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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Mk46—Given Mk54 hypothetical specs, 17km@50kts with max depth 500m and a light weight, for airdrop use in littoral waters (the turn radius may be decreased in subsequent versions to further increase this effect). All non-American platforms are armed with the standard Mk 46 torpedo they had previously, and all American platforms have upgraded to Mk 54. The Mk 46 ASROC has been left the same for all platforms and will still drop the Mk46. I thought it wasn't good to have a useless Mk46, so I did some research and came up with a torpedo that is marginally better than the Mk50 all round, but doesn't replace it, reflecting a torpedo with the upgraded propulsion of a Mk46 with the seeker of the Mk50, which constitutes the actual Mk 54 as indicated by my information. As the Navy's intention is to have a lower cost option to the Mk50, the propulsion system of which is very expensive. For me personally, I will be taking more Mk 54's now, unless I need to kill something deep! Note: When playing as the FFG, you cannot order your AI controlled MH-60 to drop the Mk54 on a waypoint, only from the command on the Nav map. This is due to an interface issue hard-coded in the game, however, you can work around this by creating a manual solution where you want the torpedo dropped and order the torpedo dropped on that solution rather than the actual contact.
53-65 Wake-homing Torpedo Family—The minimum running depth of the torpedo has been set to -14m in order to ensure proper launch depth against surface targets. You can still launch the torpedo from as deeply as before.

Shikval Mad Sensor—The MAD detonator on the Shikval has had its range reduced by half to 250m, as previously any shot within 500m of the target resulted in a kill, this makes it possible to evade one of these weapons if it is off target and proper maneuvering is used quickly.
SLMM and Mobile Mine—Includes Doctrine Files, Mod by Amizaur

A fix that makes them stop making noise after they have stopped moving has been

applied to both weapons. In addition, they will now actively try to stop once

they have reached their assigned location and will be reliably on target and hold

their position, making them an effective weapon, which they were not before. Their

maximum usable depth remains the same (300ft for SLMM and 450ft for Mobile mines,

the range of their seekers), but the weapon will shutdown below 600ft. These weapons

are for use in shallow water and will "malfunction" in deep water. ;-) Also, do not

try to use these weapons against a steep slope.
Seawolf Max Speed—The max speed of the Seawolf class has been reduced to 38kts, as is more plausible. The Seawolf is still easily the quietest, fastest, and most heavily armed submarine in the world. ;-)
688(i) Towed Arrays- Added TB-23 as starboard array. The reason I have kept it

on the starboard, against what is commonly reported, is because in missions

where ownship starts with TA deployed, it is always the starboard array, and I

figured in most situations I would want that one deployed. The port TB-16

washes out at ~20kts and the TB-23 washes out at around ~16kts (you folks

can tell me if that feels right once you play around with it...

or if I'm just completely off...). I have set the sensitivity of the TB-23

to be pretty much in the middle of the TB-16 and the TB-29. I was even able to

change the names in game, so have fun captains!
Akula II Modified Gepard TA—The array of the Gepard has been upgraded to hypothetical Pelamida II standards, with a Max speed of +4kts over the original Pelamida, and the in game name has been changed to “Pelamida II”. The sensitivity has been left as it is. This array has also been assigned to the Oscar SSGN, to reflect the latest developments in the most funded Russian submarine projects.
VLAD Passive Sonar Performance—The sensitivity of the VLAD has been reduced somewhat, meaning that subs slightly above “silent speed” will by marginally less detectable.
Midget Sub—The Midget sub has been given a periscope sensor, as previously it had no sensors at all, and its active sonar parameters have been changed to make it more detectable as is realistic.
Russian SVTT-Ship Launched Torpedos—Changed to USET-80, to better reflect Russian

capabilites. Note, only Russian SVTT launchers previously

equipped with 53cm torpedos have been changed, some launchers are equipped

with other torpedos. Also, the Grisha FFL retains the 53cm Torpedo w/UGST

specifications, as the USNR in-game database says its launchers have

been modified to fire wire-guided torpedos, so I thought it might be interesting.
Russian Airdropped Torpedoes—Platforms that had previously been firing the 53cm will use the APR-2E, the torpedo which comes equipped as the default weapon the Helix ASW Helo.
SLAM-ER Fix—I have removed the missile's IR seeker, which apparently was interfering with its terminal homing. The missile now looks in the DB and behaves in the game

like a light TLAM, and, *functions correctly*, exploding on target with

the same accuracy of a TLAM. Note, this weapon is not the most effective strike

missile, as it has less than half of the warhead of the TLAM, meaning you need

more than one missile to destroy medium and heavy targets if the missile does

not land directly on target. Even small, light targets may escape the blast of

this missile if it overshoots. For some reason, IF YOU DO NOT CHANGE THE

WAYPOINTS, THIS MISSLE WILL NOT WORK!!! I can't change this, and I'm not sure why.
SS-N-27 Two Stage Mod—Mod by Amizaur, doctrine file included—The first stage of the missile launches the second one and falls to the water or sometimes rises into the air as a decoy, to simulate the reported real-world function of the missile. This version of the mod uses a streamlined doctrine format that needs only one doctrine file. The enable point of the first stage, which is a cruise missile at 500kts with a max range of 200km/108nm, enables its seeker as usual, however, when the seeker has acquired a target, the missile will fire the second stage, which is the supersonic attack phase equipped with the final seeker and warhead with speed 2.5 mach and range 24km/13nm. This version of the mod requires less finesse in entering the proper range, as the missile will tend to detect targets around the max range of the second stage, but it is good to enable the missile somewhere around the max range of the second stage (11-12nm before the target) to minimize the chance of an early fire and take full advantage of the coordination of the second stage supersonic sea-skimming attack phase and first stage post-launch decoy (to cover most of the air defense zone by supersonic stage, not by vulnerable subsonic stage).


That's it! We hope you enjoy! Please let us know if you find any errors, would like to

contribute to a future release, or have any suggestions or comments. The place is http://www.subsim.com/phpBB/viewtopic.php?t=41581&start=0.
Happy Hunting.
LW
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