SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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07-19-17, 10:09 AM | #1 |
Swabbie
Join Date: Oct 2011
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Here it is (Version 1.06 beta)
General Added wireBreakOnLaunchProbability=0.1 to weapons.txt Added wireBreakThreshold=30 to weapons.txt (2x speed + planes angle - 30) / 50 every 6 seconds <POSTHUMOUSLY>, <PLAYERVESSELNAVY>, <SHIPTYPE> and <SHIPDESIGNATION> now use dictionary values dictionary_interface.txt ReferenceSonobuoy=Sonobuoy changed to ReferenceSonobuoys=Sonobuoys config.txt added DetectionThreshold=10, MaintainContactThreshold=1 config.txt added ContactProfileGraphicFactor=2 (factor intensity of contact divided by), must be >= 1 For training missions, all tubes get wires and wires cannot be cut/broken config/txt added LoadVideos=TRUE, setting to FALSE disables menu and credits videos Combat Recognition manual "tons" now uses dictionary Fixed errors with reloading if greater than 6 tubes on submarine Torpedo tubes can no longer jam on firing Active and passive torpedoes no longer home on sinking/sunk vessels Terrain chunks are now always drawn near player submarine regardless of camera position Fixed a bug where non-wire guided torpedoes could be wire guided by AI submarines Improved AI depth keeping to prevent submarines from hitting seabed or going below crush depth Improved AI navigation when near terrain or icebergs AI Submarines and escorts no longer share contact data Submarines no longer use Hunter/Killer logic Raised masts no longer damaged by diving/depth (only speed) Campaign Fixed broken INSERTION and LAND_STRIKE missions which caused Action Report bug Fixed several missing delimiters "|" in both campaign partol_outcomes.txt files Added new parameters to campaign_data.txt for strategic map icon colours; PlayerIconColor=2,84,166,255 EnemyIconColor=255,0,0,255 ContactOverTimeColor1=255,0,0,255 ContactOverTimeColor2=192,0,0,255 ContactOverTimeColor3=128,0,0,255 ContactOverTimeColor4=64,0,0,255 |
07-19-17, 10:30 AM | #2 |
Navy Dude
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"Active and passive torpedoes no longer home on sinking/sunk vessels"
Can this be an option? Can a torp without wire be able to tell the difference between a sinking ship and a diving submarine? |
07-19-17, 10:47 AM | #3 | |||
Engineer
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07-19-17, 10:58 AM | #4 |
Navy Dude
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I'm more concern with a sinking ship. I understand the part about sunken ship and that's fine. but a sinking ship on it's way down should still give off an active sonar return and still have some air volume left, it's just that the air volume left is not enough to counter the weight of the vessel (like a diving sub?)
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07-19-17, 11:05 AM | #5 |
A-ganger
Join Date: May 2009
Location: Hooper, UT
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You missed the first part of that reply, or rather you didn't get the implication. As the ship is sinking, it's putting off a LOT of noise that it normally wouldn't, all of it in the Broadband range. In addition to the much reduced air volumes that would hamper the active return, that same active return also now has to contend with a much higher local ambient noise. In essence, the echos would be lost in the background noise of that event, so the torp still wouldn't get a return from it, just for different reasons.
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STS1(SS) USN (Ret) : 1997 - 2017 USS MICHIGAN (SSBN-727 BLUE) USS MONTPELIER (SSN-765) IMF PACNORWEST USS ALASKA (SSBN-732 GOLD) USS ALABAMA (SSBN-731 GOLD) NAVAL OCEAN PROCESSING FACILITY, WHIDBEY ISLAND USS TENNESSEE (SSBN-734 GOLD) |
07-19-17, 11:08 AM | #6 |
Watch
Join Date: Jul 2017
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Submarines no longer use Hunter/Killer logic... wonder what that means
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07-19-17, 12:25 PM | #7 | |
Samurai Navy
Join Date: Nov 2007
Posts: 567
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Quote:
-From the Steam thread |
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07-20-17, 08:34 AM | #8 |
Mate
Join Date: May 2009
Location: South Africa
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One unit tracks, the other unit prosecutes. Submarines don't do this, since they can't communicate with other units, like air or surface units can.
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"Submarines are under handed, unfair and damned un-English." - A British observer, 1902 MODS: SH 3 GWX 3 SH 4 1.5 TMO 2.5 SH 5 TWOS DW RA 1.42 |
07-19-17, 11:08 AM | #9 | |
Navy Dude
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07-19-17, 11:51 AM | #10 |
A-ganger
Join Date: Oct 2013
Posts: 74
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This is not the promised AI overhaul, is it?
Wonder when that will come. AI is still serking refuge on the surface or cannot evade torps like I can. |
07-19-17, 01:17 PM | #11 |
Bilge Rat
Join Date: Jul 2017
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Hang on, though, how does side-scan sonar work, if the sound is only being reflected off the air/water interface? It seems able to detect wrecks easily enough... Eg. http://www.dailymail.co.uk/news/arti...ean-floor.html
So clearly, SOME sonar can detect wrecks, but why can some sonar detect wrecks but not others? |
07-23-17, 10:51 AM | #12 | |
A-ganger
Join Date: May 2009
Location: Hooper, UT
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Quote:
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STS1(SS) USN (Ret) : 1997 - 2017 USS MICHIGAN (SSBN-727 BLUE) USS MONTPELIER (SSN-765) IMF PACNORWEST USS ALASKA (SSBN-732 GOLD) USS ALABAMA (SSBN-731 GOLD) NAVAL OCEAN PROCESSING FACILITY, WHIDBEY ISLAND USS TENNESSEE (SSBN-734 GOLD) |
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07-23-17, 07:38 PM | #13 |
A-ganger
Join Date: May 2006
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Side Scan is like creating an image from sound so it's more about combing the area over and over and building up a picture chunk by chunk. Even with interference you're probably going to see some kind of pattern emerge that a human can identify as a wreck or whatever.
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07-19-17, 12:12 PM | #14 |
Swabbie
Join Date: Jul 2017
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07-19-17, 04:17 PM | #15 | |
Stowaway
Posts: n/a
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Quote:
In the same mission, the November briefly spent some time on the surface. I should note this was my 'neverending' save game... a campaign that never seems to resolve started in 1.05 and just throws the same 5 missions at me. |
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