts: 149
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Blacklight
Sonalysts don't seem to read their technical support boards very much if at all so I've gotten no answers there.
These guys ( SA ), never pay of attention to the requests. Simply have spat....

My version of game supports attack of Oil-Rig by the weapon in a mode of attack on Mode “Snapshot”.

AI Helicopters actually deaf persons - if the helicopter has come nearer to the target on certain distance ( 1500 meters), it is considered that the target is found out!
Thus, the helicopter really does not search by the sensor controls - they simply do not work!.

One more great deceit from those guys – great lazy liars.

I have feeling, that I have bought rotten eggs in shop - I верну these eggs in shop and I shall say that they rotten.

This game same rotten as well as these eggs, - but you never will prove that she rotten - she not badly smells! Though near also left from these rotten eggs....
__________________
-+= I the ocean hunter, and I am dangerous =+-
*** Kalashnikov - the best ***
GrayOwl is offline   Reply With Quote
Old 09-09-07, 05:14 PM   #8
Mau
Sonar Guy
 
Join Date: Jun 2005
Posts: 382
Downloads: 3
Uploads: 0
Default

Becarful about that, because in real life it will be as well the Surface/air radar that will detect first the sea skimmer missile. So I would not change that. However I understand that it should beidentified right away as an air target.

Thanks
Mo
Mau is offline   Reply With Quote
Old 09-14-07, 10:38 PM   #9
To be
Electrician's Mate
 
Join Date: Feb 2007
Posts: 140
Downloads: 8
Uploads: 0
Default

If you are looking for things to do you could give the appropriate 688s their VLS tubes. The 688(i) has them, but the Flight II 688s (719-750 I believe) do not.
To be is offline   Reply With Quote
Old 04-13-09, 09:35 PM   #10
Subcaptian 3F SSVN
Swabbie
 
Join Date: Apr 2009
Posts: 7
Downloads: 2
Uploads: 0
Default

Here's a good one; make the lack Sea Fleet Alrosa SSK have a propulsor. That is a must-have.


Signed,
Subcaptian
//BT//
Subcaptian 3F SSVN is offline   Reply With Quote
Old 04-13-09, 10:59 PM   #11
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

Quote:
Originally Posted by Subcaptian 3F SSVN View Post
Here's a good one; make the lack Sea Fleet Alrosa SSK have a propulsor. That is a must-have.


Signed,
Subcaptian
//BT//
Must-have?

Surely, I hope not...
__________________
Molon Labe is offline   Reply With Quote
Old 04-14-09, 12:57 PM   #12
TLAM Strike
Navy Seal
 
Join Date: Apr 2002
Location: Rochester, New York
Posts: 8,633
Downloads: 29
Uploads: 6


Default

Quote:
Originally Posted by Subcaptian 3F SSVN View Post
Here's a good one; make the lack Sea Fleet Alrosa SSK have a propulsor. That is a must-have.


Signed,
Subcaptian
//BT//
If we did it wouldn't be playble, or all the playable 877s would have them. Catch 22. Besides as I said in another thread my modeling skills are not up to the challange of making a new Kilo, not yet anyways.
__________________


TLAM Strike is offline   Reply With Quote
Old 05-01-09, 01:45 PM   #13
TLAM Strike
Navy Seal
 
Join Date: Apr 2002
Location: Rochester, New York
Posts: 8,633
Downloads: 29
Uploads: 6


Default

@Molon: While your working on the active SL check out the min SL required for torpedoes to lock on. I think currently the Yugo SSM is below the Min level becaus all the MK54 and MK52 torpedoes I fire at it fail to lock on.
__________________


TLAM Strike is offline   Reply With Quote
Old 05-01-09, 04:06 PM   #14
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

That's the plan.
__________________
Molon Labe is offline   Reply With Quote
Old 05-02-09, 12:23 PM   #15
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

A quick update on changes to the Radar/ESM model for LWAMI 3.10.

  • ESM sensitivity has been increased significantly. This allows counterdetection of much more distant emitters than previously possible. Stock DW through LWAMI-3.09 "featured" ESM sensitivity that could not detect a missile's seeker outside of that seekers acquisition range; LWAMI 3.10 will allow counterdetection out to the radar horizon for seaskimmers and out to at least 50nm for more powerful high-altitude radars.
    • ESM counterdetection range is now greater than missile acquisition range, which means players now have a good reason to be careful about their RunToEnable setting when shooting missiles.
  • LWAMI 3.10 will be to missile seekers what LWAMI 3.0 was to torpedo seekers. Missiles will no longer all have the same seeker, but will have a seeker appropriate to their class and generation. A few weapons have unique sensors where the designation of the seeker is publicly known (e.g. ARGS-54, AN/DSQ-28). Many weapons now have backup IR or Anti-radiation sensors. Some weapons are also being made in both Radar and IR homing versions. Maximum acquisition ranges vary from 30km in modern weapons to 10km in older ones, smaller targets are detected at closer ranges, and IR sensors generally have a slightly shorter range than the corresponding radar sensor.
  • The Anti-radiation seeker has been adjusted and now works fairly reliably. So weapons like the HARM work much better now, as do long range ASCMs with Anti-radiation backup seekers. (I am going to attempt a new ARM doctrine that drops contacts that turn their radars off, but no promises.)
  • New missile doctrines have been written for High-Diver and Hi-Low profile missiles. Previously, these weapons used the regluar Missile and MissileSkim doctrines, respectively.
    • Highdiver weapons (e.g. AS-4 Kitchen) will now cruise at 40,000ft instead of the previous 300ft. These weapons give plenty of advance warning and are vunlerable to shootdown at medium range.
    • Hi-Low profile weapons (e.g. Shipwreck, BrahMos) will now cruise at about 15,000 feet, acquire a target, and then dive to seaskimming altitude to attack. These weapons provide ESM and sometimes radar warning, allowing CMs to be deployed, but are hard to shoot down before they get below the radar horizon.
    • Both families of weapons can acquire targets up to 100km away, have a preference for larger ships, and have rather narrow acquisition cones to help prevent neutral kills. Mission designers should take note that these weapons will require fairly good initial targeting data because of the narrower cone.
    • Many of these weapons have backup A-R seekers and will pounce on the ships with the most powerful air search radars. (No, turning your radar off won't help, because it still has the active radar seeker to finish the deal).
  • A few new missileskim doctrines have been added to account for greater differentiation of cruise missile altitudes and behaviors.
  • Changes to ship and air radars (and IR sensors)
    • Designations updated. More ships/aircraft will now be correctly identified on ESM than previously.
    • Detection curves have been significantly reworked. Contacts will no longer all show up near maximum display range. Large contacts will be detected further out; smaller, closer in. When available, individual sensors have had their detection curves built around non-classified performance data.
      • Ship and aircraft radar and IR source levels have been adjusted in concert with ranges to radar and IR detection curves.
      • Surface radars can generally detect other warships out to the radar horizon. Smaller or (stealthier) boats may get closer without being noticed. (Pirate mission designers will likely appreciate this)
      • 10nm remains the rule of wrist for detecting seaskimmers. Older radars might not be as good; modern phased array radars will detect them out to the radar horizon (about 20nm).
      • Missile size and speed makes a significant difference in detection range. Expect a significant increase in the effectiveness of small seaskimming ASCMs (provided they don't give themselves away by enabling too soon).
    • Radar RPM has been adjusted to be in line with real rates, within reason. I will be testing this to check to see if it causes significant slowdown if there are many radars running, but at a minimum the changes to the Perry will stick. This should reduce the frequency of missiles hitting the ship without ever being detected (along with the ESM sensitivity increase and doctrine changes).
__________________
Molon Labe is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:55 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.