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06-11-10, 03:52 AM | #1 | |
Stowaway
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You can check aggression in such a way. Make an active ping. Also see - as quickly AI will answer to you with a torpedo shot. LWAMI will give an answer-back torpedo shot from 6 about 9 minutes. RA - will answer immediately - no more than 1 minute. (distance passage of a signal up to the target both back and some seconds on procedure launch of torpedos) is taken into account. LWAMI of the doctrine - the predicted algorithms of evasion use. Reinforce Alert - all time uses different variants is is more unpredictable. RA - takes into account the current depth of a sub with its speed - for prevention cavitation. LWAMI - nothing takes into account. RA - diesel boats correctly work at snorkeling. LWAMI - snorkeling is absent. RA - the noise by the surface ships - depends on their speed and grows linearly. LWAMI - the surface ships change the noise only before occurrence cavitation. If cavitation - then noise all time identical (base noise + 20). It concerns also submarines. RA - the PD depth for AI of sub is correctly now. LWAMI (and also original of game) - not correct depth. It is a mistake in the formula from sonalist. RA - shoots SUBROCs very exact. LWAMI - AI SUBROCs practically useless. RA - action under polar ice real. LWAMI - the submarines pass through ice as through butter, and are not damaged. RA - begun AI helo from AI of the ship - at first will find out a submarine, then will drop torpedos. LWAMI - begun AI helo from AI of the ship - simply will drop torpedos in a point to which has arrived, even if a submarine there already no. RA - the radar on submarines of the player works without a bugs. LWAMI - the radar on 688 and Seawolfs if is lifted on depth (PD - 1 ft) not counterdetected with ESM of AI platforms. etc. etc... Such differences - hundred. But I shall not list them all. Last edited by -GrayOwl-; 06-11-10 at 11:24 AM. |
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06-11-10, 04:55 PM | #2 | |
Electrician's Mate
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If the concern is accuracy, well, there are developers from both mods able to comment here so maybe in the process we'll clear up some confusion. It's not a contest. Let's figure this out. |
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06-12-10, 11:53 PM | #3 | |
Electrician's Mate
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06-13-10, 01:23 AM | #4 | |
Stowaway
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The ships at all work in LWAMI not better. The doctrines for the ships - in any way do not process their tactics. The doctrines only operate the weapon - and that only partially. You can in general remove the doctrine CIWS.txt and CIWSAttack.txt. Despite of it - the ship will have the same behaviour and also will launch the weapon despite lacking the doctrines. One word - it is manages from NavalSimEngine - but not from the doctrine completely. There is one known tactics - shoot one missile against the surface ship. After that - the ship will be sped up up to speed washout of the sensor controls. And after that you shoot a passive torpedo. The ship will be 100 % killed. With RA - such will not allow. You can put the test mission on a forum RedRodgers as attachment archive. |
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06-13-10, 12:06 PM | #5 | |
Electrician's Mate
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06-13-10, 05:50 PM | #6 | |
Admiral
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You are right, no mod will be the perfect mod. This doesn't mean that all mods are created equal. As incredibile as the work on Lwami is and has been over the past several years, there is a point beyond which they simply cannot/willnot enhance the game. Lwami still carries a lot of bugs that are hardcoded in the game engine. They were present in DW 1.0 and are still present in DW 1.04 + lwami 3.10. No amount of modding the database and doctrines will fix these bugs. If people accept this situation then all is good. But we now have a mod that tries to fix those hardcoded bugs. And this is a good thing too. From this point of view Lwami is "wrong" is the sense that it still relies on buggy behaviour from the navalsimengine. The problem wouldn't exist in the first place if SCS had done their job and released a functionning navalsimengine. That unfortunately was not the case. |
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06-13-10, 06:54 PM | #7 | |
Electrician's Mate
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06-14-10, 03:21 AM | #8 | |
Stowaway
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Here asked - what distinctions between these mods. Partially I have answered. If I shall begin list other distinctions (I can direct to name them bugs, default comes from SCS game version) - then you again will say that I intentionally " lower downwards " LWAMI. |
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06-14-10, 08:33 AM | #9 |
Soundman
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GrayOwl, I think that is the US it could be a legal concern to openly modify dlll/exe, so please understand Molon Labe and others. They are in no way responsible for the shortcomings of SCS, but have tried to improve DW while avoiding legal trouble, which can really problem in the US.
On the other hand I believe that everybody likes what you are doing in the RA team, as many of original bugs are now corrected by your hard work, with others still being under work. May I suggest that we could all join forces in developing the next stage. You and RA are certainly the one for the hardcoding, but why not making use of modding by others too? We know that it is not easy and would involve some communication/documentation issues but it would be worth trying. |
06-14-10, 04:50 PM | #10 |
Electrician's Mate
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Well, does anyone feel enlightened?
I don't really. Anyways, GreyOwl I had a look with DWEdit and noticed in RA you have passive sonars giving range, course and speed data (like Radar might.) Why is this? |
06-13-10, 01:20 AM | #11 | ||
Admiral
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Lada/Kilo AI subs getting within no more than 15-20 minutes deadly accurate solutions on a playable Type 212 some 10 nm + out at slow speed. It was a shock to some of our players just how reveresed the situation was with respect to AT3 or even Lwami. It makes mixing AI/playable units that much more challenging. Quote:
But, if you stick with it, and learn by trial and error you'll see just how big a quantum leap RA/DWX really is over the other mods. |
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06-13-10, 02:48 AM | #12 |
Samurai Navy
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But is that realistic that a Kilo can detect a Type 212 at slow speed 10 nm away with an accurate solution?
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06-13-10, 03:04 AM | #13 | |
Admiral
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As for the Kilo, while it may not have a towed array, its sonar is not completely useless. You can't track targets at very long range, but 10 nm is not out of the question. Having an accurate solution is a matter of having the correct number of bearing lines + speed information. If the target mantains fixed speed, the autotma pinpoints the solution much faster than if you changed speed and or/course every so often. 20 minutes gives you 9 bearing lines, plus speed info is more than enough to pin down a very good solution. In any case some things have to take into account playability yes even in a simulation. And before people start knocking down RA, Lwami in the last versions (although it was finally corrected) went completedly overboard in making the SSK practically invisibile. So much so that Molon Labe in Lwami 3.10 reajusted the values for something more balanced. You have to balance realism with playability. Those that think otherwise would be better served by enlisting in a real navy and use the professional simulators. Thats real work. |
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06-13-10, 07:48 AM | #14 | |
Silent Hunter
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There are a number of spots where balance is accounted for in the mod, though, so your point remains valid (as long as Batman isn't riding an elephant, anyways).
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06-13-10, 08:36 AM | #15 |
Stowaway
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ML - The conversation goes concerning noise of a submarine, instead of about her answer-back active echo.
Your mistake that you use the formula Ludger's which is more- less correct for surface ships (will not come yet cavitation - then noise all time not increased). The formula uses LINEAR gain noise. However - Submarine Gain noise, uses other formula - LOGARITHMIC!. Your tables of comparison of noise of submarines - absolutely wrong. Your tables are suitable only for the surface ships - from some share of a mistake (however on some speeds a share of a mistake makes 3 units(!) from current real noise). The submarines generate absolutely other noise. Last edited by -GrayOwl-; 06-13-10 at 09:20 AM. |
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