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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
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Ok, just because I think I'm starting to lose track of things, I'm going to post here literally everything I am contemplating changing for LWAMI4, and I'd appreciate it if you guys post if we've talked about anything or you read something somewhere that I'm leaving out.
I really appreciate this a lot! Thanks! Cheers, David
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LW ![]() ![]() Last edited by LuftWolf; 06-10-06 at 06:20 AM. |
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#2 |
Ocean Warrior
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LWAMI 4.xx In Progress Issues
-Finish Torpedoes (the biggest one) -Consider changing UUV NB tonals - Update UUV sensor per Amizaur and jsteed -fix helo issues: raise dipping alt, update doctrines to shut off sensors, enable proper notrack search behavior, and tune the MH60 sections to prevent undesired sensor and flight search behavior -Make sure the SLAM-ER and TLAM are functioning 100% correctly -Add a "FRIEND" weapon evasion exception for the AI -Prevent AI sub grounding -Add SLBM's -Convert some Ohio's to SSGN's -Convert Stallion to drop APR-3 -Add MK60 Captor Mine -Fix RBU's and enable them for use against torpedo (perhaps create separate doctrine for RBU equipped ships to maximize effectiveness) -Adjust the playable aircraft lookouts to detect submerged submarines near periscope depth automatically for the player (yes, I tested this, and it definately works) -Try to improve Air to Air behavior (and aircraft behavior in general) -See if there is some way to expand the acoustic/MAD sensor drop contact fix to the non-acoustic/MAD aircraft sensors (not looking good... perhaps aircraft are tracking by satillite relay :p ... but the good news is that aircraft will no longer keep updating submerged targets inappropriately, which is really the absolute most important thing here, surface targets are a very close second, but we'll all have to live with this for now and I'm fine with my satillite theory :p :p) -Adjust AI TA depths to better fit proper shallow washouts for the player TA's Also, I'm going to give all AI TA's a detection bonus of -2 because I recently discovered that the AI detection threshold in the NSE is actually set at POSID of type and class for the AI, meaning that some contacts aren't acknowledged by the AI until ridiculously late (think three lines on the NB for Akula Imp I against 688i and vice versa, when the human player knows almost right away what he is tracking, or at least has a very good suspicion when it is submerged and hostile). -Adjust Radar and Fire Control Radar ranges across the board -Add more flight profiles for ASM's, especially high-flying missiles -Create separate AAM doctrine to prevent fraticide from fighters against wingmen -Try to separate radar from active sonar EMCON for surface vessels (not bloody likely for this upcoming version, but it'll be on the table for the next version, along with some more changes focused on the AI) -Add separate torpedo sounds for electric/non-electric and perhaps some unique torpedo sounds for the broadband sonar (for your listening pleasure... interestingly enough, there are some sounds already in the game audio archive that aren't even used by the current database... sure would be nice for SCS to give us some comprehensive materials detailing exactly what we've got to work with, sheesh... how many millions do I have to pay for some service around here!? ![]() -Get feedback on the new nuke speeds (not everyone is going to be happy, I understand that, we'll get through this, together ![]() ![]() -Look at increasing the bearing error for low frequency sonars, notably the TA's -Add Missile Launch Warning ping to all underwater launched missiles and update SubrocAttack doctrine to take advantage of this (I'm also taking votes on what frequency number the launch warning ping should be on active sonar, right now I'm starting the bidding at 1000hz, can I get one-thousand five?) I might also try again to add a genuine TIW for underwater missiles... I mean, how hard could it really be anyway??? -Update all AI evasion routines, including adding last minute evasion for "dead-duck" AI platforms -Add a small baffle to the TA directly astern (2-4 degrees on either side as black space, tops) to simulate reported signal loss at extreme angles on the TA, which makes sense, the area with almost no ambiguity should be a dead zone if my understanding of array geometry is correct -Add ESSM quad-VLS packs to Burke DDG, which will improve their ability to take down threats that make it past the TF's SM-2 and also give them more missiles overall, which is a good thing since the CIWSAttack doctrine now works properly in assigning multiple missiles only to targets that make it past the first fire, or are very close and fast to begin with -Try to fix UAV and DSRV (no promises for this upcoming version...) -Fix the E-2 crashing on carrier launches -Investigate the ECMJammer function and see if we can get some wild wiesles up in this piece (no promises for this version on this one) Ok, so let me know if I'm missing anything! Looking at this list, it's like we haven't even fixed anything, but the list of things fixed in 3.02 over stock or even LWAMI 1.00 is just massive, so thanks for your support in this endeavor gents! Cheers, David
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LW ![]() ![]() Last edited by LuftWolf; 06-11-06 at 03:47 AM. |
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#3 |
Torpedoman
![]() Join Date: Jun 2005
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Many thanks Luftwolf for the work you are doing, and again, even if I have told you previously, I do love your mod with DW. It is giving more thrills in my dives. One thing that I would like to see, but it is not so much related to the new version, is a JSGME (DW) compatible with the LwAmi 4.xx. It works great. Cheers.
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#4 | ||
The Old Man
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Luftwolf,
I have a good friend who states that the helo doctorine is messed up. He says that his testing has consistantly shown that they can ping without slowing down or stoping to drop the sensor. All in all, I like the list. Quote:
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#5 | |
Ocean Warrior
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#6 |
Silent Hunter
![]() Join Date: Jun 2004
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The "ping" on missile lauch seems a bit gamey to me. I'm happy with the BB noise as it is, although a true transient alert would be nice (and I know only SCS can do that). I do have a preference for things that work over "good-enough" workarounds, though. And making a sonar ping get transmitted by a missile launch is the sort of thing that just seems sloppy and kills immersion.
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#7 |
Helmsman
![]() Join Date: Oct 2005
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Wow, what a list, I'll be honest I don't know what half of that is, but good to see you're working on it.
Keep it up! |
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#8 | |
Ocean Warrior
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I'm not really the one that has been pushing for this really... I'm fine with how it is now like 70%. The thing is that we have the TIW warning, so not having an automated missile warning seems to be inconsistent with this. Perhaps I will make another attempt at giving a genuine TIW warning on missile launches. :hmm:
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#9 |
Silent Hunter
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I agree that it's inconsistent that we don't have one, but I've always believed that if you can't do something right....
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#10 | ||
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
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Question is... how do we replace the ping with the sound of our choice?
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#11 | |
Samurai Navy
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#12 |
Ocean Warrior
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If I could get the missiles to fire torpedoes if fired underwater and not fire torpedoes when fired above water, this would be easy.
Here is the problem. The AI simply does not fire at nothing. I can't get the missile to fire the torpedo unless they have a track. Here's where it gets interesting. For SUBROC missiles, this is no problem. Since they are classified in the database as a "snapshot" weapon, the target track is provided to them immediately at launch, so they start life with a NEWTRACK from the NSE, meaning they will launch the torpedo. The problem is, they already have a torpedo, and the weapon-selective <Attack "[weaponname]"> command doesn't work for weapons launching other weapons, only Firebest, and it seems the SUBROC missile wants to fire its actual torpedo payload in most situations first. The problem for non-subroc missiles is that they have no track when they start life. The way this solution is shaping up, for non-subroc missiles, I would have to give a very short range visual sensor to detect the launching platform and use the IF tgtsource $= "visual" THEN Firebest ENDIF conditional (very similiar to the wirewatch features put into the wireguided torpedoes). Also, I could use a depth-based conditional for either the missile to fire or for the dummy torpedo to simply dissappear if fired above the surface before hitting the water. I think this can simply be added over top of the relevant missile doctrines without any issues, but I could always be wrong of course. For subrocs, I dunno... I'll probably have to tweak the database, but its pretty risky, I'd have to be pretty confident the actual torpedo would never get launched. From a coding standpoint, the missile ping on launch is SOOO much more elegant, and would achieve exactly the same freaking thing, Molon. I really like the idea of changing the ping sound to something else BUT i have found no way to control the ping sound and that other platforms share the same ping... I mean, ideally, I could just have no sound at all, and simply allow players to get a newtrack from the active intercept autocrew, which I assume everyone uses (cough cough the GNSF needs get with it on this...). In this case, I have two options that both suck, mostly. But if I could make either one work the way we want without messing anything up, it'd be pretty good I think. Let me see... I'm a bit burned out from the torpedo work (don't worry), so I'm happy to do something in which my expectation of success is not quite as high. Cheers, David
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#13 |
Ocean Warrior
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Ok, the "best" overall way that I have found so far is to give it an active sonar sensor and delete the ping sound from the sfx.agg so that it is reported strictly by the Active Intercept Autocrew.
Now this has a big problem associated with it. The game sound engine is constructed in such a way that subs, ships, and torpedoes are assigned their own ping sounds that can be edited individually, and then everything else left over gets assigned the generic ping sound. SO... deleting the ping sound for the missile also means no ping sound for any helos or buoys... which is a BIG BIG "hell no!" for doing it this way. I also am beginning to agree with molon... how big of a pain in the ass would it be to hear a pinging every time you launched missiles. Yikes! So, the only way left to go is to try to add some kind of TIW (which is automatically not reported to the launching platform, even if the torpedo is launched by a weapon launched by the launching platform)... and this means getting messy. You have no idea how hard it is to try to get missiles to launch torpedoes at nothing! ![]()
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LW ![]() ![]() Last edited by LuftWolf; 06-12-06 at 03:19 AM. |
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#14 | |
Admiral
![]() Join Date: Apr 2005
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We'll wait for an official patch, and you go on modding DW without loosing your sanity ![]() |
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#15 | |
Ocean Warrior
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And this mod work is actually helping to KEEP me sane, at least the problem-solving aspects of it. I can live without the grunt work... that's what drives me up the wall, and it's also why I don't work in an office as a cubicle rat keyboard jockey.
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