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Old 04-19-07, 09:45 AM   #16
Gorshkov
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Hello Lufty again!

You brag about changing torpedoes seekers' range in your mod, don't you. In stock DW all torpedoes have seeker range about 4500 meters, don't they. Could you give us here your seeker range settings for all playable torpedoes???
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Old 04-19-07, 10:29 AM   #17
LuftWolf
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I'm not sure "brag" is the right word, but if that is how you want to translate it from your language that's fine.

ADCAP-3000m, UGST-2750, Mk50/54-2300, Mk46-1500, USET80-2000, MPT-1UE/APR3-2000, UMGT1-1500, YU8-1750, TEST71-1500.

Am I missing any?

Before you ask, no there is no actual basis for any of these numbers, other than what works well in DW.

Yes, they could literally be set at anything. No, that is not a reason not to try to improve gameplay.

Also, I didn't make these settings. This work was done by Amizaur about a year and a half ago, and these are what the LWAMI players have been using for that time.

Cheers,
David
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Old 04-19-07, 12:17 PM   #18
Gorshkov
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Quote:
Originally Posted by LuftWolf
ADCAP-3000m, UGST-2750, Mk50/54-2300, Mk46-1500, USET80-2000, MPT-1UE/APR-3-2000, UMGT1-1500, Yu-8-1750, TEST-71-1500.

Am I missing any?

Before you ask, no there is no actual basis for any of these numbers, other than what works well in DW.

Yes, they could literally be set at anything. No, that is not a reason not to try to improve gameplay.

Also, I didn't make these settings. This work was done by Amizaur about a year and a half ago, and these are what the LWAMI players have been using for that time.
Good Lufty!

Are these ranges true in active or passive mode?

Is various seekers sensitivity dependent on any other game parameters (except water conditions) than above acquisition ranges?

As for 53-65K and 65-76 wake-homers: Are they effective against submerged subs in your mod at all? I have fired one recently at submerged Foxtrot. My torpedo has found target's wake and followed him excellently in horizontal axis but couldn't hit because of depth disparity.

By the way: Where is Amizaur? Has he left this community??? :hmm:

Last edited by Gorshkov; 04-19-07 at 12:32 PM.
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Old 04-19-07, 03:43 PM   #19
GrayOwl
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Wake - remaining for a stern of the ship a strip sated with the large number air bubbles. Has the greater absorption of an acoustic signal, than environmental water. At the expense of it can be found out by system of prompting of a torpedo.
For the surface ship length can reach more than kilometer. Depends basically on speed, size and form of a underwater part of the ship.
For submarines length of a wake strongly decreases with growth of depth of immersing of a boat.
For an average boat, on speed of 6 knotsts length of a wake makes:
At depth 15 m (49 Ft) - about 900 m;
At depth 27 m (88.6 Ft) - 215 m;
At depth 38 m (124.6 Ft) - 40 m.
The corner of dissolve of a jet (determining as width) at once for stern makes 50 degrees, on distance 100 m (328 Ft) - 1 degree.
The depth (thickness) of a jet makes 1,5-2 drafts of the ship at once at stern and with distance from not , varies unsignificantly.
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Old 04-19-07, 11:07 PM   #20
LuftWolf
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The seeker ranges listed are for active sensors. The actual in-game detection ranges will vary based the standard conditions that affect sonar.

Regarding the wake-homers, it is intended that they are ineffective against submarines, since the DW engine allows this normally, when it should not be the case, as GreyOwl pointed out.

Cheers,
David
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Old 04-20-07, 11:39 AM   #21
Gorshkov
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Thanks for info, guys!

Have you changed anything in the non-playable torpedoes' seekers, Lufty?
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Old 04-20-07, 01:45 PM   #22
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Yes, I have... they are reasonably scaled in a manner similar to the playable torpedoes.

Cheers,
David
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Old 04-20-07, 02:42 PM   #23
Molon Labe
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Give us more documentation!!!!!:p:p:p
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