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Old 10-23-05, 12:48 AM   #1
LuftWolf
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Default LWAMI Mod 4.XX Working Issues

Note: some notations added for my benefit, this is also a working list for us.

For now, "P---" denotes that we are actively working on this for the upcoming version of the mod.

Please post here if you have mentioned something to us before that is not listed here, or if you have a question about something listed here.

Otherwise, please post to the forum in a new thread, or the following LWAMI Mod discussion thread, which also gives a nice history of the mod's development : http://www.subsim.com/phpBB/viewtopi...=41581&start=0

Cheers,
David

Note: Posts made to this thread may be moved or deleted in time.

Working Issues for LWAMI 4.XX

-Add LWAMI section to USNI (pending Jamie's clearance on copywrite)

-I would like to review the sonar sensor assignments to individual platforms

-Create the unit information tables (if I have the time... )

-Work on trying to automate Missile Transient Warnings.

P---Review very light torpedo warhead assignments

-Investigate aircraft weapons loadouts and aircraft ship assignments

-Add additional land based missile launchers.

-Review missile seeker assignments: IR vs radar

-Complete reworking of radar and FC radar modelling, including review of all object radar and FC radar signatures (especially ASM missiles)

P---Consider adding baffle for TA

-Review Sphere/Hull sensitivity

P---Consider major changes to SeaWolf low frequency hull array

P---Add platform active sonar unique ping frequencies

-Review Launcher Assignments for "single tube" subs in detail

P---Try to add under-keel detonations

P---Work on switching torpedo sensors over from curved limited to sensitivity limited ranges

---Work on non-removal of dead platforms

---Work on RBU doctrine and create subroc-like structure

--- Add flare CM launch order to CIWSAttack doctrine

---Swap FFG TA and Nixie masts

P---Convert Ohio SSBN to SSGN

---Convert RBU's to subroc-like weapons

---Mine launched torpedoes and CAPTOR system http://www.fas.org/man/dod-101/sys/dumb/mk60.htm :hmm:

P---Look at sub avoid doctrines to prevent AI sub bottoming during evasion

P---Look at adding ESSM to Burke DDG VLS

---Work on integrating new 3-d models and platforms/weapons in database and distribution

P---Fix UAV (doctrine and Hellfires)

P---Integrating new torpedo doctrines and addressing the torpedo range vs. speed problem

---Investigate removing the sensor operation depth hardcap from TA's

---Look at potential conflicts with offsets on sensors bound to masts

---Remander of doctrine fixes for all airplatforms that force them to drop contacts when they have lost their track

---Look at full AI MH60 oscillation when newtrack "SUB"

---Review helo/aircraft sensors

P---Review FFG Hull sensitivity for passive mode

P---Check Maverick range

P---Review helo turn radii (stop the helo's from crashing...)

---Check max depth of SS-N-27ASW torpedo payload

P---Look at UUV sensor and thrust

P---Quick fix to FCR's and missiles (surface and air), including crusing altitude doctrines for ASM's

P---Finish range-based error correction for SLAM-ER ASuW, redo SLAM for AI platforms, upgrade american harpoons

P---Add Amizaur's advanced torpedo control mod

P---Resolve if TLAM doctrine changes are necessary (Detonate)

P---Check CIWSAttack doctrine and retune for more effective operation and add ESSM to DDG 51.

P---Fix E-2 crashing on carrier launch

P---Fix helo active dipping sonar issue at altitude and MH60 REMRO issue

P---Change Wakefollow doctrine to allow for deep preenable run

P---Edit SubDef and others to prevent subs from running aground

Resolved in LWAMI 4.00 BETA

++Add passive sound level for active decoys and small active SL for passive decoys

++Increase sensivity of sphere and hull arrays and look at increasing baffle size

++Change E-2 Hawkeye and E-3 Sentry radars to scan full sky

++DIFAR and VLAD balancing fix: change cable length of VLAD to 800/1200, so that the DIFAR becomes prefered buoy for shallow water operations, as is realistic. Also, have increased cable length of DICASS deep to 600ft.

++Increase Torpedo Passive SL and alter sound vs speed thrust values

++MANPAD effectivenes reduced as follows: Stinger 75, SA-8 65, SA-5 60. Can you tell we don't like the Submarine SAM anti-aircraft battery strategy?

++AEGIS ship behavior fix: Fire control radars and CIWSAttack doctrine

++Decrease radar signatures for TASM (45) and Harpoon (40)

++Add updated Missile.txt, CIWSAttack and SubAvoidWeap doctrines to distribution

++correct CIWSAttack and SubAvoidWeap doctrines (move comments) and Missile doctrine (add missing variable declaration)

++Replace UGST on Iranian Kilos with USET-80

++Remove baffle for active intercept

++Streamline installation

++Work on trying to improve SSGN performance (done by mission design)

3++Remove random circle/snake direction for human torpedoes from Torpedo.txt doctrine

3++Decrease buoyancy and deploy speed of MH-60 Dipping sonar to prevent curling (MaHuJa)

3++Set earth curvature flag for major FCR's, FFG and AEGIS

3++Reverse Ming Aft Tubes

3++Change FFG prop. diameter from 3 to 5

3++Rework passive sonars to bring detection ranges back to 1.01 LWAMI 2.03

3++Further editing to SubAtkSub doctrine for more aggressive AI attack behavior, and preliminary reworking of AI submarine torpedo tubes to take advantage of the doctrine for appropriate platforms

3F++Review SubAvoid doctrines to try to decrease likelihood of inappropriate sub evasion, particularly with active sonar pinging

3F++Add qmtasks file from 1.03 to LWAMI database

3F++Change ALFS cable length to 2,550 ft

3F++Redo buoy lengths to match new figures

3F++Look at TA cable length (TB-16 2600 feet Deploys and retrieves in about 2 1/2 min.; TB-23 2950 ft. about 3 mins.; and the TB-29 3300 feet and takes about 3 1/2 min)

3F++Make SW sphere array bearing error consistent with other sonars

3F++Remove Snapshot Flag from Maverick

3F2++Work on SubAtkSub doctrine to try to get more reliable second shots and more aggressive attacking behavior

3F2++Rescale MANPADs to make them more effective and counter that with increased Flare CM effectiveness

3F2++Enable subs as legit targets for Hellfire and add apply Maverick fix to Hellfire magic logic, Maverick and Hellfire now should work the same... correctly

3F2++Remove helos as legit targets for Maverick

3F2++Edits to the Torpedo and TorpHoming doctrines to prevent "spoofed torpedo syndrome"

3F2++Create active sonars of separate non-stock sensitivites and review active SL assignments

3F2++Replaced SET-53 with more capable torpedo for Chinese Kilos: hypothetical Yu-8 (pirated version of USET-80, 16.7KM@45kts with max depth of 475m and an A/P seeker with quality between a MK46 and USET-80)

3F3++Lowered PSL of Chinese and Indian KLUB Kilo Standard to 58 to represent 877EKM version.

3F3++Changed the 27ASM 1st Stage 3-d model back to original cruise missile style

3F3++Enable ships as legit targets for Hellfire Strike and increase damage ability to make it equal to Hellfire ASM

3F3++Added deep TA's for surface ships and submarines

3F3++Added dipping capable sensors to AI FFG helo

3F3++Edits to aircraft doctrines to prevent MAD show truth bug and allow for attack behavior on hostile MAD contacts... this should address the "swarming" problem

3F3++Complete overhaul of AI helo sensors and doctrines RE: dipping sonar

31++Finish replacing Mk54II with MK46AI for airplatforms

31++Fix FFG AI MH60 loadout

31++Refined MH60 Dipping Drop contact conditionals.

32++Fixed MH60 Starboard pylon

32++---Added MAD sensor to Ka-27 Helix
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Old 10-23-05, 01:09 AM   #2
Molon Labe
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This would probably be a low priority, but maybe adding AI platforms to the game, like SSM batteries that fire supersonic missiles, Russian VTOL carriers, etc.
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Old 10-23-05, 01:19 AM   #3
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Adding the launchers would be easy, especially because we don't need new 3-d models. So I'll add that one.

In terms of the other ships for which we don't have mods, I'm reluctant to do that at the moment, unless we do it on a large scale, AKA Perscope Depth's Navy Mod. So that might be the next step of the project.

Thanks again!
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Old 10-23-05, 12:50 PM   #4
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Did you review the SSM sensors? IE the IR seekers.
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Old 10-23-05, 12:52 PM   #5
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No... was I supposed to?

I don't remember. Sorry.

Please refresh my memory.
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Old 10-23-05, 12:57 PM   #6
TLAM Strike
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Some of the Supersonic Missiles had IR seekers when they shouldn't (cuz of the heat). I was saying a little research should be done to determin which missiles should have IR seekers since a FFG player has little need for having Flares right now.
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Old 10-23-05, 01:04 PM   #7
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Check.

Well, SOME supersonic missiles have IR seekers in RL, like the SM-2 IIIB. So just because it's supersonic doesn't necessarily mean that it won't have an IR seeker.

We'll look at it!

Thanks TLAM!
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Old 10-23-05, 04:30 PM   #8
TLAM Strike
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Default Re: LWAMI Mod 2.02 Working Issues

Quote:
Originally Posted by LuftWolf
-Add additional land based missile launchers.
Ones that you can add using whats already in game:
SSC-6 Switchblade (SS-N-25 Switchblade) Has four to a launcher.

SA-N-3 Goa (SA-3) 2 to 4 per launcher (several launchers a site)

SA-N-4 Gecko (SA-8) 4 per launcher plus reload vehicles.

SA-N-5 Grail (SA-7) 1 per launcher plus reloads.

SA-N-6 Grumble (SA-10) 4 per launcher plus reloads.

SA-N-7 Gladfly (SA-11) 3 (5?) Per launcher.

SA-N-9 GAUNTLET (SA-15)

C-201

C-802

Exocet

Stinger

Sidewinder

Penguin (I think)

Harpoon (I think)

Tomahawk (I think)

Mistrial

There are a couple others I've missed I bet...
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Old 10-23-05, 05:44 PM   #9
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Nice!

Thanks again TLAM!

Cheers,
David
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Old 10-23-05, 10:11 PM   #10
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http://www.globalsecurity.org/milita...hina/c-301.htm
CSS-6 Sawhorse

http://www.globalsecurity.org/milita...china/fl-7.htm
FL-7 Feilong (C-201 modded for supersonic capability)

http://www.globalsecurity.org/wmd/world/china/df-11.htm
DF-11 (Theatre Ballistic Missile)

http://www.globalsecurity.org/wmd/world/china/df-15.htm
DF-15 TBM
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Old 05-08-06, 04:12 PM   #11
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Can you add a weapon/sonobuoy drop altitude limit that causes the weapon/sonobuoy to fail if the parameter is exceeded (like a missile fired from too deep)? Or, if wind drift effects are modelled against falling objects, simulate the effect of a parachute that opens at a realistic altitude?
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Old 05-09-06, 07:01 PM   #12
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Hey, is there a way to add a "Jamming" doctrine to the EA-6B (and perhaps a Bear variant)? Hell, Fleet Command had it, why can't we?

Also, check the HARM doctrine to make sure it's homing on the radar and stops making course corrections after the radar is turned off. =)
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Old 05-09-06, 07:28 PM   #13
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Quote:
Originally Posted by Molon Labe
Hey, is there a way to add a "Jamming" doctrine to the EA-6B (and perhaps a Bear variant)? Hell, Fleet Command had it, why can't we?

Also, check the HARM doctrine to make sure it's homing on the radar and stops making course corrections after the radar is turned off. =)
Well, I've figured that the jammers are disabled in the sim engine entirely, and have to be enabled in the doctrines instead.

So, in other words, I have to be scramble all the other doctrines if they detect a jamming aircraft...

There is a hell of a lot that can be done.
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Old 05-10-06, 05:43 PM   #14
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You know how I love making work for you...

Could the BrahMos missile be added to Indian warships (and anyone else that they're selling them to?) I think there might be an air launched version too...
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Old 05-10-06, 05:50 PM   #15
TLAM Strike
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Quote:
Originally Posted by Molon Labe
Also, check the HARM doctrine to make sure it's homing on the radar and stops making course corrections after the radar is turned off. =)
I think I can conferm that from ingame opservations.
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