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

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NameLuftWolf and Amizaur’s Weapons and Sensors Realism Mod 00 beta
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Game-Play Changes
Passive Sonar—Amizaur has changed all passive sonars so that there is no longer an artificial “hard cap” on their ranges, meaning that there should be no sudden spikes when loud contacts come into detection ranges. Sonars are still limited by detection curves, however, the maximum range of each sensor has been set to at least 20% greater than the sensor could detect the loudest of contacts under most conditions, so for virtually all situations, acoustic factors should determine detection ranges rather than artificial database limitations.
Active Sonar—Amizaur has been able to reduce the detection range of all active sonars on submarines to something under max range, so now it is possible for the sub player to avoid detection within the range of the sonar by lowering speed and showing a low aspect to the active sonar array. This change represents a fundamental database correction for the “active sonar bug” currently in DW v1.01 and should help balance the game until the fix is hard-coded in the next official patch, especially aiding Kilo players in attacking surface targets undetected, as previously it was almost impossible to stalk a convoy. 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.

Note: thermal layers are now effective protection against active detection. Comment by Amizaur: Well I will write that it’s only half-solution (in fact 10% solution) and it’s VERY far from perfect, but this is best I could achieve with current sonar model and at least in some cases and for some targets the range will be lower than maximal. But the active sonar bug still is in the game and it’s the most important DW bug currently. As jsteed said, there is somewhere x10 factor in the equation and minimal change in target SL result in great detection range difference. So we still have to wait for the SCS fix to have proper active sonar model, but with those changes Kilo drivers at least stand a chance against air units
AI Sonar (Thank you to Periscope Depth for input on this aspect of the mod)— I have added sensors to all sonar-bearing platforms that reflect realistic sonars. I have done this in the following method. Divided the sonars into three catagories: Western, Modern Russian/Soviet-Nuclear, Eastern Diesel/Old Eastern Block. From the Western, I made three scaled versions each of the Sphere, Hull, and TA sonars from the 688i sensors, and assigned them to each platform in the game with Western sonars, according to level and whether they had a TA. I then did the same for the Modern Russian, borrowing from the Akula Sensors, assigning them to nuclear submarines with modern Eastern Sonar. The Kilo array model I used for diesels with eastern sonars and old submarines, which are mostly eastern. For surface platform sonars, I have used the FFG sonar as a model.

The primary difference between the Western and Eastern sonars are the washout speed. The best Russian arrays are more sensitive than the worst Western arrays (still good), but the Western arrays maintain a signal at a higher speed. The new Eastern sonars and the old Eastern sonars differ in terms of their maximum range, the Kilo sensors I used for the model are much shorter range than the Akula sensors.
A separate chart listing sonars, assignments, and detection parameters will most likely be released subsequent to the mod after further testing.
Object Sound and Sound vs. Speed Fix (for sound levels credit also to finiteless, jsteed, and Periscope Depth; research, final design, and implementation by Amizaur)—Amizaur has completely reworked the object sounds and the sound vs. speed behavior for realistic effects. Submarines and ships are realistically quiet across platforms and have been assigned varying speed-noise curves. New SSNs have different speed curves from old SSNs, and slower SSBN’s have their own speed-noise curves so they don’t increase their noise as much at max speed. Old diesels are quiet when stopped but very noisy when moving at speed, and the latest SSKs are very quiet. In addition, all surface platforms have been assigned more realistic speed-noise curves based on max speed, and American ships, especially the OHP FFG, are quieter than before relative to other platforms. Specifically, the OHP does not increase noise above stationary level until it is running above 10kts (this was in the game from the start, just nobody noticed it until seen in Ludger’s Analyzer). The Akula II, SeaWolf, and 688i have a somewhat flat curve from 0-4kts, meaning there sound levels do not change in those speed ranges. Please see the separate Sound vs. Speed Chart for specifics.
Playable Passive Sonar Parameters—All playable passive sonar arrays have changed to have a Maximum detection of height of 10m. Previously hull sonars and buoys had a Max of 0m and sphere and towed arrays had a max of 300m. This caused any object with a passive sound level to show up on sonar as if it were underwater, specifically sea-skimming missiles whose sound levels were changed in this mod to simulate underwater missile launch (Thank you TLAM Strike for finding this). I have not set the depths to 0m because this causes contacts to display inconsistently on the BB waterfall. I do not believe that cone sensitivity is effected in any way by this fix within the detection Max and Mins, but there could be other issues I am not aware of. This may be refined later, but it is necessary now to address persistent sea-skimming missile transients.
Amizaur has been able to make significant improvements to torpedo function.
TorpHoming Doctrine—This doctrine completely disables torpedo explosions on countermeasures. The torpedo, after acquiring a dropped decoy, will pass through the decoy and re-enable on the other side. Sometimes the torpedo will demonstrate odd behavior immediately after being spoofed, as could be realistic, but should always return to seeking properly if within its max range. Note: some of the TEST-71s on the Kilos use the wake-homing doctrine, so their behavior is unaffected by this mod.
Torpedo Doctrine—The updated version of this doctrine: reduces the search arc of the snake pattern for torpedoes from +/- 45 to 30 degrees; randomizes the circle or first snake turn direction, and, most importantly, prevents AI torpedoes launched against submerged targets from striking surface ships 90% of the time, by lowering the minimum depth of AI launched torpedoes.
Torpedo Seekers—Amizaur has modeled a wide range of active and passive seekers, with individual seekers for the most important torpedoes, including distinctive ping frequencies for classification over active intercept, as is realistic. The ADCAP active seeker is max range 3000m and its passive seeker is max range 1000m, will all other torpedoes scaled down from there, meaning there has been a significant reduction in the effectiveness of all torpedo weapons to reflect realistic parameters. Note: the parameters of all of the torpedo seekers have been tweaked so that thermal layers have a much greater effect on torpedo performance. Also, the width of seekers cones of the ADCAP and USGT have been increased to minimize the effect of the reduced snake search pattern on the effectiveness of these weapons. Some small warship active sonar levels have been increased to make the new seekers effective against them and very small civilian ships are nearly invisible to active torpedoes now, due to seeker changes.
Wake-Homing Torpedoes—Amizaur has reduced the visual sensor of the wake-homers, used in the terminal homing of the weapon, to 50m. The practical effect of this is that wake-homing torpedoes now act like true wake-homers, meaning they will no longer home in on the front of ships and must be fired behind the target to insure the torpedo makes contact with the target’s wake. Now, if the wake-homing torpedoes do not make contact with where the target’s wake actually is (behind the ship and slightly to the sides), you must have a near perfect shot to hit a target, so they weapons are practically not effective if fired in front of a ship’s path. In addition, surface ships now have an opportunity to lose acquired wake-homing weapons with hard maneuvers at the last moment, if they are able to turn inside the torpedo so it loses the wake and cannot acquire with the visual sensor. Also, all strictly wake-homing torpedoes have altered to be fired only against identified surface targets.
Fast Torpedo Speed Oscillation Fix—Due to a hard-coded error in the DW v1.01 engine, all torpedoes from speeds 56-159 display a wide speed oscillation and or increased speed. We cannot change this directly, however, the speeds of all torpedoes over 55kts have been reduced to 55kts and compensated with more realistic parameters.

ADCAP—Speed raised in v1.03 of our mod to 60kts. Lowered again to 55kts and given the best seeker in the mod as well as torpedo sensor feedback. Also the warhead has been increased from 350kg to 400kg to simulate advanced fusing and max depth increased to 1000m

Spearfish—Range increased by 10,000m to 32km.

Type 89—Reduced turn radius to 100 (as all other torpedoes) as previously high turn radius is now unnecessary with lower speed. Increased range by 15,000m to 45km and given it ASuW capability.

Type 40—Increased range of SS-N-27 ASW family of subroc missiles to 27nm, as is realistic.

APR-2E—range increased from 3.2km to 5km.
ASW Torpedo Warheads—The warheads of strictly ASW torpedoes have been reduced to realistic levels. Combined with the reworked damage modeling, it will now take two lightweight torpedoes to sink some tougher submarines, such as the Typhoon. 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.
Damage Modeling:
All values for neutral and supply ships have been adjusted to make them more realistic in terms of the damage they will sustain. Light civilian ships are made more fragile and heavier ships are made realistically difficult to sink. Heavy military supply ships are made slightly more sturdy than the OH Perry Class FFG. Medium supply ships and oil tankers are slightly less rugged than the OHP, medium civilian ships have been made slightly tougher. Expect to have to use several medium and light torpedoes or missiles against heavy shipping now, with more necessity to be careful in wasting weapons when facing a convoy. We have also decided to rework the damage modeling for most warships as well, with heavier ships of better build being modeled with appropriate levels of survivability. Expect some ships to be a little more difficult to sink and some ships to be a little easier in a sensible and predictable way. Further, some submarines known for being particularly rugged, such as the Typhoon, have been given higher damage ratings so that they may now sustain single hits from lightweight torpedoes, as we believe to be realistic. Specifically, the Oscar will take multiple hits from LWTs and the Typhoon will take two ADCAPs to sink. Please refer to the unit information tables to be released following the release of the mod for details.
Masts and Cables:
Periscope Depth’s Cable Length Mod—Thank you to Periscope Depth for providing this. The length of user-platform cables have been changed to real-world lengths: SQR-19/TB-29/23—5000ft, MH-60 Dipping Sonar—2500ft, and Pelamida TA—2300/701m.
Universal Doctrine Fixes:

SubAvoidxx-- Doctrines correct a bug in sub evasion routines that tells them to come too shallow while evading, causing cavitation. Well tested.

Missle/MissleSam-- Corrects minor bugs in missile launch angles. Well tested.
SubrocAttack-- Improves accuracy of Subroc torpedo drop points.
CIWSAttack.txt-- Directs ships to fire a barrage of missiles at "hard" targets, very close or very fast. This represents an improvement in the behavior of AEGIS and other ships’ anti-missile behavior, as previously they fired many fewer missiles at potentially lethal threats than they were capable of firing.
Missile Parameters:
Passive Signature for Underwater Missile Launch--All sub-launched missiles now produce a very noisy transient when launched. The exception to this is the Harpoon, which is much quieter, simulating its launch from a canister which opens up once it gets to the surface, making it a better option verse the TASM than previously.***Underwater missile launches will not give a TIW or any other audio warning.*** Thank you Bellman for raising this issue and Fish for confirming it over a LAN. Also, Amizaur has include a doctrine addition to the general submarine avoidance doctrine that allows subs to recognize underwater missile launches and evade under parameters in which it could be a subroc attack, giving AI subs a better chance of clearing the target datum and surviving subroc attack.

IR Signatures-

IR signatures added for all missiles based on type, with a reasonable scaling from

Sea-skimming cruise-missiles to supersonic, rocket powered anti-ship missiles. This now makes RAMs effective against anti-ship missiles.
Amizaur's MANPAD Seeker Fix-

We have included the fix that has been around for sometime, reducing the seeker cone

of MANPADs to 3 degrees.
Radar Heights Changed—Some radar heights have been lowered, as previously some ships

BETA had been able to see too far over the horizon. Also, the minimum altitude

of the AEGIS SPY-1 Radar has been lowered from 5000ft to 10ft, which should

help them better track sea-skimming vampires.
Launched Anti-Missile CM's—effectiveness raised from 20% to 25%.(Thank you Mau for

suggesting this.)
Missile Effectiveness and Minimum Ranges—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. This will prevent unrealistic last minute shots against incoming missiles.

MAD—sensors have had max detection depth reduced from -3000ft to a realistic -1000.ft
SAD—sensors have had max detection depth reduced from -3000ft to a realistic -750ft. Note:

the only difference between a MAD and SAD detection in the game is the depth at which

they are detected, so if I set the depths the same, the sensors would be exactly the

same sensor,as the platforms only vary in MAD characteristic, and have no separate SAD

AI MAD—AI platforms do not have a separate MAD/SAD detector. Previously, they had been setto detect from 0 to -3000ft. In order to permit realistic evasion tactics from MAD

equipped AI air platforms, I have set the AI MAD sensor to have SAD characteristics

(have fun under those funky sounding cargo ships!)
User Platform, Weapon, and Sensor Specific Changes
User Torpedo Specification Changes: (Thank you to Bellman for raising the issue of torpedo balancing)
53cm Torpedo—given UGST specifications: Active/Passive Multipurpose Wireguided Torpedo, 50km@50kph, with maximum depth 800m (less on fire-control preset panel) with 300kg warhead.
Mk48 ADCAP—The maximum depth of the ADCAP has been increased to 1000m and the warhead has been increased to from 350kg to 400kg to simulate advanced fusing.
65cm Torpedo—guidance sensor and doctrine changed to simulate 65-76 Wakehoming Hydrogen Peroxide-powered Torpedo (the type supposedly removed after the Kursk Incident). All specifications have been left the same except guidance-following the wakehome doctrine now-and the wire has been removed. The wire-guidance option has been disable in-game, but I can't change the fire-control graphics, so you'll just have to remember that the A/P and search pattern buttons do nothing, and that the torpedo will continue in a straight line after it enables. LAUNCH THE TORPEDO WITH THE DEPTH SET AT ~10m, depending on how lucky you feel that day. The Nixie should not affect this weapon in any way, but over-the-side decoys will cause enough of a disturbance in the water to disrupt the wake-homing, but the torpedo will not detonate on the CM's, and usually reacquire. Also, due to changes in the wake-homing sensors, you MUST fire this weapon behind a ship so that it will make contact with its wake in order for it to home onto the target; it is no longer sufficient to place the torpedo within 500m of the target from all aspects.
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