SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
12-04-22, 12:53 AM | #136 |
Swabbie
Join Date: Dec 2019
Posts: 11
Downloads: 6
Uploads: 0
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Thanks! With a little adoption (torpedo config is different between player and non-player ship) it works
------- Encountered another bug in the meantime. If there is a ship on ship engagement, with missiles launched from both sides, and player launches a helicopter, the game crashes on next missile launch by AI in function LaunchSAM.OnExit() Happens only with active player helicopter. Additionally, is it feasible, that AI would detect the player ship and identify it with sufficient confidence to launch missile attacks immediately on the start of a mission (at least when the speed is increased to 15 or more knots) with distances of 35-45 k/yds? It seems to be acoustic detection, since my radar is off and if I launch a decoy torpedo, AI attacks the faster between us, but I doubt the speed of decision in this scenario. Does AI process neutral contacts? |
12-04-22, 03:10 PM | #137 | |
Mate
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12-29-22, 08:16 AM | #138 |
Chief
Join Date: Nov 2012
Posts: 325
Downloads: 27
Uploads: 0
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Hi, I am new to Dotmod. Just a few thanks and comments on the mod. First of all, this mod is great. Beautiful models and more in-depth playing. Some of the nuances really push the original arcade game way beyond. Just a few comments:
1. Shipborne helos for burke and Tico are great. But since there is no way to use their own sensors such as sonar buoy and dipping sonar, they are merely long range torpedo carriers. In real life, helos for these big ships are the primary ASW go-to tool. Not sure how hard to add a button/function right next to waypoint for helo to dip sonar. And once helo deploys its sonar, the detection and TMA get update with better picture. 2. Some of the ship gun ranges seem to be off. Tico and Burke's gun has a max range of 25.5kyd. But some of the Chinese old destroyers and FFG from 70s have more than 30kyd, that almost 20% extra range. 3. Now we have all these advanced ships and subs. It would be great to have a more modern campaign where a player can get to use these platforms such as VA class sub and Yassen class 4. Not sure if anyone noticed, MK50 and MK46 torpedoes cannot operate at extreme deep depth. They explode around below 1400ft. |
01-01-23, 03:28 PM | #139 |
Sonar Guy
Join Date: Feb 2003
Location: Central Florida, USA
Posts: 377
Downloads: 38
Uploads: 0
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Is it possible to edit the sound files when you're on the ships and not the submarines?
When you're on the ships you here commands that would only come from a sub. Sounds weird on the ships.
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"Beware the beast Man, for he is the Devil's pawn. Alone among God's primates, he kills for sport or lust or greed. Yea, he will murder his brother to possess his brother's land."- The Lawgiver "You know what the chain of command is? It's the chain I get and beat you with till you understand who's in command." -ME |
01-04-23, 01:01 PM | #140 | |
Mate
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Last edited by Davidtman; 01-04-23 at 08:50 PM. |
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01-11-23, 05:38 PM | #141 | |
Machinist's Mate
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LINK:https://www.subsim.com/radioroom/dow...o=file&id=6282
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"Fire!!! that the People look at us! " - Admiral Guillermo Brown. Order prior to the "Battle of Los Pozos" that took place on June 11,1826 in the Rio de La Plata,in front of the city of Buenos Aires, in an area of relative greater depth and to the view from the population. Was a combat between a flimsy Argentine Squadron and the powerfull Brazilian Empire Fleet.It was a victorious day for the Argentine navy.William Brown was the first Admiral of the newly formed Argentine Navy.Born in Ireland and argentine by adoption.A great patriot. |
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01-22-23, 04:38 PM | #142 |
Loader
Join Date: Aug 2007
Posts: 89
Downloads: 99
Uploads: 0
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Any chance of a projected update for your next release? I am really digging this mod, while awaiting the release of Sea Power in particular.
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01-22-23, 04:58 PM | #143 |
Mate
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01-28-23, 04:58 PM | #144 |
Frogman
Join Date: Jun 2003
Location: Georgia, USA
Posts: 302
Downloads: 130
Uploads: 0
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Is there a 2015+ campaign that is compatible with DodMod?
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01-30-23, 09:06 AM | #145 |
Mate
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The devs are working on a new version of Dotmod that will add modern vessels and a modern campaign. Their last update was mid-November. I have not heard anything since and no idea when the mod will be released.
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01-30-23, 09:38 AM | #146 |
Frogman
Join Date: Jun 2003
Location: Georgia, USA
Posts: 302
Downloads: 130
Uploads: 0
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Appreciate the response. Hopefully they'll be coming out with it soon.
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02-19-23, 03:19 PM | #147 | |
Mate
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It has been a few months. Just wandering if there are any updated or more previews that you can provide? Any info is greatly appreciated. Respectfully. |
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02-19-23, 06:59 PM | #148 |
Loader
Join Date: Aug 2007
Posts: 89
Downloads: 99
Uploads: 0
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02-27-23, 10:36 PM | #149 |
Loader
Join Date: Aug 2007
Posts: 89
Downloads: 99
Uploads: 0
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Does he respond on Discord? Just seems exceptionally quiet.
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03-01-23, 04:14 PM | #150 |
Samurai Navy
Join Date: Aug 2007
Location: Finland
Posts: 580
Downloads: 2
Uploads: 0
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I'm big fan of this mod, I especially like the soviet campaigns and the ability to command USSR surface vessels.
One issue however. The soviet Sverdlov-class Cruiser has only the main armament and the AK-630's functional, will we be seeing the several 100 mm/70 SM-5-1 turret secondaries activated in the near future? they're already modeled on the ship. |
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