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Old 02-10-06, 01:50 AM   #1
Bellman
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It just gets screwier.

Just returned to post results which confirm JGs findings - my non-prenabled 48s were turned and only
enabled themselves at a distance which in my case was total of distance travelled to turn + preset enable range.

This probably fits into JGs original reset range theory above.
Will test some more.
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Old 02-10-06, 03:09 AM   #2
Bellman
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Good work JoGary.

My test findings, with SW stopped and Nav marked 2,3,4 & 5 nm. Four 48s launched N. with identical settings of
default enable ( all snake.)

Turned all back S. to launch point, without preenable at above markers and 4.8 nm, heading back to ownship.
All enabled themselves at a range of 5nm south ownship and original SW position. So the longest traveller
went almost 15 nm before activating. So it seems that the radius from the original launch point is the switch.

I tested whether the radius from ownship had any bearing by flanking away from launch point on another
test and redirecting at self. Distance from ownship to torpedo was not relevant as the torps still activated
as they cut the launch point radius.

Noticed on other tests that if 48 directed back (without preenable) but then, heading back, preenabled there
was no ping. After enabling and returning to preenable the ping remained but heading nose to nose the 48 passed
my prow harmlessly. (as expected)
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Old 02-10-06, 05:59 AM   #3
JoGary(sco)
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Thanks Bellman. Just as i thought. Thought i was going mad for a while there
Now how do we fix it :hmm:
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Old 02-10-06, 06:07 AM   #4
JoGary(sco)
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Right i think we should get a list of what needs fixed with the torps here.

1. Ping remains after pre enabling but torp inot actually homing with the ping and stops snaking as usual. So it is just the ping sound that fails to turn off.

2. Ping rate on all my tests do not increas as it closses on its target. Even when it is enabled and homing.

3. I have also noticed that the ping rate seems to be at 3 to 4 a sec even when not homing. Always thought it was 5? As said before it doesnt speed up when homing either.

4. Torpedos now do not enable after they have traveled the range set in the weapon settings room. ie. the RTE setting. Default is 10000yds for adcap. The RTE setting of 10000yds is still used but it no longer calculates it by how far the torp has traveled through the water. It now seems to be calculated on how far it is from launch point.

Anymore?
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Old 02-10-06, 06:24 AM   #5
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Can't be fixed by us.

All of the variables being passed to the doctrine are fine and the doctrine hasn't changed at all from one version to another, and it happens with the stock and all versions of torpedo doctrines in the LWAMI Mod.

There is something in the torpedo behavior that gets broken as soon as the wire guidence is involved.

So far this has manifested in two ways: 1) The range does not get properly calculated for RunToEnable when torpedoes are resteered because the engine calculates RTE from the launchpoint, not using RunOutDistance 2) The acoustic performance of the active torpedo seeker in the engine in the pre-enabled and terminal homing states does not get modified based on the input from the interface and game engine (eg. it keeps pinging when preenabled and keeps pinging slowly when terminal homing).

These last two aspects are obviously the same aspect. That is, the torpedo pings at the default rate no matter what state the torpedo is in, so there is some thing that is not properly getting modified.

So there are really two bugs here: I) the RTE needs to be calculated differently (honestly this must be a design gaff because... ) AND the range vs. speed formula needs to be set correctly as now it is reversed; II) The torpedo pinging needs to be properly modified based on torpedo state for torpedoes that have been wireguided (even adjusting course and forcing enable will cause this to happen).

The latter is probably tough to find but easy to fix and the former is a design problem, so it could be a tough tough problem.

Unfortunately, this might take longer than I thought.
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Old 02-10-06, 07:09 AM   #6
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Quote:
Originally Posted by JoGary(sco)
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
Perhaps we can do some tests tonight?
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Old 02-10-06, 07:24 AM   #7
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I'm sorta feeling a lot happier now I know the cavalry is coming over the hill.

Looking forward to getting hold of the new LwAmi.
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Old 02-10-06, 07:58 AM   #8
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JoGary, I know it, it always was this way - torpedo was enabled after running xxx yards from the launch point, it's coded in the doctrine.
When doctrine is initialised, position of launch point is stored, then in each turn range from actual position to stored launch point is calculated. If range > RTE then torpedo enables.
After what you wrote, I though that maybe another bug is there and torpedo doctrine is initialised each time it's resteered...

Just checked, torpedo still enables at set distance from the launch point, as always. Set RTE to 2000yds, set a 2000yrds circle around launch point, you can run torpedo inside this circle as long as you want, it will enable only when crossing the circle line, doesn't matter if it was resteered, 100yds before or 3000yds before this line.

BTW it could be changed if someone needed to enable after xxx yards of true torpedo run.
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Old 02-10-06, 09:14 AM   #9
Molon Labe
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Wow, I always thought it was true torpedo run. I just keep finding out I suck more than I thought I did every day.

True runout seems to be the more realistic way to go, although I suppose a guidance system that goes by range from launch point is possible.
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Old 02-10-06, 09:32 AM   #10
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Thanks Am - just not been in the habit of shooting at myself so this seemed like some sort of revelation.

We live and learn - but as ML said it doesnt seem real. Like my 15 nm runout, when 5 nm preset. :hmm:

Would be real nice to know if folk are finding the 1.03 torps acquisition and tracking ok. Havent got another hat to eat.
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Old 02-10-06, 01:31 PM   #11
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Ok, well that's good news.

So now all that needs to be fixed is the range vs. speed inversion and the pre-enabled/terminal homing pinging.
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Old 02-10-06, 02:14 PM   #12
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BTW - so the reversed range-speed formula for torpedos was not planned, it's just a result of random bug... ? Yeah, right...
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Old 02-10-06, 03:10 PM   #13
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If we want to do something for the true run length thing for the torpedo, it's rather easy to implement... i think. Just enable it based on how many seconds it has run for, right?

(RTE) / 2025 / (torp speed) * 60^2 = seconds until enable

Since seconds are accurate enough that nobody will complain about it, just do a countdown. I don't know if there's a function for counting time, though.
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Old 02-10-06, 03:12 PM   #14
swimsalot
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Played MP last nite, 4 sub team dive.
I had a SW detected at >40k yards.
Mud bottom, surface duct, layer at 370 feet, sea state 3.
Even heard him at 45k yards, faint 60hz.
Pretty impressive, he was traveling 13kts.

Torps worked fine, able to enable/pre-enable as usual.
I launched about 10 total (tricky map),.all worked fine.
CM's seemed to work as normal, although I don't think they were detonating on active cm's, which I think was one of the fixes.

Handling seemed fine during evasion, just have to watch the setspeed, as during high speed turns it will increase speed a few knots, which can break the TA (ie running at 35 kts, make a 20degree turn, speed goes up to say >37 kts). Also will go a little deeper during turns, which can be a problem if your right above the layer-you will loose the pinging of the torp, which may fool you into thinking your clear

Definately can'thear the torp in the baffles, so must position to keep torp at angles from you at all times.

I did hear some torps pinging, they did NOT increase ping rate when aquiring a ctc, which used to be a nice hint for the victim.

All in all, played a couple MP dives, no problems noted from the shooters end.
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Old 02-10-06, 03:32 PM   #15
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No, the torpedoes do still detonate on CM's in stock DW.
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