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Wireguided torpedo as offboard sensor?

 
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Hobnail



Joined: 27 Feb 2005
Posts: 245
Location: Sydney, Australia

PostPosted: Sun Jan 29, 2006 4:21 pm    Post subject: Wireguided torpedo as offboard sensor? Reply with quote

The following is based on my limited knowledge of this area and could be liable to suffer from itdoesntworklikethatitis.

At least with the ADCAPs, in real life the wire allows two-way communication and the use of the torpedo sonar as an offboard sensor. One of the main advantages of this advanced torpedo is negated to a great extent by the lack of this ability in DW.

Is it possible to somehow create a frankenstein hybrid of the UUV and a warshot to allow offboard sensors? If not maybe I should post this to the attention of Jamie and see if SCS could do something.

Thanks.
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TLAM Strike



Joined: 30 Apr 2002
Posts: 4866
Location: Rochester, New York

PostPosted: Sun Jan 29, 2006 4:34 pm    Post subject: Reply with quote

The LWAMI mod did that at one point and it really unballanced the game...
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Deathblow



Joined: 11 Sep 2005
Posts: 392

PostPosted: Sun Jan 29, 2006 5:25 pm    Post subject: Reply with quote

I think the problem with the engine was that the torpedo was still giving feedback even after the wire was cut.

That and a display but could instantly tell you the difference between a CM and a true contace :dead:

Would be nice if these issues were resolved, but the engines closed for tampering for the most part.
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XabbaRus



Joined: 21 Sep 2001
Posts: 6949

PostPosted: Sun Jan 29, 2006 5:31 pm    Post subject: Reply with quote

Thomas tried it with SCX too and it doesn't work too well.

I am not sure how it works in RL but I always have the impression that the torps sonar feedbacks to its own screen adn you get a little blip showing active return. Or maybe that is me watching too much crap TV:)
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OKO



Joined: 10 Jan 2002
Posts: 468
Location: Solar system, mainly on earth

PostPosted: Sun Jan 29, 2006 6:13 pm    Post subject: Reply with quote

SWP did that quite well also, on SC
this is definitly a great tool and I regret it.
It's true this makes ADCAP horribly more efficient than without it ...
it give you a picture of the target area, crossed with onbard sensor, you follow the target as will
You don't need to worry your target too much : just some torpedo pings until you catch it, then close the target, then open the seeker at 500 yards, coming from a safe trajectory (with no CM beetween).
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Kazuaki Shimazaki II



Joined: 03 Jan 2006
Posts: 146

PostPosted: Mon Jan 30, 2006 1:10 am    Post subject: Re: Wireguided torpedo as offboard sensor? Reply with quote

Hobnail wrote:
Is it possible to somehow create a frankenstein hybrid of the UUV and a warshot to allow offboard sensors? If not maybe I should post this to the attention of Jamie and see if SCS could do something.

Thanks.


It is actually a Level 1 (easiest) mod. All you need to do is download DWEdit if you don't have it, use that to open up the database. Then select your torpedo. There is a litle check-box marked "Feedback". Enable that, save database.

Of course, you'd now be REALLY sorry. As mentioned, you'd get feedback, but most of them are false, and you'd continue to get them after cutting the wire...

Which makes me wonder whether UUVs work properly at all, since they seem to use the same "Feedback" flag.

I'm on the verge of putting my head back in the database and deselecting feedback...

What a properly working one will do is take you back to the days of 688I with the 3D camera that shows reality. You can hand steer the torpedo onto the target...
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Hobnail



Joined: 27 Feb 2005
Posts: 245
Location: Sydney, Australia

PostPosted: Mon Jan 30, 2006 2:01 am    Post subject: Reply with quote

Interesting.

Thank you all.
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