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Old 12-04-22, 12:53 AM   #136
Martes
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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?
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Old 12-04-22, 03:10 PM   #137
Davidtman
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Quote:
Originally Posted by Martes View Post
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?
I have never played with surface ships. To me they are just targets.
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Old 12-29-22, 08:16 AM   #138
Wolfcat
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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.
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Old 01-01-23, 03:28 PM   #139
hunter301
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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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Old 01-04-23, 01:01 PM   #140
Davidtman
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Quote:
Originally Posted by Wolfcat View Post
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.
The devs plan to add dipping sonars and sonar buoys to helos in a later update. They are also working on adding more modern ships and subs and I believe a new 21st ccentury campaign. As far as torpedoes the MK 46 have a test depth of around 1200-1300 feet, the MK 50 has a depth around 3000 feet. In my game the MK 50 definitely do not explode at 1400 feet. For the ranges on various guns these can be easily edited the game folder .

Last edited by Davidtman; 01-04-23 at 08:50 PM.
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Old 01-11-23, 05:38 PM   #141
TORDO222
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Quote:
Originally Posted by hunter301 View Post
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.
Here I leave you my humble attempt to solve that annoying "little problem". Enjoy. Greetings!.Marcelo.

LINK:https://www.subsim.com/radioroom/dow...o=file&id=6282
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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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Old 01-22-23, 04:38 PM   #142
strykerpsg
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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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Old 01-22-23, 04:58 PM   #143
Davidtman
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Originally Posted by strykerpsg View Post
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.
I second that. I was hoping for a Christmas update like in 2021....
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Old 01-28-23, 04:58 PM   #144
Overkill
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Is there a 2015+ campaign that is compatible with DodMod?
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Old 01-30-23, 09:06 AM   #145
Davidtman
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Quote:
Originally Posted by Overkill View Post
Is there a 2015+ campaign that is compatible with DodMod?
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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Old 01-30-23, 09:38 AM   #146
Overkill
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Quote:
Originally Posted by Davidtman View Post
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.
Appreciate the response. Hopefully they'll be coming out with it soon.
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