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Old 02-09-06, 03:12 PM   #61
Jamie
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Quote:
Originally Posted by Bellman
''All Quiet on the Western Front. ?'' :hmm:

But are SCS in the trenches digging ?
Sorry guys, it's going to take a little while for us to pinpoint the problem and fix it. I will keep you posted though.
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Old 02-09-06, 03:12 PM   #62
Amizaur
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I think it's only an aid for player in target sub. I think so because the function of "homing" on target (terminal home) is completly non-depending on sensor, it's just function of weapon object and target object. For example Mavericks can home on target without detecting them with any sensor, just target is slaved to it by launching plane....
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Old 02-09-06, 03:43 PM   #63
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Thanks Jamie and Amizaur.
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Old 02-09-06, 04:09 PM   #64
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Just coming from a multiplayer dive, with three subs.
I was in the middle and both other subs launched three torps at me, one got me killed. So far nothing new.

I killed one of the others and probable would have killed the second, if, the host wasn't forgtten he had to wait till the game was over.

Now, during there run at me one of them enabled and pre-enabled his torps. During the pre-enable part (after enabling) I didn't hear a ping?
Also, the torpedo ping interval what killed me, did rapidly increasing in the latest phase of his run.
:hmm:
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Old 02-09-06, 04:40 PM   #65
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Jamie Wrote:
Quote:
- As soon as the target leaves the acquisition cone, the Ping will stop (in Pre-Enable mode).
I not sure if i get this right. When the torp is not facing the sub you are in you then do not hear the pings? In my experience this is normal. You only hear pings if the torp is heading in your direction or somewhere about it. Like i have been using a tactic to out turn torps and not use any CM of late. When it done right i know i have before the torp actually passes me. The reason i know is that if i do it right i manage to get out of its detection cone and the pings stop. This has been like that since at least 1.01.
As for Pinging when pre enabled that is not right
Fish you said that the Ping rate increased normally. Is it possable that when it is prenabled then the ping rate is not increasing as it is not actually tracking. Like the torp is behaving as normal and going straight but somehow the ping sound is still being played. And when the torp is enabled it is tracking and ping rate then increases as normal.
In other words does the torp actally track and sink subs when preenabled or is it just the ping sound that is the problem?
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Old 02-09-06, 04:48 PM   #66
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Ok, just done a quick test. Seems to me that they dont track when preenabled but continue to ping. I am hoping this will mean it a simple fix. Seems all that is wrong is that the ping sound is not getting turned of when you preenable a torp. Oh and when it is enabled and tracking the ping rate didnt decrease. That may be somthing more serious
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Old 02-09-06, 04:57 PM   #67
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Can anyone confirm this for me. I thought maybe if you dont touch the enable preenable then the ping rate may increass as normal. I set 2 adcap to enable at the degfault 10000yds. I sent then 3nm then turned them towaeds me and waited. I then waited and waited But nothing. They didnt enable Not sure if i dont steer them if it still the same but it certenly seems they now no longer enable at the presett range either
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Old 02-09-06, 05:17 PM   #68
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Well i have a new one for you guys :rotfl:
This is a cracker.
Ok in my last post i said that if you didnt touch enable and prenable then the torp didnt activate. Well this is not true. What is true though is that if say i have set it to the default 10000yds. I then fire the torp and it goes 5000yds. Half way. I then steer it but dont touch pre enable or enable just steer it. Now the torp wont enable for another 10000yds. It gets reset :rotfl:
I need it confirmed on some one elses game but i am pretty sure and have tested it a few times.
Basicaly what i am saying is that if you steer the torp the presett RTE range gets reset and wont enable at the pre set range but at the pre set range after the point you steered it
Anyhow if anyone needs more on this contact me.
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Old 02-09-06, 05:28 PM   #69
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Quote:
Originally Posted by JoGary(sco)
Jamie Wrote:
Quote:
- As soon as the target leaves the acquisition cone, the Ping will stop (in Pre-Enable mode).
I not sure if i get this right. When the torp is not facing the sub you are in you then do not hear the pings?
Send a torp out, and turn it back to you far enough it does not track you.
It's in a snake move, you will see you don't hear the ping when it's facing of your sub. Lets say the search cone is 90 degrees, you will hear the torp pinging only in the middle 60 to 70 degrees of the cone.

Quote:
In my experience this is normal. You only hear pings if the torp is heading in your direction or somewhere about it. Like i have been using a tactic to out turn torps and not use any CM of late. When it done right i know i have before the torp actually passes me. The reason i know is that if i do it right i manage to get out of its detection cone and the pings stop. This has been like that since at least 1.01.
As for Pinging when pre enabled that is not right
Whell, Swimsalot told me he pre-enabled his torps after enabling, and the pings stopped.
Quote:
Fish you said that the Ping rate increased normally. Is it possable that when it is prenabled then the ping rate is not increasing as it is not actually tracking. Like the torp is behaving as normal and going straight but somehow the ping sound is still being played. And when the torp is enabled it is tracking and ping rate then increases as normal.
In other words does the torp actally track and sink subs when preenabled or is it just the ping sound that is the problem?
The ping of the torp killing me increased rapidly in the last phase, when homing in on me. (the last seconds that is).
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Old 02-09-06, 05:33 PM   #70
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Interesting, have to check it tomorrow. Though that torpedo enables after running xxxx yards from launch point, so you never get it enabled if you return it toward ownship. If what you say is true (RTE reset when steering) then if you set torpedo to 10000yds, run it 6000yds, steer it 5deg left or and right, run another 6000yds (so 12000yds from ownship), steer 180deg (towards ownship), leave alone running, then it should enable about 2000yds from ownship coming at it ?
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Old 02-09-06, 05:35 PM   #71
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If I remember correctly the increased pinging on the ADCAP and Mk50 could be accurate in terms of the active smart fuse when it switches to terminal homing.

In other words, by the time you hear the increased pinging it's probably too late anyways!
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Old 02-09-06, 05:37 PM   #72
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Quote:
Originally Posted by Amizaur
Interesting, have to check it tomorrow. Though that torpedo enables after running xxxx yards from launch point, so you never get it enabled if you return it toward ownship. If what you say is true (RTE reset when steering) then if you set torpedo to 10000yds, run it 6000yds, steer it 5deg left or and right, run another 6000yds (so 12000yds from ownship), steer 180deg (towards ownship), leave alone running, then it should enable about 2000yds from ownship coming at it ?
:hmm:
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Old 02-10-06, 12:35 AM   #73
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I also noticed torps set to default 10,0000 yds. when directed back at ownship short of that range, failed to enable.

Will test further as on some occasions I started the redirection without preenable and on others preenabled
shortly after redirecting back.
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Old 02-10-06, 01:17 AM   #74
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actuall i will have to test more. I have been thinking about it and it may be that they are enabling at 10000yds from the launch position or the firing sub.
In my test i has set to activate at default 10000yds. I sent it on a snap shot of 000deg. Whan it got about 6000yds i turned it towards own sub. It then traveled all the way back to my sub. When it reacked my sub i then resteered again to 270deg. Once it reached 10000yds from the last resteer(My Sub) it enabled. So as you can see i am now not sure if it enabled because it had travled 10000yds after last resteer or because it was now 10000yds from origanal launch point or my sub. Point is it should enable after traveling 10000yds no matter the direction traveled even if it was to go in circles
The reason i resteered again when it reached my sub was i had a range circle on my sub at 10000yds and i was thinking it would help me determin what range it was actually enabling at. When i seen it enable at the edge of the range circle i just automaticaly thought it must have enabled 10000yds from the resteer. I didnt think at that point that it had also enabled 10000yds from its launch point and 10000yds from my sub. Any how it had ytraveled approx 22000yds by the time it had enabled so there is something wrong :hmm:
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Old 02-10-06, 01:36 AM   #75
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Ok i think i have it sussed now. It does not resett after resteering. Nor does it enable at 10000yds from the launching platform if set to enable at 10000yds. What it does do thoug is enable at 10000yds from the origenal launch point
Try this test Amizaur
First set speed to 0kts. Then place a Area circle of 5nm (which is Approx 10000yds) centred on your subs position. Then Place a reange circle on your sub of 5nm also.
Fire a snap shot at 000deg, 90 deg, 180 deg and 270, Oh and have your sub facing 180deg.
Then after you have fired the snap shots spped up to full speed and follow the 180deg torp.
Now once the torps have all travelled say 5000yds stop your sub and goto 0kts. All the torps should still be in booth the circles. Now steer them about for a while keeping them in booth the circles.
As long as they stay in the circles tyhey will not activate. Now steer then to leave the circles.
You will now notice they still dont activate when they leave the range circle that is centred on your sub but will activate when they leave the Area circle that is centred on the origenal launch point.
This means that it uses the origenal launch point to calculate the range traveled and not the actual range traveled.
I sure this was not the way it has always been and i am going to look very silly if it is and is meant that way
Anyhow if it is meant to be like that then it should be changed

Oh and i still have to yet hear the ping rate increass when homing in 1.03.
Fish maybe it only increases in multiplayer? as i cant get it to do it in Single player
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