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Hobnail
Joined: 27 Feb 2005 Posts: 245 Location: Sydney, Australia
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Posted: Sun Jan 29, 2006 4:21 pm Post subject: Wireguided torpedo as offboard sensor? |
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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
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Posted: Sun Jan 29, 2006 4:34 pm Post subject: |
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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
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Posted: Sun Jan 29, 2006 5:25 pm Post subject: |
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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
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Posted: Sun Jan 29, 2006 5:31 pm Post subject: |
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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
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Posted: Sun Jan 29, 2006 6:13 pm Post subject: |
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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
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Posted: Mon Jan 30, 2006 1:10 am Post subject: Re: Wireguided torpedo as offboard sensor? |
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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
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Posted: Mon Jan 30, 2006 2:01 am Post subject: |
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Interesting.
Thank you all. |
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