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Old 07-19-17, 09:12 AM   #1
jack33
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Default Version 1.06 avaiable

new version
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Old 07-19-17, 09:35 AM   #2
jerseytom
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Release notes available anywhere...?
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Old 07-19-17, 10:09 AM   #3
lordroel
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Here it is (Version 1.06 beta)


General

Added wireBreakOnLaunchProbability=0.1 to weapons.txt
Added wireBreakThreshold=30 to weapons.txt (2x speed + planes angle - 30) / 50 every 6 seconds
<POSTHUMOUSLY>, <PLAYERVESSELNAVY>, <SHIPTYPE> and <SHIPDESIGNATION> now use dictionary values
dictionary_interface.txt ReferenceSonobuoy=Sonobuoy changed to ReferenceSonobuoys=Sonobuoys
config.txt added DetectionThreshold=10, MaintainContactThreshold=1
config.txt added ContactProfileGraphicFactor=2 (factor intensity of contact divided by), must be >= 1
For training missions, all tubes get wires and wires cannot be cut/broken
config/txt added LoadVideos=TRUE, setting to FALSE disables menu and credits videos

Combat

Recognition manual "tons" now uses dictionary
Fixed errors with reloading if greater than 6 tubes on submarine
Torpedo tubes can no longer jam on firing
Active and passive torpedoes no longer home on sinking/sunk vessels
Terrain chunks are now always drawn near player submarine regardless of camera position
Fixed a bug where non-wire guided torpedoes could be wire guided by AI submarines
Improved AI depth keeping to prevent submarines from hitting seabed or going below crush depth
Improved AI navigation when near terrain or icebergs
AI Submarines and escorts no longer share contact data
Submarines no longer use Hunter/Killer logic
Raised masts no longer damaged by diving/depth (only speed)

Campaign

Fixed broken INSERTION and LAND_STRIKE missions which caused Action Report bug
Fixed several missing delimiters "|" in both campaign partol_outcomes.txt files
Added new parameters to campaign_data.txt for strategic map icon colours;
PlayerIconColor=2,84,166,255
EnemyIconColor=255,0,0,255
ContactOverTimeColor1=255,0,0,255
ContactOverTimeColor2=192,0,0,255
ContactOverTimeColor3=128,0,0,255
ContactOverTimeColor4=64,0,0,255
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Old 07-19-17, 10:30 AM   #4
Wiz33
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"Active and passive torpedoes no longer home on sinking/sunk vessels"

Can this be an option? Can a torp without wire be able to tell the difference between a sinking ship and a diving submarine?
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Old 07-19-17, 10:47 AM   #5
PL_Harpoon
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Quote:
Originally Posted by Wiz33 View Post
"Active and passive torpedoes no longer home on sinking/sunk vessels"

Can this be an option? Can a torp without wire be able to tell the difference between a sinking ship and a diving submarine?
Some quotes from shipkiller1:

Quote:
Originally Posted by shipkiller1 View Post
Well, I was under the impression that, 'in the game' the torpedo's use their active or passive seeker head to find the target. Sunkin targets do not have a 'sonar signature'. Its just noise, and since most of the air has been removed from the sunken hull, there is no active acoustic return for the weapon to hear.

Quote:
Originally Posted by shipkiller1 View Post
This is understood. But it is not a signature per se. It is just broadband noise and the MK48 does not home in on broadband noise if set to passive.

The issue is that an active torpedo should not be detecting a sunken vessel.
That is not how active sound wave return propagation works.

The energy in an active transmission is not reflected from the metal of the hull. It is reflected (actually turned) by the air/water interface.
Sound travels an ave. of 4900ft/sec in seawater, not taking into account pressure, temperature and salinity. The speed of sound in steel is anywhere from 4800-5100ft/sec. Approx. the same a sea water. The sound energy just passes through the metal hull.
Now the speed of sound through air is at a blistering 1150ft/sec. Very much slower.

The sound energy is lazy and does not like to slow when it comes into contact with a much slower medium so it is turned or reflected back when it hits the air.

There is a lot more to it than that but that is the basics.

The air volume on an non-sunken craft is much larger than a sunken one. Your weapon has let most of the air out, which lowered its buoyancy. That is why it sank in the first place.
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Old 07-19-17, 10:58 AM   #6
Wiz33
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Quote:
Originally Posted by PL_Harpoon View Post
Some quotes from shipkiller1:
I'm more concern with a sinking ship. I understand the part about sunken ship and that's fine. but a sinking ship on it's way down should still give off an active sonar return and still have some air volume left, it's just that the air volume left is not enough to counter the weight of the vessel (like a diving sub?)
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Old 07-19-17, 01:17 PM   #7
dreamofpsy
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Quote:
Originally Posted by PL_Harpoon View Post
Some quotes from shipkiller1:
Hang on, though, how does side-scan sonar work, if the sound is only being reflected off the air/water interface? It seems able to detect wrecks easily enough... Eg. http://www.dailymail.co.uk/news/arti...ean-floor.html

So clearly, SOME sonar can detect wrecks, but why can some sonar detect wrecks but not others?
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Old 07-19-17, 12:12 PM   #8
TigerDude
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Quote:
Originally Posted by Wiz33 View Post
"Active and passive torpedoes no longer home on sinking/sunk vessels"

Can this be an option? Can a torp without wire be able to tell the difference between a sinking ship and a diving submarine?
Yes, a torp can tell.
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Old 07-19-17, 04:17 PM   #9
Jemimus
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Quote:
Originally Posted by lordroel View Post
Improved AI depth keeping to prevent submarines from hitting seabed or going below crush depth
Had a Juliet on the '68 'kill subs 200 miles north of iceland' that evaded below crush depth and blew up in front of me.
In the same mission, the November briefly spent some time on the surface.
I should note this was my 'neverending' save game... a campaign that never seems to resolve started in 1.05 and just throws the same 5 missions at me.
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Old 07-20-17, 10:40 AM   #10
Steiger
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Quote:
Originally Posted by Jemimus View Post
Had a Juliet on the '68 'kill subs 200 miles north of iceland' that evaded below crush depth and blew up in front of me.
In the same mission, the November briefly spent some time on the surface.
I should note this was my 'neverending' save game... a campaign that never seems to resolve started in 1.05 and just throws the same 5 missions at me.
+Yes the 1.05 campaign takes quite some time to resolve given how much longer the devs made it. You do get there eventually, it'll just take a while, and if you fail any missions it makes it just that much longer as well.
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