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Ocean Warrior
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http://www.orionwarrior.com/forum/sh...ad.php?t=29521
Here is the readme: Quote:
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#2 |
Ocean Warrior
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I'm beginning to already suspect that I set the threshold for maneovering related wirebreaking too low. However, that's a good place to start to get it dialed in.
Let me know about this aspect of the wirebreak mod especially... and I'm sure you will, Molon. ![]() Cheers, David
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#3 |
Master of Defense
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I don't believe torpedo speed should be a factor in wirebreak. The wire unreels from the torpedo and should be stationary in the water even when the torp is at max speed -- at least, one would hope the designers spec'ed the reel mechanism to work at max torp speed.
The sub is where the problem is. The wire unreels from the breech-end of the tube as the sub travels through the water, thus it stretches through the torpedo tube and past the muzzle and outer doors. Theoretically, the wire should be stationary in the water as the sub maneuvers. However, high speeds and/or turn rates can cause the wire to 'snag' at the muzzle/outer door and break. Can make wire break dependent only on sub speed, turn rate* (use rudder angle?) and distance from the launch point? *Actually, wire break will depend on magnitude of turn from original launch heading, and is more likely if the sub turns in a direction away from the side the torpedo's initial run-out course. Complicated, ain't it? ![]() |
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#4 | ||||
Sonar Guy
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Well have to test those rules myself in actual game too see how they work ! ![]() UUV sounds great !! ![]() The MPT torpedo - sure I think in RL the speed is lower than 55kts, but at the time we lowered it, we lowered it from 70kts so 70 --> 45 seemed too radical :-). I think it's a good move, don't see tiny electrical torpedo making 55kts unless it's state-of-the-art western design like MU-90 or even better. The SLAM-ER turning radar at last waypoint - I though about this too but had no time.. great that it was possible, now P-3 has Harpoons at last ![]() P.S. Have you resolved yourself problem with enabling torpedo outside wire range ? Or am I to look at it still ? |
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#5 |
Sea Lord
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:|\ Gentlemen may I thank you for all your hard work and devotion to our game. I am off to download immediately.
Well done ! :|\
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#6 |
Sonar Guy
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In fact all the work is being made by Luftwolf now
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#7 |
Sea Lord
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UUV Mk2 preliminary tests indicate new speed depth control function working as outlined. However the UUVs sonar
performance of my game is, or has been, screwed ! UUV Mk 2 performance is unreliable, random and full of inexplicable inconsistencies. Egs: (1) Identical Kilo contacts, tracked by 2 UUVs on 180 deg opposite courses. Both contacts at same speed, depth and course. Kilo A at 8.5 nm tracked but Kilo B at 5.7 nm hidden. Passage of time and repositioning UUVs did not affect this. (2) FFG close-in had initial track only with no updates. (3) Phantom contacts. LW - I have emailed selected dumps. I remember a while back writing that UUV developments in the game are likely to finish up in a cul de sac. (By one means or another) Prophetic or just anticipatable ? ![]()
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#8 |
Ocean Warrior
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My pleasure to work with you Amizaur.
![]() Yes, I fixed the enable past wire break issue... I needed to store the original RunToEnable value in a new variable, because RunToEnableValue gets set to -1 (I think) when the preenable button is used. I mean that you can slowly press each button while at the console. So if you know you you need two clicks, just hit it once, wait a second or two and hit the button again.
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#9 |
Ocean Warrior
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Bellman, I focused on the control aspects of the UUV. I just assumed that the sensor would work like other sensors in the game.
Of course, just like assuming that helos and aircraft would automatically drop contacts once they no longer are tracking them on a sensor, this turned out to be wrong. Thanks for the testing... I look at it to make sure the UUV sensor is working properly and make sure there is nothing added in the doctrine that would interfere with tracking contacts. Cheers, David
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#10 |
Ocean Warrior
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Bill, thanks for the information.
I am a bit limited in what I can do with the ownship parameters because of *yet* another latent coding inconsistency/malfunciton in the SimEngine. I have an embarassingly large toolbox of doctrine functions to work with, a lot of which are no good because the sim isn't feeding good variable values into the doctrine. All this was done in about 30 hours... now that I have some time and the core done, I can sitback with the testers and talk about what is known of the real world and what would work best for gameplay. Cheers, David
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#11 |
Ocean Warrior
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Tony:
I think the "phantom" contact is actually ownship. In terms of the other contacts, I have to look at their parameters exactly and the acoustic conditons. Additionally, I have noticed that sometimes you have to drop a contact for the UUV to update it... Like I said, I blew through the parts of the changes I took for granted would work the way they should, instead focusing on the parts that had to be engineered and tested completely. Now that the engineering is done, the tuning process can begin. I'm going to need a team of testers from now on to work with me. So, that means you guys. ![]() Cheers, David
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#12 |
Ocean Warrior
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Bellman, upon further review it would appear the sensor is working properly. I can't comment on the specific acoustic conditions or platform details in your test, or on what your interpretation of it is really because I would need to have been there.
One thing that I can say is that the UUV actually seems to be ploting a bearing that is the result of TMA calculations rather than the truebearing from the sensor surface. You can notice this most clearly if you fire a torpedo past your UUV, or on any contact with a high bearing rate on the UUV. There is clearly a big lag on the bearing of the contact, however, the real bearing is displayed if you drop the contact. Unfortunately, there is nothing I can do about that, most likely, other than to say, that's the consequence of the new less omniscient aTMA system. I mean, the UUV is giving you free data more or less anyway, so dropping the contact if you really need to be sure of the bearing doesn't seem like TOO big a deal, considering it will pop right back up at the correct bearing. So, maybe consider it, "working the UUV." ![]() In any case, please run your test again and try dropping the contacts before you take your bearings, and better yet, can you send me the mission file itself, please? ![]() Cheers, David PS Also, keep in mind, the sonar on the UUV is always assumed by the sim to be doing detection on base tonals like 50hz or 60hz, so I have to adjust the sensitivity based on detection as if it is a TA! The good news is that I can get the same kind of performance if I have the NRD lowered to a very low level. For example the TB-29 is at -14, and TB-16 is at -10, and the UUV sensor is at 7. (and that represents increments on a log scale, not linear). This means that very quiet contacts may not be detected at all or only at extremely close range. In short, you probably are not going to find a Kilo Imp moving at 3kts in 75ft of water with a UUV at all, and a nuke in the open ocean at creep speed only very very close. It is probably more a useful recon tool for general situational awareness to send it to sprint ahead and triangulate with ownship sensors or to see around and over obstacles. In ASW, it is probably only good AFTER the shooting has started to keep track of your opponent's evasion.
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#13 |
Sea Lord
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LW: I have sent you my Test scenario file . The UUVs were launched and turned and observed over a relevant time
period at 6 knots which was the minimum attainable speed. No other actions such as classification, TMA etc were attempted. Just left 'em to rock and roll, initialy, just like the stock ones. Only a prelim. - my scenario file or the playtest zip may have become corrupted. I will have another look at it and in the meantime if you have any other suggestions for reruns please let me know.
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#14 |
Ocean Warrior
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If you just left them alone, then most likely the bearings will go off after a set period of time. Like I said, the GAME is giving you the bearings that result from the UUV making aTMA calculations. The way the game forces bearing error in the aTMA solution is interfering with the UUV sensor display.
This is present with the stock game as well. The solution to this is to drop the contact before you try to read its bearing, the contact will immediately pop back up at the correct bearing, assuming you still have sensor contact. Cheers, David
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#15 |
Silent Hunter
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Are you sure its doing TMA on a bearing line? I figured it was just averaging the bearing over a time interval. And yeah, this is nothing new, you can notice it every time the UUV detects ownship for the first time.
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