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LuftWolf and Amizaur's Realism Mod--NEWLY UPDATED TO 3.02!!!
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LuftWolf



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

PostPosted: Wed Mar 01, 2006 4:24 pm    Post subject: Reply with quote

Things are beginning to level out a bit... I think I can get back to work in earnest soon.

I'd expect to see the LWAMI 3.00 Official Distribution WITH the completely revised readme this weekend or the early part of next week. I want to be able to give you guys some concrete word on the project of adding the new platforms to LWAMI and their own separate installer by the end of next week.

I'm sorry but the confluence of my life getting busy and another less than ideal game version from SCS (that makes me more BETA tester than modder, a balance I am getting weary of...) has stalled things a bit.

I hope SCS has made more progress in the last two weeks than I have. Yep Thumbs Up

Cheers,
David
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Barleyman



Joined: 07 Jul 2002
Posts: 113
Location: Finland

PostPosted: Fri Mar 03, 2006 6:01 am    Post subject: Reply with quote

LuftWolf wrote:

I'm sorry but the confluence of my life getting busy and another less than ideal game version from SCS (that makes me more BETA tester than modder, a balance I am getting weary of...) has stalled things a bit.


What's the mysterious boo-boo with 1.03 patch anyhow?
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LuftWolf



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

PostPosted: Sat Mar 04, 2006 8:05 pm    Post subject: Reply with quote

I was refering to the ownship torpedo pinging issue... but perhaps it is not as serious as I thought it was... :hmm:

In any case, if you don't notice it... then don't worry about it!!!

Don't let other people's opinions ruin your game for you. Joking

Edit: Yeah, upon further review DW 1.03 is just fine as far as the gameplay, especially in MP, goes. Thank ML for straightening me out. :doh: Thumbs Up


Last edited by LuftWolf on Sat Mar 04, 2006 8:51 pm; edited 1 time in total
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LuftWolf



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

PostPosted: Sat Mar 04, 2006 8:50 pm    Post subject: Reply with quote

Barleyman wrote:
LuftWolf wrote:

I'm sorry but the confluence of my life getting busy and another less than ideal game version from SCS (that makes me more BETA tester than modder, a balance I am getting weary of...) has stalled things a bit.


What's the mysterious boo-boo with 1.03 patch anyhow?


Ok, let's be more positive.

DW has such a great potential for expansion that I am itching to do that more and more and spend less time hunting down bugs... of course, that's everyone who works on or with a piece of software they like I guess... with 1.03, I think (now that I have been corrected) we are at the place where larger scale expansions of DW is a thing that can happen quite well now. :know:

You guys, both users of LWAMI and users of the stock database, can look forward to new 3-d models and new platforms in the next month hopefully, as the modellers and skinners are continuing to do their good stuff. The plan is to have the new platforms available in a separate download from LWAMI, so that users of the stock and modded versions can take advantage of new missions created with those platforms and the community as a whole can stay compatible.

Cheers,
David
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Molon Labe



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

PostPosted: Sun Mar 05, 2006 7:37 am    Post subject: Reply with quote

LuftWolf wrote:
I was refering to the ownship torpedo pinging issue... but perhaps it is not as serious as I thought it was... :hmm:

In any case, if you don't notice it... then don't worry about it!!!

Don't let other people's opinions ruin your game for you. Joking

Edit: Yeah, upon further review DW 1.03 is just fine as far as the gameplay, especially in MP, goes. Thank ML for straightening me out. :doh: Thumbs Up


That's only with respect to the torpedoes. The pitch excursions aren't just the eyesore that I took them for when I first saw it, though. It's failing the towed arrays, and that sucks massive ass, especially in MP.
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Barleyman



Joined: 07 Jul 2002
Posts: 113
Location: Finland

PostPosted: Sun Mar 05, 2006 10:35 am    Post subject: Reply with quote

LuftWolf wrote:
In any case, if you don't notice it... then don't worry about it!!!


Only thing that bothers me with 1.03 is that torpedoes are essentially lobotomized. If I set it to 35kts to get max range, I have no way to kick them up to 55kts for the run-down. So waiting for the advanced torp control to be integrated Wink
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Barleyman



Joined: 07 Jul 2002
Posts: 113
Location: Finland

PostPosted: Sun Mar 05, 2006 12:52 pm    Post subject: Reply with quote

Oh, and since we're talking about all-time pet peewes, the replay should be fixed, finally.. It's basically as bad as it was for 688i hunter/killer and it's bloody 2006 now! I do not know how it functions but I do have the feeling it records way way too much data. it'd be pretty much enough to record location of every object once a second or so.
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LuftWolf



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

PostPosted: Sun Mar 12, 2006 2:33 am    Post subject: Reply with quote

http://www.subsim.com/phpBB/viewtopic.php?t=49703
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suBB



Joined: 18 Dec 2005
Posts: 37

PostPosted: Mon Mar 13, 2006 1:09 am    Post subject: THANK YOU !!! Reply with quote

Just dropping in a line to give you (all responsible for making luami realism mod a reality) a mucho grand’e Thumbs Up on luami official

You would think after less than 10 years of subbing around online, the $@#t would get old... and it did... until this mod.

I mean, its the little stuff that makes a world of difference - detectable missle launch transients !?!?!? (wow, did i read that right in the readme.txt)

can you also detect flooding and muzzle doors opening on torpdeo tubes?!!? whats next... whales with 'gas' lol

Bottom line: this mod makes sub sims fun again Yep


Thanks again!!!


suBB


P.S.

what do you plan to add/change on future luami releases?
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LuftWolf



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

PostPosted: Mon Mar 13, 2006 4:07 am    Post subject: Reply with quote

Ok, I just posted the LWAMI 3.01 update at the CADC. Here is the 3.01 addition to the readme:

Quote:
XX-Changes for LWAMI 3.01-XX

FFG ASTAC MH60 Loadout—In LWAMI 3.00, the ASuW loadout was incorrect and this has been fixed. Also, since we are unable to add two torpedoes to the Strike configuration such as for the player MH60, we have added an extra rack of four Hellfire’s, making the Strike Loadout now 8 Hellfire’s. Note: Although they are still called Hellfire Strike, they are capable of attacking ships and surfaced submarines, and will behave exactly like the player-fired Hellfire’s. The same fix that prevents Mavericks from homing on submarine below PD and damaging fully submerged subs has been applied to the Penguin and both Hellfires.


The update will also be posted soon to www.subguru.com .
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compressioncut



Joined: 21 Jun 2003
Posts: 238
Location: Canada

PostPosted: Tue Mar 14, 2006 9:49 pm    Post subject: Reply with quote

I'm sure it's been said already, but man, the helo dipping is so rad. The only drawback is that it's a little micro-managey, but man it works so well in the end.

I just played the Rough Riders custom mission where the Roosevelt strike group is barrelling north at 25 knots. I had both helos dipping ahead of the force, then the Akula launched (presumably) a Klub, which the Aegis ships dealt with easily. I established a 5 mile datum circle on the missile detection point, had the helos dip on either side of it, and bam, both the Akula and Kilo showed up on link and were taken pretty fast. No losses to force (even though a 65-76 was shot - we avoided).

Much, much easier to manage instead of trying to use the helos to do area sonobuoy searches.
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LuftWolf



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

PostPosted: Tue Mar 14, 2006 9:58 pm    Post subject: Reply with quote

Remember, you can also set a Fly-To waypoint pattern and use it to do MAD pattern searches. Yep :know:
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Tube4



Joined: 04 Mar 2006
Posts: 4

PostPosted: Wed Mar 15, 2006 12:56 pm    Post subject: Reply with quote

Just a short one regarding the SH60 under ship controll from FFG. When I order it to do another DIP using waypoint - it will ditch into the water 99,5% of the times. Bad aerodynamics I think.

I changed the speed in the Helo dipping doctrine to 110 instead of MAXSPEED in the "Stop DIP" routine, and it has not happend again after the change. I'm not sure if my mod is the right one, but perhaps it will point you guys in the right direction.

Apart from that - you guys have done a wonderful mod. The realism is stunning.

Again: Thanks!!

Thumbs Up
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LuftWolf



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

PostPosted: Wed Mar 15, 2006 3:04 pm    Post subject: Reply with quote

Tube4 wrote:
Just a short one regarding the SH60 under ship controll from FFG. When I order it to do another DIP using waypoint - it will ditch into the water 99,5% of the times. Bad aerodynamics I think.

I changed the speed in the Helo dipping doctrine to 110 instead of MAXSPEED in the "Stop DIP" routine, and it has not happend again after the change. I'm not sure if my mod is the right one, but perhaps it will point you guys in the right direction.

Apart from that - you guys have done a wonderful mod. The realism is stunning.

Again: Thanks!!

Thumbs Up


Hmm... thanks for letting me know. I haven't noticed this to be honest, and I tested it quite a bit... it's possible you were dealing with specific weather conditions.

I DO know that the AI autopilot for helos is somewhat buggy in the Sim itself, so if I see any of this kind of behavior, I'll be sure to correct it as necessary.

Let me know guys if you see anymore of this sort of thing... I couldn't get the MH60 to crash a single time. :8Cool
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TLAM Strike



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

PostPosted: Wed Mar 15, 2006 5:33 pm    Post subject: Reply with quote

I was playing that mission that came with DW where you need to escort the Freghter past some PLAN subs (near Palawan Is.) and I had my helo dipping in perfict weather and splash. I ordered it to drop a fish on the nav map which it didn't so do I gave it a torp waypoint it dropped there and dropped the 2nd fish and SPLASH. I check the replay and there was no enemy missiles or anything the helo just fell out of the sky. Someone better call the boys at Sikorsky there is a problem with their birds... Damn
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