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Old 02-09-07, 03:32 AM   #61
Bellman
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My SS-N-27s fired at 14nm down range at manual solution, classified as a hostile sub, are diving into the water on target and disappearing. No torp emerges. :hmm:
Stallions previously launched on the same range during that test dive at 30 nm performed dandy.

Tests repeated on SS-N-27 with fresh dives - same results also with actual hostile sub present downrange.
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Old 02-09-07, 05:09 AM   #62
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Torp ASUW works a treat - egs. Mk48s set with ceiling 65 ft ignore Super Tanker. They dont even sniff !
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Old 02-09-07, 06:59 AM   #63
LuftWolf
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I am aware of the problem with the SS-N-27 and have it fixed for an update that will be released today.

Other things that will be changed in the update:

--All SUBROC's will function properly when releasing torpedoes

--A MAD sensor will replace the Visual sensor on all mines to anticipate mine-resistant platforms being added to the database.

--The AI passive sonar scheme will be completely rescaled so the AI can be much more competitive. I have found a fundamental issue with how the AI handles sonar contact reporting which would account for 85% of all unsatisfactory AI search performance.

--Increase the model prop speeds for ships and torpedoes so they look a little more realistic in the water.

--The CAPTOR will be swapped over to the 2000lbs mine so the P-3 Loadout is consistent with the proper loading weight of the mine.

Anything else?

Cheers,
David
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Old 02-09-07, 07:46 AM   #64
Bellman
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Wow - beware all sub captains those Captors are deadly.

Dropped a string of 7 across the Straits of Gibralter across the intended path of an Ak. Only needed the first one (it made the kill) as no 'torps exploding on cms' But seeing another four Captors light up and converge on the Ak was magic.

Now the AI Ak pumped out six CMs (??) so a player manned Ak is going to really struggle.

Nice work very moving....................for this bubbleheads bowels.
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Old 02-09-07, 08:01 AM   #65
LuftWolf
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I also have to restore the non exploding on CM's mod to DW. The Nixie is affected by the .ini file settings, making it essentially useless, esp. to AI platforms.

So, for LWAMI v3.061, I'd recommend setting the .ini file to 100% so the NIXIE will actually work.

Cheers,
David
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Old 02-09-07, 08:37 AM   #66
LuftWolf
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Am I EVER going to be finished... it seems everytime I put out one fire, another one pops up... grrrr..........

Oh well, that's the price of fame, fortune, and glory...

Cheers,
David
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Old 02-09-07, 09:53 AM   #67
Bellman
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AUUV BB sound - SA picking up UUV at 20 knts at 1.5nm but my Mark10 eardrums cannot register any sound even as range reduces. I use the Blackmuzzle plus Finiteless Sound pack.

Readme states - 'The BB sound of the UUV has also been changed to a slightly different sound.'
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Old 02-09-07, 10:07 AM   #68
LuftWolf
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Oh, it's there, it's just wery wery quiet... you might not actually hear it over the BB unless it is much closer and caving, but your sonar gear will pick up the trace and display it.

Cheers,
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Old 02-09-07, 10:07 AM   #69
Dr.Sid
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Quote:
Originally Posted by LuftWolf
Am I EVER going to be finished... it seems everytime I put out one fire, another one pops up... grrrr..........

Oh well, that's the price of fame, fortune, and glory...

Cheers,
David
It's not going to be finished .. never .. so take it into account .. take day break, and do releases less often. Do betas, and give us time to test them properly (I say week).
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Old 02-09-07, 10:09 AM   #70
LuftWolf
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Well, I'm trying to get it to a point where I actually can play it without being nagged by some problem... which is very much in sight...

Cheers,
David
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Old 02-09-07, 10:18 AM   #71
Bellman
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Yep I picked up a nice faint trace prior to listening.

As Dr Sid said you dont have to react so quickly - its work in progress David. We know where you're coming from and that you will fix/trim anything you can. Take a break** from it and if convenient, give us a beta next week (or so).

Theres so much to love in this mod so we can wait for you to workout the seam of gold.

**Maybe with the 'Rough Night' signature Neals sorta saying the same thing - here comes the weekend ! (Note the joined-up writing in weekend )
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Old 02-09-07, 09:06 PM   #72
Lane
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Guys a Question or two, About Installing LWAMI 306?
Have been reading your post. and understand there is another fix or update coming? 3061? Should I wait? Ran the installer to a target folder
on desk top. Look's like the same installation as 305 with set up for JSGME
I saw the 306 database, Doctrine , and Graphics folder. Question do I have to run that InstallGFX.Bat file again?? Does this install the new Sub's Model's again? Are some new Graphic's to install with 306?
If not could install the new 306 folder with Database and Doctrine folders inside and be able to switch 305 or 306 with the JSGME?
Again would you advise hold off and just run 305 till a new 3061?
Thank's for any info
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Old 02-09-07, 11:34 PM   #73
desertisland
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Quote:
Originally Posted by Lane
Guys a Question or two, About Installing LWAMI 306?
Have been reading your post. and understand there is another fix or update coming? 3061? Should I wait? Ran the installer to a target folder
on desk top. Look's like the same installation as 305 with set up for JSGME
I saw the 306 database, Doctrine , and Graphics folder. Question do I have to run that InstallGFX.Bat file again?? Does this install the new Sub's Model's again? Are some new Graphic's to install with 306?
If not could install the new 306 folder with Database and Doctrine folders inside and be able to switch 305 or 306 with the JSGME?
Again would you advise hold off and just run 305 till a new 3061?
Thank's for any info
Lane
I personally don't like the installer but that's just my PC OCD in play. It leaves a registry entry and move graphic files around. If you have the 3.05 models, they are the same. Simply unzip the "bare bone" pack to your mod folder. Use JSGME to launch mod as you would in 3.05.
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Old 02-10-07, 06:47 AM   #74
LuftWolf
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Here is what I hope will be the next version of LWAMI.

THIS IS NOT AN OFFICIAL VERSION. I need people to test the AI sonar changes, because I have made major adjustments to the AI sonars.

Here are the changes for this version:

-The sensitivity of all AI sonars has been increased significantly. This is because the AI does not report any contacts until it has POSID on sonar, which is often at less than half the range a human can detect a contact given the same sonar parameters. I expect the AI to be much better now, but I REALLY need some of you adventerous types out there to play some missions you are familar with with Truth on and tell me what happens with the AI in terms of detection and engagement ranges. Honestly, this might break missions, so I want to be sure that's not the case. Molon has ran some tests, but I want more eyes to see it before I make it official.

-all SUBROCs will function correctly.

-SUBROC and CAPTOR launched torpedoes will never target surface ships, the ASuW safety has been permanently enabled for all torpedoes fired from these weapons.

-the detonation sensor for conventional mines has been changed from a "visual" sensor to a MAD sensor, to anticipate mine-resistent vessels being added to the database.

-the prop speeds and directions of torpedoes and surface ships has been adjusted, for a little graphical enhancement.

-the CAPTOR has been changed to the 2000lbs mine and the 1000lbs mine has been restored on the P-3. This decreases the maximum CAPTOR load on the P-3 from 10 to 8. This was necessary since I neglected to account for the fact that the CAPTOR weighs over a ton.

-The Non-Exploding on CM's Torpedo Mod by Amizaur has been restored to LWAMI. This overrides the .ini setting. I have done this because 1) the SCS fix produces buggy torpedo behavior (flying to the surface) 2) the SCS fix doesn't differentiate between the NIXIE towed decoy and other decoys, which leaves the FFG and other Blue navy platforms quite vulnerable. My recommendation is to set your .ini file to 100% and use the TorpHoming doctrine created by Amizaur, however, if you want to retain control over your decoy explosion setting, you can restore the stock TorpHoming doctrine at any time and the .ini setting will function again. The stock TorpHoming doctrine works seamlessly with the rest of LWAMI, so it's your choice.

Here is the link to download the test, to install unzip to your main DW folder: www.commanders-academy.com/luftwolf/LWAMI_v307_FINAL.zip

Let me know what you find, just go ahead any play any mission that's heavily influenced by AI sonar capabilities, surface and submarine!

Thanks!

Cheers,
David
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Old 02-10-07, 08:19 AM   #75
Bellman
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LW: ''Install to your main DW folder'' - This is maybe a snowblind question but I want to finish up with a file in mods which says 307 alongside the 306 one (JSGME version). Now the paths shown in the 307 zip just state Doctrine etc ie no label 307, no 'Mods' path so at that rate either 1. leaving Stock in place I overwrite those files or 2. with 306 in place I overwrite 306 !

Now my head hurts following friday night 'festivities' and perhaps I have just got this plain wrong. Please help :hmm:
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