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Advanced Torpedo Control Beta
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Molon Labe



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

PostPosted: Fri Feb 17, 2006 10:25 am    Post subject: Reply with quote

Well, it only replaced the torp.txt file...

so only changes in lw/ami to that doctrine should have been effected....
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OKO



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

PostPosted: Fri Feb 17, 2006 11:37 am    Post subject: Reply with quote

Molon Labe wrote:
I'm a little concerned that the torp mod might be effecting non wire-guided torps.

Yesterday, I was playing in the FFG with LW/Ami 3.0B and the torp mod over it; I was firing SVTT torps set to search at 800 feet, and they were doing their search patterns on the surface.


oucch this is bad :shifty:
we need some test here

Molon Labe wrote:

I also had a Mk54 travel 10nm to hit a Victor, but I think this is game-engine related. :doh:


? MK50 have only 7 miles, but Mk 54 have a little more than 10 miles of range, so I don't see your point Molon ?

And I must congrats a lot Amizaur for this great improvment.
I didn't (had time to) tried it yet, but I will do soon.
This is a very very nice work Thumbs Up Rock ... even if Molon scare me with the problem of programmed depth at search pattern with unguided torps.
We need to dig that.
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Fri Feb 17, 2006 2:46 pm    Post subject: Reply with quote

Be real nice to have some further feedback reports from players who have (actualy) tried this mod. :hmm:
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LuftWolf



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

PostPosted: Fri Feb 17, 2006 5:36 pm    Post subject: Reply with quote

If it is true that the wireguided mod is effecting non-wireguided torepdoes this is really no problem at all. :know:

Because, in the final version of the advanced control mod, it will be buried in the code for each individiual torpedo, since each torpedo will have its own doctrine.

So, for non-wg torpedoes, it simply won't be in the doctrine scripting. Thumbs Up
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LuftWolf



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

PostPosted: Fri Feb 17, 2006 5:37 pm    Post subject: Reply with quote

BTW, everyone should be using LWAMI 3.00 Preview, if you don't mind (available at the CACD)... after all there IS a reason I released it ahead of time... so you guys could test it for me before the standard distribution goes around the world. Thumbs Up

And because I have been too busy to edit the whole 16 pages of readme... Embarassed

But there is a dual purpose. Argh
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Sat Feb 18, 2006 2:10 am    Post subject: Reply with quote

Very Happy Yep

Was holding off as the final seemed imminent. But got the message - its a 'chicken and egg' situation. Thumbs Up
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Sat Feb 18, 2006 10:40 am    Post subject: Reply with quote

LW em on tests + screenies en route.
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Amizaur



Joined: 22 Nov 2002
Posts: 549
Location: Poland

PostPosted: Sat Feb 18, 2006 7:33 pm    Post subject: Reply with quote

I can confirm that there IS in fact problem with AI torpedos - I forgot one command and torpedos after reaching RTE don't dive to search depth.
That's why I called it beta and demo Wink. Already fixed on my comp. I have to look on the last thing reported by Bellman yet. To answer question - the counter of Enable and Preenable button is reset to zero after the other button is pressed, so if you press Preenable 3 times and then press enable, preenable counter is reset to zero. Same for enable, pressing preenable resets enable button counter.
I'll check the second problem and then relase fixed demo of this doctrine, but it's still only demo how it works because it has no other LwAmi mod features...
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Amizaur



Joined: 22 Nov 2002
Posts: 549
Location: Poland

PostPosted: Sat Feb 18, 2006 7:36 pm    Post subject: Reply with quote

LuftWolf wrote:
I told amizaur about the problem, and I think he started making the same changes or something similiar for all his doctrines.


BTW what problem ?
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LuftWolf



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

PostPosted: Sun Feb 19, 2006 1:21 am    Post subject: Reply with quote

The problem of the Homing variable not being properly reset to 0 which leads to them not starting to search properly after losing a track.
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Sun Feb 19, 2006 4:32 am    Post subject: Reply with quote

The torps in LwAmi 3.0 Final (Beta) are taking the first bite from old cake - em and screenies just sent to LW

They are too easily suckered and go for relatively old CMs, are spoofed and then lose the target . :hmm:
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Tue Feb 21, 2006 2:08 pm    Post subject: Reply with quote

I wonder whether anyone will be kind enough just to update us a little on progress. Thank you.
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Fish



Joined: 21 Sep 2001
Posts: 2412
Location: Netherlands

PostPosted: Tue Feb 21, 2006 2:19 pm    Post subject: Reply with quote

Bellman wrote:
The torps in LwAmi 3.0 Final (Beta) are taking the first bite from old cake - em and screenies just sent to LW

They are too easily suckered and go for relatively old CMs, are spoofed and then lose the target . :hmm:


Hmm..just stumbled in, and to lazy to read the whole thread. But,... should it not be normal when a torp go's for a "old " decoy? When it find the decoy "before" it find the sub it should go fot the decoy. Of course it should deny the decoy when it acquired the sub first.
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Molon Labe



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

PostPosted: Tue Feb 21, 2006 2:42 pm    Post subject: Reply with quote

It has always been the case in DW--even in SC actually--that a torpedo can be decoyed if the sub maneuvers so that a decoy is between the torp and the sub, breaking the lock on the sub and causing the torp to chase the decoy instead. If this wasn't possible, once the torp had acquired the target you might was well stop playing. This applies with or without the LW/Ami mod.

In stock 1.03, and to a lesser degree in stock 1.01, I've seen torps turn away from the target to chase a decoy; I'm generally not happy about this. If it is happening, it should only be happening when the lock on the target sub is very tenous with respect to the torp's sensor in that acoustic environment, at that range, and at that aspect angle. Strangely, I don't see this happening much in modded play, where torp sensors are generally less-capable. I add this 2nd paragraph only because I don't have your replay, so I can't tell which of the two situations it is.
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Tue Feb 21, 2006 4:35 pm    Post subject: Reply with quote

I expect and find naturaly that a torp at say 2nm from ownship running perpendicular will be spoofed by
a cm left in its path. I do not expect that at under .75 nm with ownship acquired in similar circumstances
that it will do the same, with ownship merely maintaining a perpendicular course. (Details sent LW)

In SC we can agree surely that when the torp acquired ownship close-in a cm had to be left in the acquisition
cone with ownship turning out of the swing of the torps sonar leaving the torp sited only on the cm. Yep

Futhermore once the torp has been spoofed and has burnt through, the time delay before it restarts its search
pattern is quite critical. My impression is that now, tested as LwAmi but originating in vanilla (?), they are extremely lazy
at getting back to work. Is this just more dumbing-down ? Argh


Last edited by Bellman on Tue Feb 21, 2006 5:11 pm; edited 4 times in total
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