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08-30-05, 03:56 AM | #121 |
Officer
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That sounds good, cant wait for the release.
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08-30-05, 10:03 PM | #122 | |
Ocean Warrior
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I have emailed the v1.03 distribution to Bill, it should be posted to subguru soon!
Here is the v1.03 addition to the readme, mostly from the above post. Quote:
Cheers, David
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08-30-05, 10:24 PM | #123 |
Ocean Warrior
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Bellman,
Regarding the wakehoming issue. SCS has moddeled object interaction with the environment in such a way that all things leave a wake that is independant of surface cavitation. All wakehoming torpedos home in on that environmental disturbance, not a return from the target itself, so the torpedo seeker itself ignors db flags. However, the AI will not fire this weapon at subs as I've set the flags (the purpose of changing it), nor can the user from the Nav map or firecontrol, unless you reclassify the target or use a snapshot. The fact that you can still set the run depth of the torpedos, combined with the fact that subs do leave a wake at depth, means you can try to use this as an ASW weapon, but the in-game feel would be the same as in real-life, using the weapon in a way it wasn't intended. If you want to use the wakehomers against subs, I recommend it specifically for littoral contexts and at short-medium range mixed with active/passive homing torpedos.
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08-30-05, 11:17 PM | #124 |
Sea Lord
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Thanks LW - I was just seeking claryfication which you have kindly supplied.
For SP., given the AI limits with the 65, realism dictates strict use only for wakehoming v surfs. I am not able to MP at pres., but knowing the crafty opposition out there, it is as well to be prapared for 'interesting combos.' ............ ............. :hmm:.............. :|\
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08-31-05, 01:26 AM | #125 |
Ocean Warrior
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I have had to change the SAD min back to -50ft, as the reduced level meant that ships with deep drafts displayed on the sensor.
The corrected version has been sent to Bill.
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08-31-05, 03:57 PM | #126 | |
Seaman
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Quote:
Was this included in the release? I didn't see anything listed in the readme. |
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09-01-05, 05:40 AM | #127 |
Master of Defense
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Version 1.03 has just been posted to my site. Enjoy!
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09-01-05, 08:32 AM | #128 |
Sea Lord
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Thanks Bill.
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09-01-05, 08:50 AM | #129 |
Ocean Warrior
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Thanks Bill!
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09-01-05, 09:23 AM | #130 |
Ocean Warrior
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Adm. Ahab,
No we have not changed the passive sound levels for subs in this version. Next version, which will probably come out in a few weeks, maybe not until after the next patch, depending on whether there is news or not, will have some more difficult modeling in it such as torpedo seeker cones, more advanced missile doctrine, a restored and correctly functioning SS-N-27 ASM, the submarine sound level fix, and a few more things. We have put out this stable version with the most well-tested and popular fixes so we can take the time to do these more complex tasks in a thorough way, and fully test everything before we release it to you.
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09-01-05, 11:03 AM | #131 | |
Seaman
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Quote:
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09-01-05, 03:04 PM | #132 |
Ocean Warrior
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Yes, the Kilo sonar issue can be addressed in the database.
The database workaround: Start out by tuning the hull array to suitable detection ranges, so that it picks up a narrow band contact at a desirable range. Since it's broadband works fine relative to it's narrow band, it can be left alone after this point. Now on to the problematic cylindrical array. In real terms, the problem with the array is that its broadband is much more sensitive than it's narrow band. If it displayed narrowband contacts before the broadband, even if it was wildly far reaching, then it's sensitivity could simply be lowered and everything would be fine. However, this is not the case. So, the cylindrical BB has to take a cue from the Hull sonar. That is to say, set the maximum detection range of the cylindrical array at a range where it is long after low narrow band detection by the hull array. This would make it not so useful, but then again, I think that is what we are going for. What do you guys want?
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09-01-05, 03:17 PM | #133 |
Ocean Warrior
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It seems the hull sonar shares the same BB properties as the cylindrical after all.
Hmm, this makes any database solution amount to making the Kilo very deaf, but the same problem would exist. Personally I think it is better to wait for an official fix, but I will try a couple of things. Edit: Yes, I think this falls under the catagory of messing around with stuff for me rather than fixing it. Unless Amizaur can think of something, then I think this will have to wait for an official fix. Oh well, DW rocks!
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09-01-05, 04:13 PM | #134 |
Navy Seal
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Yea you can't fix the kilo bug by altering the DB its a bug in the code.
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09-01-05, 04:14 PM | #135 |
Ocean Warrior
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Thanks TLAM.
A few hours ago I should have guessed that... I want some pizza.
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