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Lwami 3.02 SS-N-27 ASW Re-launch bug?

 
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Goblin



Joined: 25 Mar 2006
Posts: 10
Location: Chicago, IL

PostPosted: Thu Mar 30, 2006 1:38 am    Post subject: Lwami 3.02 SS-N-27 ASW Re-launch bug? Reply with quote

Played a game tonight in which a SS-N-27 ASW was launched, entered the water without releasing it's payload, and then re-launched out of the water, flew to another part of the map, and dropped it's payload.

Game version was patch 1.03 + Lwami 3.02.
Weird stuff.
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Molon Labe



Joined: 16 Jun 2004
Posts: 1052
Location: Bloomington, IN, USA

PostPosted: Thu Mar 30, 2006 1:41 am    Post subject: Reply with quote

Sounds like the same thing that happens with every other SM-2 fired in the stock game.

DW doesn't model missile flight very well...
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LuftWolf



Joined: 09 May 2005
Posts: 1872
Location: Free New York

PostPosted: Thu Mar 30, 2006 12:42 pm    Post subject: Reply with quote

Well, nothing has been changed for the subrocs in quite some time (speaking in terms of Mod versions)... and that's definately a new one!

My guess is something screwy going on in that particular situation, as generally the 27ASW's work the way they should.

BTW, was this in SP or MP? Missiles in MP on client computers appear sometimes to do all manner of strange things, but on the host computer (and thus in the "actual" game) they are actually performing correctly.
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OKO



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

PostPosted: Thu Mar 30, 2006 1:44 pm    Post subject: Reply with quote

As said LW, it's just a graphical glitch, but they work fine, and are really accurate with LWAMI compared with stock DW
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Goblin



Joined: 25 Mar 2006
Posts: 10
Location: Chicago, IL

PostPosted: Thu Mar 30, 2006 5:28 pm    Post subject: Reply with quote

LuftWolf wrote:
Well, nothing has been changed for the subrocs in quite some time (speaking in terms of Mod versions)... and that's definately a new one!

My guess is something screwy going on in that particular situation, as generally the 27ASW's work the way they should.

BTW, was this in SP or MP? Missiles in MP on client computers appear sometimes to do all manner of strange things, but on the host computer (and thus in the "actual" game) they are actually performing correctly.


It was a MP game.
Probably was just graphical issues, but on my screen I had no way of knowing if it was tracking something or not.
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LuftWolf



Joined: 09 May 2005
Posts: 1872
Location: Free New York

PostPosted: Fri Mar 31, 2006 3:32 am    Post subject: Reply with quote

Yes, it can be kind of distressing to spend 2 hours in a MP game lining up a 27ASM attack of eight missiles against a SAG only to see them all fly to the bottom of the ocean and start dancing. Surprised :huh: Confused Damn

And then still get the kills anyway.... Neutral\ Smile
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Orm



Joined: 23 Jun 2005
Posts: 76
Location: Finland

PostPosted: Fri Mar 31, 2006 4:32 am    Post subject: Reply with quote

LuftWolf wrote:
Yes, it can be kind of distressing to spend 2 hours in a MP game lining up a 27ASM attack of eight missiles against a SAG only to see them all fly to the bottom of the ocean and start dancing. Surprised :huh: Confused Damn

And then still get the kills anyway.... Neutral\ Smile


Why do you say 8 missiles? Only one is enought for me. Neutral\
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LuftWolf



Joined: 09 May 2005
Posts: 1872
Location: Free New York

PostPosted: Fri Mar 31, 2006 1:37 pm    Post subject: Reply with quote

Well, when facing up against AEGIS ships, it's often necessary to use more than one Anti-Ship Missile, even the mighty SS-N-27. Argh
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MaHuJa



Joined: 10 Jan 2002
Posts: 447
Location: 59.96156N 11.02255E

PostPosted: Fri Mar 31, 2006 8:07 pm    Post subject: Reply with quote

Not to mention the fact that to sink a OHP, you need three hits with it. It's not so unviable that a missile is shot down before enable, either, perhaps unless you're shooting from the 14.8nm mark or something.

So against a OHP, the minimum is 4 missiles.


BTW, the akula is able to launch 14 of them in one volley, by also using all external tubes. Few ships can survive that.
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Goblin



Joined: 25 Mar 2006
Posts: 10
Location: Chicago, IL

PostPosted: Fri Mar 31, 2006 8:24 pm    Post subject: Reply with quote

MaHuJa wrote:
Not to mention the fact that to sink a OHP, you need three hits with it. It's not so unviable that a missile is shot down before enable, either, perhaps unless you're shooting from the 14.8nm mark or something.

So against a OHP, the minimum is 4 missiles.


BTW, the akula is able to launch 14 of them in one volley, by also using all external tubes. Few ships can survive that.


Few ships?
Which ships would be able to survive a 14 missile/torp volley? Very Happy
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Molon Labe



Joined: 16 Jun 2004
Posts: 1052
Location: Bloomington, IN, USA

PostPosted: Fri Mar 31, 2006 10:17 pm    Post subject: Reply with quote

The Ticos and Burkes can, if you play the modded game, and if the volley was fired from more than 20nm away.

In the stock game, nothing stands a chance.
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MaHuJa



Joined: 10 Jan 2002
Posts: 447
Location: 59.96156N 11.02255E

PostPosted: Sat Apr 01, 2006 11:02 am    Post subject: Reply with quote

The biggest problem when using such missile waves, is that all the missiles will home on one ship, the first they find, and ignore the rest. If the ship was not alone, worst case it being a neutral you hit, or against a CVBG or similar it means you create a small hole in their defenses. I repeat: small, compared to the cost.

Firing them at slightly different bearings might get you better results, but not all that often. If you could just waypoint them... Surprised

Against AI, you usually have more luck firing an active torpedo and enabling it very very early. I've had five kills per weapon slot that way. And that seems to be with collision avoidance scripts, and what should be plenty of space inside the formation.
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