LuftWolf and Amizaur’s Weapons and Sensors Realism Mod 00 beta


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LuftWolf and Amizaur’s Weapons and Sensors Realism Mod v3.00 BETA

For the DW 1.03 BETA Patch

Hosted by www.subguru.com

Readme by LuftWolf

Edited by Amizaur
Amizaur has made a more substantial and significant contribution to the creation of this mod than me.
Thank you to finiteless, Ludger, and jsteed for their contributions to modding DW. Thank you to Bill “Subguru” Nichols for hosting the work of so many talents modders and mission designers. Thank you to Molon Labe for extensive testing and multiplayer testing.
All doctrines by Amizaur.
The purpose of this mod is, straightforwardly, to address the aspects of DW game-play that most bother its authors, while improving the simulation experience and fixing bugs, without introducing any new ones. Thank you in advance for downloading this mod. Please send as much feedback as you can via the dedicated thread on the www.subsim.com mod forum, http://www.subsim.com/phpBB/viewtopic.php?t=41581&start=0.
INSTALLATION: Backup your stock Database and Doctrine folders by copying them to a safe place apart from your DW directory. Unzip the file into your Dangerous Waters directory, allowing your unzip program to overwrite all files. The Database and Doctrine files will install to the correct directories automatically. NOTE: Saved games created with one Database are not compatible with any other versions of the database, however, you can restore a previous version of the Database at any time to load saved games associated with that Database.
Note: This mod represents substantial changes to DW core game-play, and as such, will probably require fine-tuning in subsequent versions to particular values based on game-play experiences. However, such is the case precisely because, we feel, it represents a quantum leap towards bringing out the full potential of the massive and dynamic DW engine in terms of providing the feel of a quality simulation experience for both those new to the simulation genre and weathered deep blue warriors. Please send us AAR’s and comments in as great a quantity as you can! We would be especially encouraged to hear from players in the multiplayer community.
CAUTION: Missions designed for stock DW v1.01/1.03 maybe made unplayable by the greatly reduced detection ranges in this mod. We strongly encourage mission designers who enjoy the mod to support it by creating missions designed with these new realistic parameters specifically in mind. We plan on releasing a guide for mission designers along with the expanded charts and tables to assist you in this endeavor. Please let us know if there is *anything* we can do to help you design missions for our mod!
NOTICE: This is a BETA version of LWAMI 3.00 for the DW 1.03 BETA patch. As it is a BETA, there maybe things that need to be changed, perhaps quite a bit. However, it is at least as stable and playable as the 1.03 BETA patch by itself, and, we hope, more so! Also, the Mod documentation will receive a full rewrite treatment in the non-BETA version to reflect the new LWAMI 3.0 version.
A Sound vs. Speed profile chart and new Ship, Sub, and Torpedo specification table will be released in support of this readme, to cover any specific changes to AI ships or weaponry (such as the complete listing of sonar parameter assignments) not covered in this document, however, I have taken to care to note the most important specific parameter changes to user platforms and weapons.
Specific Changes for v3.00BETA: All notations listed here supersede comments below. I will try to note when this occurs in this section when possible.
Active Sonar—Given the game-engine changes to correct hard-coded bugs in the active sonars, we no longer need the bug workarounds, so Amizaur has reset all active sonars and active SL’s back to their original stock DW values. These maybe changed for realism purposes in the full LWAMI 3.0 version, but for now, the stock ranges are suitable as a baseline.
Maverick Missile—Amizaur has changed the range of the Maverick to a more reasonable 25km and reduced the warhead DP to 100. Also, he has enabled helicopters and submarines as legitimate targets for the Mavericks to allow snapshots on surfaced subs, however, the missile doctrine changes will still prevent them from homing in on and damaging submerged submarines.
Assorted Missile Modifications—The minimum range of the SM-2 has been set to 1nm and the turn radius of the very fast AS-4 and AS-6 has been increased, and their minimum range increased to attempt to emulate the effects of their high-diving trajectories. Doctrine changes will most likely follow in subsequent versions to complete this effect.
Torpedo Doctrine—Amizaur has removed the random circle/snake direction for human launched torpedoes, they will now always go to the right. The random direction is kept for AI launched torpedoes and all SUBROCS.
SubrocAttack Doctrine—Amizaur has added a random range and bearing error calculation into the Subroc trajectory and release point, meaning that Subrocs will no longer fall in exactly the same place for the same range and bearing setting and will produce a bit of a scatter effect for multiple launches set to the same place. While this may seem like it will reduce the effectiveness of the Subrocs, it may actually make it easier to fire multiple Subrocs into the generally vicinity of a POSSUB datum and score a kill, as the user can now set a single drop point and launch bearing and cover a wider area… theoretically. I’m an Akula diver and I like this change, so no complaining about how we’ve “killed the SUBROC.” :-P
Fire Control Radars—Amizaur has enabled the Earth Curvature flag for the longer ranged FCR’s and reduced their height to be equal to their associated search radars in order to get more realistic behavior. I have also increased the range of the second FCR on the Kongou, which is an AEGIS capable vessel. ALSO!!!, the Mk92 STIR and CAS of the OHP FFG has had their Earth Curvature flags set, meaning you can no longer fire SM-2’s over the horizon at distant surface ships and the whole radar dependant FC system on the FFG will be limited by the horizon.
Regarding Sphere Array Trackers—Due to the way the interface handles input from the SA’s, it is possible to see a broadband trace for contacts before you are able to assign a broadband tracker to them. The increased sensitivities for the SA’s in the mod have made this issue more noticeable. You can still assign narrowband trackers to the targets, however, as soon as they appear and later on assign broadband trackers to the targets as their SNR increases in order to get DEMON data, assuming that you are closing on the contacts and they are getting louder. Otherwise, you will have to use the towed array broadband trackers to get DEMON data for fainter contacts. There this, unfortunately, nothing we can do to resolve this issue on our end.
MH-60 Dipping Sonar—MaHuJa brought to my attention that the MH-60 dipping sonar is curling near the surface rather than diving as it should. To resolve this problem, I significantly decreased the buoyancy of the dipping sonar cable and slowed down the deployment speed to a more reasonable level. Thank you for bringing this up, M!
FFG Acceleration—Due to changes in the physics modeling, the FFG thrust was too weak to sustain proper speeds in 1.03. The propeller diameter has been now increased from 3 to 5 to give the FFG proper acceleration and allow it to maintain speed under proper conditions.
Passive Sonars—Due to the increased detection ranges in 1.03 under some conditions, the sensitivities of all passive sonars has been reduced by 2 (+2 in the database) across the board. This change is preliminary and still fails to bring the detection ranges in line with 1.01 in all conditions, however, given the drastic differences in the sonar model between 1.01 and 1.03, a bit more testing has to be done to figure out just what to do about this, if anything. However, as things stand now, this is quite playable as we have set it!
Submarine Attack Behavior—I have added to the SubAtkSub doctrine and made some modifications to some submarines’ launchers in order to allow more aggressive attack behavior by the AI. The AI submarines will now maneuver for their first shot as with the stock doctrine, however, after firing their first shot, will no longer immediately go into their avoidance doctrine, but instead continue to stalk the target. When the target goes into it’s evasion pattern and increases speed to avoid the first shot, the attacking AI submarine, usually, will fire a second shot with a time delay on the target submarine’s evasion solution. The effect of this is to make the AI a much more formidable foe. Beware! ;-)

Specific changes for v2.03:
The installation procedure has been streamlined and the stock-mod switch bat files have been removed for ease of installation and operation.
CIWSAttack, SubAvoidWeap, Missile Doctrines­— For CIWSAttack and SubAvoidWeap doctrines, comments have been moved to prevent error returns in the doctrine proofreader. This has not changed any aspect of game-play and has been done as a precautionary measure. The doctrines had been functioning correctly and should still work the same as before. For the Missile doctrine, a variable that previously was not declared has been added to the declaration list.
Iranian Kilos—The UGST has been replaced with the USET-80 for all Iranian Kilos.
Active Intercept—The baffle has been removed for all Active Intercept systems, giving them 360 degree coverage, as we believe to be accurate.

Specific changes for v2.02:
Sphere and Hull Array Modeling—THIS REPRESENTS A SIGNIFICANT GAME-PLAY CHANGE. All Sphere and Hull Passive Arrays, playable and AI, have had their sensitivity increased significantly from stock DW. These arrays should be much more useful now for detecting and tracking civilian traffic, torpedoes, loud and close submerged targets, etc. Expect to use these arrays much more frequently for general situational awareness and establishing TMA on surface traffic, meaning the TA is now going to be used primarily for tactical awareness, e.g. finding and establishing a track on hostile submerged contacts (or that sneaky FFG stalking slow and quiet). Establishing the correct bearings of Master contacts has never been easier! I have also increased the baffling of all Sphere arrays ACTIVE AND PASSIVE to 120 degrees directly to the stern. The most dramatic effect this will have, in game-play terms, is on the FFG player, who no longer has nearly omni-directional awareness from active sonar, and in submerged stalking of escorted convoys, making it easier to get in behind the escorts. All of these changes are dramatic (in my opinion) and may need to be tweaked later on, hopefully not the day after we release the mod… ;-)
Sonobuoy Modeling—THIS REPRESENTS A SIGNIFCANT GAME-PLAY CHANGE. To better reflect the way different sonobuoys are utilized in actual practice, the VLAD Shallow has been given the depth of 800ft, and the VLAD Deep has been given the depth of 1200ft, to prevent the use of VLAD’s in shallow water, as is realistic. The DIFAR buoy (90/400ft) MUST now be used in shallow water in the game, as it is the preferred buoy for shallow water operations in the real world. You may also want to take DIFAR Deep buoys along if you feel there may be a shallow surface duct and you want to have a good above-layer passive buoy option, that is a personal player preference. The DICASS Deep has also been given the depth of 600ft, to give an under-layer option for medium to shallow surface duct environments. Be aware, that this will change the game-play balance further in the direction of submarines for littoral operations, and possibly slightly in the favor of air-platforms in open ocean operations, given the option to put VLAD’s under layers in deep waters. Just remember NOT to load any VLAD’s if you are going to be operating in water that is shallower than 800ft. New buoy depths at a glance:

DIFAR 90/400

DICASS 90/600

VLAD 800/1200
AEGIS Ship Behavior BETA—The Fire Control radars of AEGIS cruisers and destroyers were previously limiting their engagement range to an unrealistic degree. We are currently in the process of thoroughly reworking the entire radar modeling treatment in the database. However, in the meantime, we have changed the FC Radars on the AEGIS vessels to enable missile intercept behavior at the limits of the horizon, and slightly further if there is a linking platform, simulating decreased response time. These changes are essentially modeling the realistic engagement ranges on incoming missiles for AEGIS vessels in the real world, meaning that AEGIS ships will now provide effective fleet defense against missile threats at range. Mission designers, enjoy! Note: From a simulation standpoint, the way this has been accomplished WILL change in the next version to better model the way these platforms work in RL, however, from a game-play standpoint, the effect will be nearly the same. This version’s modification also includes a change to the CIWSAttack doctrine, which will be altered again in the next version of the mod. Also, as part of this temporary fix, I have changed the E-2 Hawkeye and E-3 Sentry radars, as previously they were only scanning half of the sky, meaning these should now be much more effective link participants.
Decoy Modeling—I have added a Passive Sound Level of 60 for active decoys, as the cloud of bubbles created by the active decoys have to make some kind detectable broadband sound. I have also added a small Active SL of 40 to passive decoys, which is still significantly less than torpedoes, as should be expected from any metal object in the water of comparable size.
Torpedo SL and Thrusts­­—Due to our error, torpedoes were much too quiet in LWAMI 2.01. This has now been corrected. We have introduced some variability in torpedoes to reflect real-world differences and have altered the thrust values to make possible, in some cases, deep running, slow, stealthy shots, but this tactic still cannot be relied upon, especially given the near-universal TIW calls, which we can’t change.
MANPAD (sub-launched SAM’s)—We have reduced the effectiveness of MANPAD’s as follows: Stinger (FIM-92) 75%, SA-N-8 65%, and SA-N-5 60%, to reflect what we believe would an accurate representation of the real world effectiveness of these should-launched weapons. And… also to further discourage the gamey and unrealistic use of SAM’s from submarines in missions.
TASM and Harpoon—We have reduced the radar signature of the TASM to 45 and the Harpoon to 40 (verses all other missiles which are 50), making them marginally more effective (read: detectable at slightly closer range) against defended surface targets than before, and giving another slight advantage to the Harpoon over the TASM. All missiles will be looked at when we remodel the radars. This is not a drastic change, but should help a bit when attacking with these missiles.
Maverick Missile Fix—The Missile.txt doctrine has been altered to prevent the missile from homing in and destroying submerged targets and aircraft. This constitutes a total removal of the “Magerick Missile Cheat,” however more testing is required to proclaim it totally dead without consequences, but we are 95% certain it’s gone with no residual traces.
SubAvoidWeap.txt—We have changed the submarine avoidance routines so that AI subs will always throw an Active CM when attacked and will evade incoming torpedoes at 100 to 140 degrees from their initial incoming bearing. This constitutes a simple yet dramatic alteration in the AI submarines’ ability to evade torpedoes in all conditions. Expect AI subs to avoid the first pass of ADCAP’s or UGST’s from less than 5nm as well as just about every LWT fired at medium to long range. I believe this to be a major game-play improvement for AI platforms, but more work is required to make evasion routines more complex.
Torpedo.txt Doctrine—I have decided to include the full Torpedo Doctrine Mod in this release featuring random circle/snake direction, the anti-surface casualty mod, the correction from meters to feet so that AI subs will launched torpedoes set at proper depth for submerged targets, and the variable randomized search depths for airdropped torpedoes, meaning sometimes torpedoes will be fired under layers. We don’t believe there to be any bugs in this full modification at this point, but, as always, all feedback is welcome on this or any aspect of the mod! In case you experience any crashes or undesired behavior, I have included the standard non-casualty torpedo.txt doctrine, which will be placed in your main DW directory for backup purposes. So, in the unlikely event you need to install this backup, just delete the “torpedo” doctrine installed with the mod in the Doctrine folder, and change the name of the “torpedo.avoidcasualtyonly” to simply “torpedo” (without the .txt, this extension is stored by Windows XP automatically) and place it in both your Doctrine and LwAmi.doctrine folders. But like I said, it shouldn’t come to this. ;-)
Specific changes for v2.01:
Active Sonars—All active sonars have been given the same fix as the DICASS and FFG active arrays, meaning that detections WILL NOT occur at max range automatically and are greatly effected by acoustic conditions, especially thermal layers. Also, additional active sonar models have been added to the game to simulate variable quality and assigned to appropriate platforms, including all playables, which now have variable active sonar quality.
VLAD Performance—The sensitivity of the VLAD has been reduced somewhat, meaning that subs slightly above “silent speed” will by marginally less detectable.
Torpedo.txt Doctrines— CHANGED in 2.02 SEE ABOVE TEXT For the “torpedo.txt” doctrine included, Amizaur has changed the default ceiling set in the doctrine from -99.5 to -10.5, as the previous value was unintentional and allowed users to escape AI torpedoes by surfacing. The anti-casualty mod should function with the rest of the torpedo doctrine as intended now. Thank you to Deathblow for finding this. The other two torpedo doctrines included are BETA tests: Torpedo.beta1 converts the search depth set by the AI from meters to feet (the engine gives the number to the doctrine in meters but the doctrine treats all values as feet), meaning that the AI now sets properly deep search depths for submerged targets; Torpedo.beta2 enables random search depth for AI platforms meaning that sometimes the AI will fire torpedoes under thermal layers at submerged targets. Both of these doctrines are largely untested, so you can try them if you’d like (by removing the other torpedo.txt doctrine and changing the names of these files to simply “torpedo.txt”) and if you experience any crashes you can revert to the standard non-casualty version of the torpedo doctrine.
Torpedo Feedback—This feature has been removed from all torpedoes due to game play balance considerations, as it created problems with the auto TMA and torpedoes guided by an experienced operator were virtually assured kills within maximum range.
Launched CM Effectiveness—CM “weapon effectiveness” has been returned to the original value of 50%. The previous version of the mod used 40% and this was found to make CMs much less effective than desired. CMs should now be more effective in causing torpedoes to “hard-lock” onto them. It is not known at this point what the exact effect this change will have on torpedo “jamming” (causing the torpedo to lose its target but not necessarily home on the decoy) behavior under different conditions.
Sound Levels and Sound vs Speed Curves—Amizaur has worked on tweaking the sound levels for many platforms as well as the speed-noise curves. In general, these changes have been a mix of making platforms more realistically noisy or quiet at certain speeds based on the remodeling of real-world data, along with some changes made for game-play considerations, most notably making the Seawolf slightly more noisy (detectable) at all speeds.
Submarine Damage Levels and ASW Torpedo Warhead Modeling—The damage levels of some submarines known to be particularly tough (such as the Typhoon and Oscar) have been increased and the warheads of lightweight ASW torpedoes have been reduced. The combined effect of this is to make some submarines capable of sustaining a hit from an LWT, as we believe to be realistic, and makes LWTs much less effective against surface ships as is correct. Specifically, the Oscar will take multiple hits from LWTs and the Typhoon will take two ADCAPs to sink. Also, some torpedoes known to have very light warheads have been modeled as such, making it possible for most subs to sustain a hit from some of these torpedoes. In game-play terms for playable platforms and weapons, all playable submarines will still be killed immediately by all playable launched torpedoes (except for the SET-53ME which won’t kill any playable with one hit), however in cases of indirect hits with LWTs, a submarine may survive if the torpedo doesn’t impact directly.

Mk48 ADCAP—Amizaur has given the ADCAP active sensor the unique ping frequency 20050 Hz and increased it’s warhead to 400kg to simulate advanced fusing.
SS-N-14 Silex SUBROC—The torpedo payload of the Silex subroc (equipped on Russian Kara and Udaloy) has been updated to reflect the current version of the missile most likely in use with the Russian navy. It now has the UGMT-1, the same torpedo as the SS-N-16 Stallion, which is more effective than its original torpedo payload.
Missile Parameters—The weapon effectiveness of the RAM, Aster, and ESSM have been increased from 40% to 75% and the effectiveness of the SA-N-6,7, and 11 has been increased to 60%. Also, realistic minimum ranges have been added for all SAMs except for MANPADs.
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