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Old 02-08-06, 05:05 PM   #46
LuftWolf
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Yes, that would be the case because of beam spreading, and this is, to the best of my knowledge, modelled to some degree in DW.

There is also the case where ownship can hear the ping, but the active sonar sensor is not close enough to ownship or sensitive enough to pick up a return from the submarine.
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Old 02-08-06, 06:57 PM   #47
WolfyBrandon
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Even if the baffle zone is sapost to be there, there is still a problem with actives pinging while pre-enabled right? Jamie can you reproduce this?

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Old 02-09-06, 12:03 AM   #48
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Again tested Vanilla with 1.03 active torp performance - results as before namely:-

Seawolf and at 350 ft prior to evasions of steered back Mk.48s.
Pinging in preenable state but even after multi-switching an active performs as normal.

I activated a 48 about 4 nm on a collision course and put the SW on a 90 deg at 40 knots. The 48 acquired
and although I performed extreme manual rudder and dive avoidance proceedures it was observed
tracking relentlessly. That test culminated with an EB from 150 ft and the 48, seen on 3D truth, followed
me up all the way for a kill.

The torps tracking and acquisition performance was impressive.

Three sets of tests have now confirmed these findings. It leads me to wonder whether some players have
installed the final patch over beta or over a LwAmi selected state ?
Could the instal proceedure have caused problems ?
In lieu of any guidance it was not clear what proceedure for installing 1.03 should be followed.
Might be relevant ?
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Old 02-09-06, 12:11 AM   #49
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Quote:
Pinging in preenable state but even after multi-switching an active performs as normal.
So it's not working the way it should. All the tests indicate the same thing... and they don't home "as normal" on ownship because the ping interval is a constant 4 seconds and does not increase in frequency as it gets closer.

In terms of installing over a previous version/patch, this is perfectly fine because this is how the patch is designed to work. In terms of installing over LWAMI, people have done this and it causes a database error, but is easily correctable by reinstalling a version of LWAMI, and it would not cause this kind of error.
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Old 02-09-06, 12:15 AM   #50
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Well whatever the 'apparent' ping rate they acquire, track and kill here. :hmm:

High avoidance sub turning rates would surely defeat a 48 'actualy' pinging at the low rate. The Test observed 'actual' 48
performance seems consistent with a high actual, if not apparent, ping rate.
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Old 02-09-06, 12:17 AM   #51
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That's never been an issue in terms of their ability to track when enabled.
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Old 02-09-06, 12:47 AM   #52
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LW but then what did you mean -''don't home "as normal" on ownship'' ?

If they acquire, track and kill then in my book they home as normal' The increased ping rate is a function of
that homing process. If we dont hear the inreasing ping rate that doesnt prove that it isnt happening, but
that the game has omitted the vital audible warnings. Yes we must have that.

Anyways I will back-off - I forgot, you have much, much more important things on your desk. Sorry.
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Old 02-09-06, 01:48 AM   #53
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Fire a wireguided torpedo... enable it and then pre-enable it and then turn it around at yourself, then reenable it. The torpedo will home but the ping rate will not increase the way it does normally.
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Old 02-09-06, 02:47 AM   #54
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:P Yep - we need that - the increasing ping rate isnt there - got that a while back.

I get active pinging and preenable pinging. My point is that in my tests (now 4 series) the 48s, 53s and 65s
track normaly, acquire normaly and kill normaly .

Give me a break LW - What you suggest ''Fire.........'' is what I have been doing from Test 1,
several test hours ago.
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Old 02-09-06, 02:53 AM   #55
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I'm glad to hear you have spent your time testing correctly then. :P
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Old 02-09-06, 10:32 AM   #56
Molon Labe
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Is the increasing ping rate (in game terms) only an aid to the target sub to get a feel for how close the weapon is, or is this a feature intended to decrease the response time for the weapon to maneuver in order to maintain its lock on the target at close range?
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Old 02-09-06, 11:49 AM   #57
Bill Nichols
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Quote:
Originally Posted by Molon Labe
Is the increasing ping rate (in game terms) only an aid to the target sub to get a feel for how close the weapon is, or is this a feature intended to decrease the response time for the weapon to maneuver in order to maintain its lock on the target at close range?
IRL, it's the latter.
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Old 02-09-06, 12:18 PM   #58
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RL diversions.
I mantain that the wired torps when enabled perform in all senses as I would expect them to in the final
acquisition stages. They ping but not with incremental reductions in ping rate. But whether, or not, a correct audible
of the increased pinging is transmitted in the game to the player they acquire, track and prosecute the kill relentlessly.................. here.

I have carried out extreme avoidance techniques and found the torps deadly efficient.

May it be possible that the torps are functioning correctly but we dont get the audio output ? :hmm:
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Old 02-09-06, 01:02 PM   #59
Molon Labe
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Quote:
Originally Posted by Bill Nichols
Quote:
Originally Posted by Molon Labe
Is the increasing ping rate (in game terms) only an aid to the target sub to get a feel for how close the weapon is, or is this a feature intended to decrease the response time for the weapon to maneuver in order to maintain its lock on the target at close range?
IRL, it's the latter.
I wasn't asking about RL. :P
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Old 02-09-06, 02:49 PM   #60
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''All Quiet on the Western Front. ?'' :hmm:

But are SCS in the trenches digging ?

Just the occasional ping of the snipers bullet, not repeated and no answering fire.
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