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Old 11-15-05, 10:43 PM   #541
LuftWolf
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Cool, I'm going to grab it... hopefully I can play it soon and give you some feedback.
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Old 11-25-05, 06:48 AM   #542
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Here is the 3.00BETA addition to the readme:

Quote:
LuftWolf and Amizaur’s Weapons and Sensors Realism Mod v3.00 BETA
For the DW 1.03 BETA Patch
Hosted by www.subguru.com
Readme by LuftWolf
Edited by Amizaur

Amizaur has made a more substantial and significant contribution to the creation of this mod than me.

Thank you to finiteless, Ludger, and jsteed for their contributions to modding DW. Thank you to Bill “Subguru” Nichols for hosting the work of so many talents modders and mission designers. Thank you to Molon Labe for extensive testing and multiplayer testing.

All doctrines by Amizaur.

The purpose of this mod is, straightforwardly, to address the aspects of DW game-play that most bother its authors, while improving the simulation experience and fixing bugs, without introducing any new ones. Thank you in advance for downloading this mod. Please send as much feedback as you can via the dedicated thread on the www.subsim.com mod forum, http://www.subsim.com/phpBB/viewtopi...=41581&start=0.

INSTALLATION: Backup your stock Database and Doctrine folders by copying them to a safe place apart from your DW directory. Unzip the file into your Dangerous Waters directory, allowing your unzip program to overwrite all files. The Database and Doctrine files will install to the correct directories automatically. NOTE: Saved games created with one Database are not compatible with any other versions of the database, however, you can restore a previous version of the Database at any time to load saved games associated with that Database.

Note: This mod represents substantial changes to DW core game-play, and as such, will probably require fine-tuning in subsequent versions to particular values based on game-play experiences. However, such is the case precisely because, we feel, it represents a quantum leap towards bringing out the full potential of the massive and dynamic DW engine in terms of providing the feel of a quality simulation experience for both those new to the simulation genre and weathered deep blue warriors. Please send us AAR’s and comments in as great a quantity as you can! We would be especially encouraged to hear from players in the multiplayer community.

CAUTION: Missions designed for stock DW v1.01/1.03 maybe made unplayable by the greatly reduced detection ranges in this mod. We strongly encourage mission designers who enjoy the mod to support it by creating missions designed with these new realistic parameters specifically in mind. We plan on releasing a guide for mission designers along with the expanded charts and tables to assist you in this endeavor. Please let us know if there is *anything* we can do to help you design missions for our mod!

NOTICE: This is a BETA version of LWAMI 3.00 for the DW 1.03 BETA patch. As it is a BETA, there maybe things that need to be changed, perhaps quite a bit. However, it is at least as stable and playable as the 1.03 BETA patch by itself, and, we hope, more so! Also, the Mod documentation will receive a full rewrite treatment in the non-BETA version to reflect the new LWAMI 3.0 version.

A Sound vs. Speed profile chart and new Ship, Sub, and Torpedo specification table will be released in support of this readme, to cover any specific changes to AI ships or weaponry (such as the complete listing of sonar parameter assignments) not covered in this document, however, I have taken to care to note the most important specific parameter changes to user platforms and weapons.

Specific Changes for v3.00BETA: All notations listed here supersede comments below. I will try to note when this occurs in this section when possible.

Active Sonar—Given the game-engine changes to correct hard-coded bugs in the active sonars, we no longer need the bug workarounds, so Amizaur has reset all active sonars and active SL’s back to their original stock DW values. These maybe changed for realism purposes in the full LWAMI 3.0 version, but for now, the stock ranges are suitable as a baseline.

Maverick Missile—Amizaur has changed the range of the Maverick to a more reasonable 25km and reduced the warhead DP to 100. Also, he has enabled helicopters and submarines as legitimate targets for the Mavericks to allow snapshots on surfaced subs, however, the missile doctrine changes will still prevent them from homing in on and damaging submerged submarines.

Assorted Missile Modifications—The minimum range of the SM-2 has been set to 1nm and the turn radius of the very fast AS-4 and AS-6 has been increased, and their minimum range increased to attempt to emulate the effects of their high-diving trajectories. Doctrine changes will most likely follow in subsequent versions to complete this effect.

Torpedo Doctrine—Amizaur has removed the random circle/snake direction for human launched torpedoes, they will now always go to the right. The random direction is kept for AI launched torpedoes and all SUBROCS.

SubrocAttack Doctrine—Amizaur has added a random range and bearing error calculation into the Subroc trajectory and release point, meaning that Subrocs will no longer fall in exactly the same place for the same range and bearing setting and will produce a bit of a scatter effect for multiple launches set to the same place. While this may seem like it will reduce the effectiveness of the Subrocs, it may actually make it easier to fire multiple Subrocs into the generally vicinity of a POSSUB datum and score a kill, as the user can now set a single drop point and launch bearing and cover a wider area… theoretically. I’m an Akula diver and I like this change, so no complaining about how we’ve “killed the SUBROC.” :-P

Fire Control Radars—Amizaur has enabled the Earth Curvature flag for the longer ranged FCR’s and reduced their height to be equal to their associated search radars in order to get more realistic behavior. I have also increased the range of the second FCR on the Kongou, which is an AEGIS capable vessel. ALSO!!!, the Mk92 STIR and CAS of the OHP FFG has had their Earth Curvature flags set, meaning you can no longer fire SM-2’s over the horizon at distant surface ships and the whole radar dependant FC system on the FFG will be limited by the horizon.

Regarding Sphere Array Trackers—Due to the way the interface handles input from the SA’s, it is possible to see a broadband trace for contacts before you are able to assign a broadband tracker to them. The increased sensitivities for the SA’s in the mod have made this issue more noticeable. You can still assign narrowband trackers to the targets, however, as soon as they appear and later on assign broadband trackers to the targets as their SNR increases in order to get DEMON data, assuming that you are closing on the contacts and they are getting louder. Otherwise, you will have to use the towed array broadband trackers to get DEMON data for fainter contacts. There this, unfortunately, nothing we can do to resolve this issue on our end.

MH-60 Dipping Sonar—MaHuJa brought to my attention that the MH-60 dipping sonar is curling near the surface rather than diving as it should. To resolve this problem, I significantly decreased the buoyancy of the dipping sonar cable and slowed down the deployment speed to a more reasonable level. Thank you for bringing this up, M!

FFG Acceleration—Due to changes in the physics modeling, the FFG thrust was too weak to sustain proper speeds in 1.03. The propeller diameter has been now increased from 3 to 5 to give the FFG proper acceleration and allow it to maintain speed under proper conditions.

Passive Sonars—Due to the increased detection ranges in 1.03 under some conditions, the sensitivities of all passive sonars has been reduced by 2 (+2 in the database) across the board. This change is preliminary and still fails to bring the detection ranges in line with 1.01 in all conditions, however, given the drastic differences in the sonar model between 1.01 and 1.03, a bit more testing has to be done to figure out just what to do about this, if anything. However, as things stand now, this is quite playable as we have set it!

Submarine Attack Behavior—I have added to the SubAtkSub doctrine and made some modifications to some submarines’ launchers in order to allow more aggressive attack behavior by the AI. The AI submarines will now maneuver for their first shot as with the stock doctrine, however, after firing their first shot, will no longer immediately go into their avoidance doctrine, but instead continue to stalk the target. When the target goes into it’s evasion pattern and increases speed to avoid the first shot, the attacking AI submarine, usually, will fire a second shot with a time delay on the target submarine’s evasion solution. The effect of this is to make the AI a much more formidable foe. Beware! ;-)
I will post the distribution to the CADC and send it to Bill soon!

Enjoy!
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Old 11-25-05, 09:18 AM   #543
Bill Nichols
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It's up on my site, now.
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Old 11-25-05, 11:10 AM   #544
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Ok, I have updated the entire distribution to include torpedoes that always go to the RIGHT, and also linked the doctrine by itself as well so you can just update the doctrine without having to download the whole mod over again.

http://www.orionwarrior.com/forum/showthread.php?t=174
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Old 11-25-05, 11:12 AM   #545
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This updated version is now also on Bill's www.subguru.com site!

Thank's Bill!
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Old 11-25-05, 01:47 PM   #546
Lane
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Hey Guys,
Got the latest JSGME installer Ver 1.3.3.41 installed in root DW 1.03b
Get the newest JSGME from www.berrymod.com/sh3.htm I use it on SH3
work's great
Installed LWAMI Beta Realism MOD Ver 3 Beta What ever that means :rotfl: :rotfl:
LF, and One Shot bet you are proud of me no Question's So Far
Of couse I haven' t start the Sim yet
Hi TLAM Strike had not seen any post from you for a few days
Thank's Bill for posting these mod's for us.
The OLD Newbee Rookie "Oh Heck my link to Berrys site don't work?"
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Old 11-26-05, 05:22 PM   #547
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Question:

Has 1.03b modified the effectiveness of missile countermeasures? I fired a volley (10) of SS-N-27 ASM at a convoy and all but one of the spread homed in a single chaff cloud, all detonating on it. 90% effectiveness?

My recollection was that the LWAMI mod adjusted this in the past, have I got this wrong?
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Old 11-26-05, 05:53 PM   #548
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Quote:
Originally Posted by Lane
Hi TLAM Strike had not seen any post from you for a few days
Let that be a lesson to all of you: Pay your electric bills! :rotfl:
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Old 11-26-05, 06:58 PM   #549
MaHuJa
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Quote:
Originally Posted by Hobnail
Question:

Has 1.03b modified the effectiveness of missile countermeasures? I fired a volley (10) of SS-N-27 ASM at a convoy and all but one of the spread homed in a single chaff cloud, all detonating on it. 90% effectiveness?

My recollection was that the LWAMI mod adjusted this in the past, have I got this wrong?
It was adjusted slightly up - but this was a rather extreme case.

It would be consistent with my guesses and observations that the effectiveness value is perhaps more of a "reverse dud chance" - if it's a 'dud' it won't attract anything, else anything will home. Meaning spacing them at least a little is a very good idea if CMs are giving you problems.

I'm not quite sure about this, and the one that didn't hit probably had a reason for this. (Maybe just enough out of range when the first missile destroyed the chaff?) It would explain this and more.
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Old 11-26-05, 09:27 PM   #550
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Quote:
Originally Posted by MaHuJa
Quote:
Originally Posted by Hobnail
Question:

Has 1.03b modified the effectiveness of missile countermeasures? I fired a volley (10) of SS-N-27 ASM at a convoy and all but one of the spread homed in a single chaff cloud, all detonating on it. 90% effectiveness?

My recollection was that the LWAMI mod adjusted this in the past, have I got this wrong?
It was adjusted slightly up - but this was a rather extreme case.

It would be consistent with my guesses and observations that the effectiveness value is perhaps more of a "reverse dud chance" - if it's a 'dud' it won't attract anything, else anything will home. Meaning spacing them at least a little is a very good idea if CMs are giving you problems.

I'm not quite sure about this, and the one that didn't hit probably had a reason for this. (Maybe just enough out of range when the first missile destroyed the chaff?) It would explain this and more.
Unfortunately they had plenty of spacing, 10 degree fan with 3 seconds delay between launches. I watched as each in turn went active and then climb to detonate in the chaff cloud.
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Old 11-27-05, 09:27 PM   #551
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No changes to launched anti-missile CM's in this version, it's still 25%.

I'll fire some missiles tonight and let you know if I see anything changed in the game engine, but we made no changes to the database in this regard.
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Old 11-27-05, 09:59 PM   #552
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Cheers Luftwolf, could be that I just got 9 "1 in 4 coin tosses" in a row. It can happen!
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Old 11-28-05, 02:48 AM   #553
LuftWolf
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I did some missile testing.

I didn't see anything in the CM and missile behavior in my test scenarios that makes it seem like anything has changed.

So I think things are ok.

But please let me know if you continue to see strange or incredibly lucky/unlucky missile spoofing!

Thanks for bringing this up!
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Old 12-08-05, 08:27 PM   #554
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random observation:

Spherical and Cylindrical array's always look 3-dimensional..... think that they provide azimuths data for depth estimates as well as bearing data?
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Old 12-08-05, 09:10 PM   #555
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The BQQ-5 Spherical array on 688 and other class subs provide depth data on contacts. Before there was a separate set of hydrophones on the sail that provided depth data.

I don’t know about Russian subs I but I assume so.
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