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Old 08-16-05, 05:16 PM   #16
LuftWolf
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I should also add about the TIW warning during missle launch.

I observed that prior to the seaskimming missle/passive sonar sound fix. The transient was much longer (as it turns out too long...) than it is now with v1.01.

The short missle transient may not produce a TIW message, as it appears very scattered on the waterfall most of the time.
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Old 08-16-05, 08:41 PM   #17
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Great mod but I have a few questions:

I was up against an Akula in a 688 and I was surprised when he launched a 65-76 torpedo at me. Is it possible that you could fix this from happening or show me how to stop it?

Also... any problems with this mod interacting with the soundspeed fix from SCS? I was a little surprised how easy it was to locate an Oscar II moving at 6 knots using the TB-23.

Also... I know that the TB-23 on the starboard side washes out faster (as it should) but is it more sensitive than the stock version of the towed array in the game? I imagine it is... I just have to confirm it.

Also... was the spherical array enhanced any? I'm surprised at how strong some of the broadband signals are for contacts like Oscars and Typhoons.

I love the mod... esp the great 65-76 torpedo fix without the wire. Thank you!!!

Let me know what you think about my questions.

Cheers.

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Old 08-16-05, 08:45 PM   #18
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Oscars and typhoons are loud in the standard database relative to other subs, and this has been left as it is, maybe to be addressed later.

Regarding the 65-76 torpedo launch, the use of weapons by the AI is something that needs more work for sure. Since the 65-76 has a longer range than the 53cm/ugst, it is possible that it didn't think it had a chance with the ugst, so it launched the 65-76, which is still listed as having asw capability, just reduced, same as the other russian wakehomer.

Thanks!

PS, the sensitivity of the tb-23 is in the middle of the tb-16 and the tb-29.
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Old 08-16-05, 09:21 PM   #19
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I just set up a scenario where I started within a few nm of an akula imp I.

I set my 688i to 35kts and watched what happened. The akula fired first two shikals at off degress which missed and then fired a 53cm torpedo.

I suspect the AI will still take a potshot with the 65cm at ranges outside where it would fire a 53cm/ugst.
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Old 08-17-05, 01:45 AM   #20
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After several more tests I have not had a repeat of the skimming incident which I am sure is just a 'unique' event. :hmm:
I have forwarded the dumps.

The MK 40s perform well after the usual provocation the AI manages some counter aggression.

Transients are fine when I am quick enough to catch them. Was that it ?

Listening hard for TIWs - gotta clear this wax .

Nice work - just a delicate change which keeps the SW diver 'eyes down'

Now where did I park my Ak ? :
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Old 08-17-05, 03:35 AM   #21
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AI launch using best weapon for range, hence 65 cm being used.

I am still trying to get in touch with Thomasew and Ludger to see how things are progressing.
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Old 08-17-05, 12:44 PM   #22
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Quote:
Originally Posted by LuftWolf
I should also add about the TIW warning during missle launch.

I observed that prior to the seaskimming missle/passive sonar sound fix. The transient was much longer (as it turns out too long...) than it is now with v1.01.

The short missle transient may not produce a TIW message, as it appears very scattered on the waterfall most of the time.
I did a few tests on a LAN, no TIW, good transients however.
In multiplayer the lag of TIW warning is still a problem, because you have to be in sonar to see the transient. in LTA its visible but difficult to find when you have a scattered screen.
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Old 08-17-05, 01:01 PM   #23
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Ideally, there would be a "Missle Launch Warning"...

However, the fact that the player has to put some effort into finding the missle transient, and the player's ability to detect a missle launch varies by platform in a way that reflects real life, makes me feel alright about how things are at this stage of development.

I really appreciate you testing this mod for MP. I genuinely feel it is a big improvement over the original DB/doctrine list without any added drawbacks, but there are obviouly a lot of things that need to be worked out. As it is, because of Amizaur's contribution, the mod addressed much more than I had originally intended, so I'm surprised and very please that it has been well received. I hope the Seawolves find it of use.
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Old 08-17-05, 01:10 PM   #24
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im sure a missile makes more noise on launch than a torpedo
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Old 08-17-05, 01:12 PM   #25
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Torps are around 80 and sublaunched missles are 100, except for the Harpoon which is 80, simulating its launch from a canister.
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Old 08-17-05, 01:12 PM   #26
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so you should hear a missile launch and you should nget a warning then right
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Old 08-17-05, 01:18 PM   #27
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You will, for sure, not get a TIW message with the v1.01 fix to the persistent missle transients.

It will leave a strong trace on the BB waterfall, but if you are in a Russian boat, and not paying attention, most likely you will miss it.
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Old 09-01-05, 11:56 AM   #28
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This Mod is now in v1.03.

Please see the dedicated thread on the main DW Subsim board for more details!
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