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Goblin
Joined: 25 Mar 2006 Posts: 10 Location: Chicago, IL
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Posted: Thu Mar 30, 2006 1:38 am Post subject: Lwami 3.02 SS-N-27 ASW Re-launch bug? |
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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
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Posted: Thu Mar 30, 2006 1:41 am Post subject: |
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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
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Posted: Thu Mar 30, 2006 12:42 pm Post subject: |
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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
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Posted: Thu Mar 30, 2006 1:44 pm Post subject: |
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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
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Posted: Thu Mar 30, 2006 5:28 pm Post subject: |
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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
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Posted: Fri Mar 31, 2006 3:32 am Post subject: |
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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. :huh:
And then still get the kills anyway.... \ |
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Orm
Joined: 23 Jun 2005 Posts: 76 Location: Finland
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Posted: Fri Mar 31, 2006 4:32 am Post subject: |
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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. :huh:
And then still get the kills anyway.... \ |
Why do you say 8 missiles? Only one is enought for me. \ |
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LuftWolf
Joined: 09 May 2005 Posts: 1872 Location: Free New York
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Posted: Fri Mar 31, 2006 1:37 pm Post subject: |
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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. |
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MaHuJa
Joined: 10 Jan 2002 Posts: 447 Location: 59.96156N 11.02255E
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Posted: Fri Mar 31, 2006 8:07 pm Post subject: |
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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
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Posted: Fri Mar 31, 2006 8:24 pm Post subject: |
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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? |
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Molon Labe
Joined: 16 Jun 2004 Posts: 1052 Location: Bloomington, IN, USA
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Posted: Fri Mar 31, 2006 10:17 pm Post subject: |
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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
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Posted: Sat Apr 01, 2006 11:02 am Post subject: |
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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...
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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