SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Current crop of subsims & naval games > COLD WATERS > Mods Workshop for Cold Waters
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-27-20, 03:16 PM   #1
M134
Mate
 
Join Date: Apr 2020
Posts: 54
Downloads: 24
Uploads: 0
Default

Quote:
Originally Posted by partycat View Post
I just made a test, it's with wire-guideds only. Although my torpedoes skill being blinded by hostile noisemakers eventhough they are still connected with wire.
That happens when AI had identified your decoy as a decoy and/or have a steady 10+ contact with your sub. Obviously it will not chase anything else when he sees your sub.
Decoys helps only when AI is not sure where your sub is.

To counter wire guided torpedo you better make it not wire guided.
In case of US subs it is quite simple: You send mk48 in direction of an enemy, acitvate it right after it finishes its turn - this will give you speed (and range, since game code doesn't know that range should decreace when speed is increaced).
After that stop snake searching manually and switch torpedo to active sonar, so it start shouting "I'm looking for you") Usually enemy start evasive maneuvers at full speed and looses a wire.
- Wlii not help if enemy sub can't reach wire break speed (diesel subs for example).
M134 is offline   Reply With Quote
Old 04-27-20, 07:22 PM   #2
partycat
Swabbie
 
Join Date: Apr 2020
Posts: 12
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by M134 View Post
That happens when AI had identified your decoy as a decoy and/or have a steady 10+ contact with your sub. Obviously it will not chase anything else when he sees your sub.
Decoys helps only when AI is not sure where your sub is.

To counter wire guided torpedo you better make it not wire guided.
In case of US subs it is quite simple: You send mk48 in direction of an enemy, acitvate it right after it finishes its turn - this will give you speed (and range, since game code doesn't know that range should decreace when speed is increaced).
After that stop snake searching manually and switch torpedo to active sonar, so it start shouting "I'm looking for you") Usually enemy start evasive maneuvers at full speed and looses a wire.
- Wlii not help if enemy sub can't reach wire break speed (diesel subs for example).
Oh, I see. Thank you so much for the explanation and letting me know what is the exact thing making hostile torpedoes behave like this.

If I may ask though, is it possible to remove that or make it for both sides instead of only AI? I checked the dll with dnspy a bit but I'm totally new to dll moddings. Tried to remove the code that changes depth sets from 50 feet to 10 feet but it gave me warning when I saved the module and well, game crashed at startup (and I was thinking Skyrim modding was difficult )

I tried your advise, it kinda works but when I do that, I instantly give away my position. They all go active instantly and return fires to my torpedo's bearing. If nothing works, I guess I can just remove the wire guidance from their torpedoes, but I want to leave it as a last result since it would also make things too much easier.

I still can't understand though the logic of this type of behaviour. Because eventhough the decoy has been identified, it's too loudy noise still blinds the torpedo. and the feature should be in my sub and torpedoes too if it's in the hostiles. or even as optional, like Sonar WAA.

By the by, what did you mean by having a 10+ steady contact? I didn't understand that part.
partycat is offline   Reply With Quote
Old 04-28-20, 01:13 PM   #3
M134
Mate
 
Join Date: Apr 2020
Posts: 54
Downloads: 24
Uploads: 0
Default

Quote:
Originally Posted by partycat View Post
Oh, I see. Thank you so much for the explanation and letting me know what is the exact thing making hostile torpedoes behave like this.

If I may ask though, is it possible to remove that or make it for both sides instead of only AI? I checked the dll with dnspy a bit but I'm totally new to dll moddings. Tried to remove the code that changes depth sets from 50 feet to 10 feet but it gave me warning when I saved the module and well, game crashed at startup (and I was thinking Skyrim modding was difficult )

I tried your advise, it kinda works but when I do that, I instantly give away my position. They all go active instantly and return fires to my torpedo's bearing. If nothing works, I guess I can just remove the wire guidance from their torpedoes, but I want to leave it as a last result since it would also make things too much easier.

I still can't understand though the logic of this type of behaviour. Because eventhough the decoy has been identified, it's too loudy noise still blinds the torpedo. and the feature should be in my sub and torpedoes too if it's in the hostiles. or even as optional, like Sonar WAA.

By the by, what did you mean by having a 10+ steady contact? I didn't understand that part.
You're welcome)

1.It is already working on both sides since you can manually steer your torpedo into enemy sub, ignoring decoys and noisemakers. It is only fair that AI can do the same. Of course you must constantly override your torpedo desire to dance around noisemaker)

2.Tactics I've posted above is for the case when you're already detected, so there is no point in hiding anyway. If you're not detected you can just send MOSS somewhere away from you and enemy will probably steer their torpedoes after it.
If you're detected and attacked you do not want wire-guided torpedoes near you. It is not very hard to evade wireless torpedos by shooting a pair of MOSS (so torpedoes will travel from one to another), but you can't fool wired that way - that's why you want enemy to accelerate and break wires.

3. Again: Your torpedo may try to chase decoy, but you can override it. AI does the same.

4. In the "signature" tab under "SNS COMP" you can see how enemy "hear" you by active(when enemy is using active), passive and towed sensor. Once any of that numbers reaches 10 - enemy knows everything about you (like when you have 95% solution on target).
Be aware though... this readings are dependant on target solution, since they are something like "If enemy is where we think it is, than it will hear us that good"

What help do you need with .dll? I'm not a coder, but I can do something... I've made "Precise Depth Channge" into Epic Mod recently (Guys here, thanks for idea!) and might help with your attempts. But here it is a bit complicated. Find me in Discord if you need help with .dll modding: Dot#7424
M134 is offline   Reply With Quote
Old 04-28-20, 09:28 PM   #4
partycat
Swabbie
 
Join Date: Apr 2020
Posts: 12
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by M134 View Post
You're welcome)

1.It is already working on both sides since you can manually steer your torpedo into enemy sub, ignoring decoys and noisemakers. It is only fair that AI can do the same. Of course you must constantly override your torpedo desire to dance around noisemaker)

2.Tactics I've posted above is for the case when you're already detected, so there is no point in hiding anyway. If you're not detected you can just send MOSS somewhere away from you and enemy will probably steer their torpedoes after it.
If you're detected and attacked you do not want wire-guided torpedoes near you. It is not very hard to evade wireless torpedos by shooting a pair of MOSS (so torpedoes will travel from one to another), but you can't fool wired that way - that's why you want enemy to accelerate and break wires.

3. Again: Your torpedo may try to chase decoy, but you can override it. AI does the same.

4. In the "signature" tab under "SNS COMP" you can see how enemy "hear" you by active(when enemy is using active), passive and towed sensor. Once any of that numbers reaches 10 - enemy knows everything about you (like when you have 95% solution on target).
Be aware though... this readings are dependant on target solution, since they are something like "If enemy is where we think it is, than it will hear us that good"

What help do you need with .dll? I'm not a coder, but I can do something... I've made "Precise Depth Channge" into Epic Mod recently (Guys here, thanks for idea!) and might help with your attempts. But here it is a bit complicated. Find me in Discord if you need help with .dll modding: Dot#7424
I agree with all except 1. (kinda). What makes me think it's not exactly both sides is,
When I manually steer my active homing torpedo while it's already homing, it stops beeping eventhough it's still locked at the target (sensor lines on minimap are still red). However while hostile torpedo coming at me at active homing, it keeps beeping while manuevering towards me.

Also same thing goes when hostile sub deploys noisemaker for example, my torpedo stops beeping and manuevering around the noisemaker. I can still of course steer it towards hostile sub but it doesn't beep until it's clear from the noisemaker. When I deploy the noisemaker however, hostile torpedo still keep beeping.

I also removed the mod and gave the hostile vessel impossible to breakable wire. When I deploy my noisemaker, it made the hostile torpedo to stop homing at me and go around the noisemaker, when I launched MOSS, it made the torpedo to acquire the MOSS instead.

So I'm very sure this mode changing the behaviour and ability of hostile torpedo while it's connected with wire. It's not like hostile sub manually steering it, it definetly autonomously homing at me.

Though as a workaround of this (temporary solution), I installed a Railgun to my sub that internally mounted to sub's spine :P It has the SS-N-7 torpedo that swims at 2600 knots with 13 degrees sensor angle and turn/pitch rate. When a hostile sub becomes too nasty, I'm just pointing my sub's nose towards it and send her a hyper velocity dense shell. Leaves nothing but a rubble in a few seconds from the nasty sub
https://expanse.fandom.com/wiki/Amun-Ra-class

As for the dll, this mod changes the depth setting buttons from 50 feet to 10 feet and increase tube jamming on torpedo launch speed. It's of course good for setting a precise depth however it's being very hard when I want to change like 1000 feet depth. So I wanted to remove that option with dnspy and saved the module but game crashed at startup. As for tube jamming, I like to go really fast with my submarine (I know it ain't realistic but just for fun) and still being able to launch torpedoes with worrying about jamming my tubes

Last edited by partycat; 04-29-20 at 12:00 PM.
partycat is offline   Reply With Quote
Old 04-29-20, 03:00 PM   #5
M134
Mate
 
Join Date: Apr 2020
Posts: 54
Downloads: 24
Uploads: 0
Default

Quote:
Originally Posted by partycat View Post
I agree with all except 1. (kinda). What makes me think it's not exactly both sides is,
When I manually steer my active homing torpedo while it's already homing, it stops beeping eventhough it's still locked at the target (sensor lines on minimap are still red). However while hostile torpedo coming at me at active homing, it keeps beeping while manuevering towards me.

Also same thing goes when hostile sub deploys noisemaker for example, my torpedo stops beeping and manuevering around the noisemaker. I can still of course steer it towards hostile sub but it doesn't beep until it's clear from the noisemaker. When I deploy the noisemaker however, hostile torpedo still keep beeping.

I also removed the mod and gave the hostile vessel impossible to breakable wire. When I deploy my noisemaker, it made the hostile torpedo to stop homing at me and go around the noisemaker, when I launched MOSS, it made the torpedo to acquire the MOSS instead.

So I'm very sure this mode changing the behaviour and ability of hostile torpedo while it's connected with wire. It's not like hostile sub manually steering it, it definetly autonomously homing at me.

Though as a workaround of this (temporary solution), I installed a Railgun to my sub that internally mounted to sub's spine :P It has the SS-N-7 torpedo that swims at 2600 knots with 13 degrees sensor angle and turn/pitch rate. When a hostile sub becomes too nasty, I'm just pointing my sub's nose towards it and send her a hyper velocity dense shell. Leaves nothing but a rubble in a few seconds from the nasty sub
https://expanse.fandom.com/wiki/Amun-Ra-class

As for the dll, this mod changes the depth setting buttons from 50 feet to 10 feet and increase tube jamming on torpedo launch speed. It's of course good for setting a precise depth however it's being very hard when I want to change like 1000 feet depth. So I wanted to remove that option with dnspy and saved the module but game crashed at startup. As for tube jamming, I like to go really fast with my submarine (I know it ain't realistic but just for fun) and still being able to launch torpedoes with worrying about jamming my tubes
Right... Skwabie's mod changes torpedo behavior, and to be honest I do not know how much since I've not played it much. So, If changes are quite radical, than my advices might be useless. Haven't thought about such variant, my apologies.
If torpedo behaviour is unapropriate to you, my only suggestion would be to use another mod, since changes in Torpedo class could be vast and complicated. You can add features you like to another mod, at least some of them - that would be easier.

As for depth:
1. If I get it right PgUp/PgDn keys should change depth in 50ft increments.
2. You can go to HelmManager/InitialiseHelmManager and change "this.depthInterval = 10f;" to "this.depthInterval = 50f;" or whatever increment (in feet) you like.
M134 is offline   Reply With Quote
Old 05-01-20, 07:05 AM   #6
partycat
Swabbie
 
Join Date: Apr 2020
Posts: 12
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by M134 View Post
Right... Skwabie's mod changes torpedo behavior, and to be honest I do not know how much since I've not played it much. So, If changes are quite radical, than my advices might be useless. Haven't thought about such variant, my apologies.
If torpedo behaviour is unapropriate to you, my only suggestion would be to use another mod, since changes in Torpedo class could be vast and complicated. You can add features you like to another mod, at least some of them - that would be easier.

As for depth:
1. If I get it right PgUp/PgDn keys should change depth in 50ft increments.
2. You can go to HelmManager/InitialiseHelmManager and change "this.depthInterval = 10f;" to "this.depthInterval = 50f;" or whatever increment (in feet) you like.
Oh. Thank you so much. PgUp PgDown keys helped a lot :3
partycat is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:59 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.