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Старый 10-11-2023, 12:44   #3341
seadog0514
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This is an age-old question - playability versus realism.

sure

these days, most DW players are hardcore,
we still have some active players to play online every weekend.

unbroken torpedo-guide wire has a big effect on the player's choice of tactic.

if the torpedo-guide wire is breakable, the player will tend to be more cautious and careful before firing the torpedo.

and currently, with unbreakable wire, the best tactic is fire-ping-run-ping. Everyone hates this tactic, but use it.
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Старый 12-11-2023, 22:17   #3342
CrazyIvan
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Maybe we should be prepared for the fact that AI torpedoes will also be controlled by wire?


I'm currently exploring this option.
At the moment, the player can control the speed and depth of the torpedo (so far only on my personal machine).
AI torpedoes controlled by wire should also become more intelligent.
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Старый 12-11-2023, 22:23   #3343
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Silly me, i thought AI torpedoes are already wire guided!
It would be great to have AI wire guided torpedoes)
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Старый 12-11-2023, 22:31   #3344
CrazyIvan
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Silly me, i thought AI torpedoes are already wire guided!
It would be great to have AI wire guided torpedoes)
Only partially was in AI ADCAP implemenent. But it did not work correctly because the target data was corrupted by the default code. This has now been corrected, and has opened up new possibilities for wire-controlled AI torpedoes.
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Старый 13-11-2023, 02:34   #3345
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You're real magician)
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Старый 15-11-2023, 05:18   #3346
seadog0514
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our group plays multiplayer only, AI is far far inferior than a person.

even the AI can get the fire solution more swiftly and accurately, it's boiling to play with.
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Старый 16-11-2023, 01:19   #3347
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Cool

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You're real magician)
I wouldn't be so optimistic.


My latest checks show that multiple bugs will appear when controlling an AI torpedo via a wire from the doctrine.


2 very serious bugs appear.
Therefore, I am canceling these innovations for now.
Well, most likely, this option will not be implemented in version 1.52
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Старый 16-11-2023, 01:42   #3348
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our group plays multiplayer only, AI is far far inferior than a person.

even the AI can get the fire solution more swiftly and accurately, it's boiling to play with.
I tried to simulate the actions of AI subs,observing all the tactics of preparing for a shot - starting with first determining the mirror contact (if present), then performing the TMA procedure (without losing contact - observing the speed of signal washout), next - target classification (From Unknown ID to Hostile or Neutral), approach to the target for attack, etc., etc.
I think that AI subs, now will not be so quickin making a decision to shoot.
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Старый 16-11-2023, 01:50   #3349
Епт
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I wouldn't be so optimistic.


My latest checks show that multiple bugs will appear when controlling an AI torpedo via a wire from the doctrine.


2 very serious bugs appear.
Therefore, I am canceling these innovations for now.
Well, most likely, this option will not be implemented in version 1.52
Step by step. I'm fine with that. Improvements made by RA team are still huge.
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Старый 18-11-2023, 08:58   #3350
seadog0514
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To: seadog0514

It is quite possible to write this code in the weaponDLL platforms themselves.
Why complicate things so much?
At the moment, I don't see any point in this.
Just like, for example, calculating fuel consumptionand speed at depth with gas turbine torpedoes.
In principle, this phenomenon does exist, but for theneeds of this simulator, I consider it overkill.

From the description of the operation of torpedoes capableof being controlled by wire:
Some explanations regarding wired control:

When first wire-guided interface opened, depth andspeed will always be set to 000 value.
Next,for example - the first device (from tube #1)after launch, was set player to a speed of 10 knots and a depth of 300 meters.
When the second device is started (from tube #2 orothers), when you open the wired interface, it will be set to the initial datathat you entered for the first device: 10 knots and a depth of 300 meters.
This will not affect the movement parameters of thesecond device (device use ordered depth and speed setting at preset panelbefore launch) in any way, until you change these orders again.
When the new motion parameters are entered, they willbe applied to the device for which you opened the wired control interface.

However, it is possible to avoid some confusion inthese parameters.
After you enter the new movement parameters and thedevice receives them [you can choose a wire-guided device at the weapon controlstation (or on the navigation map) and go to the navigation map. On the DDIdisplay, monitor the change in the behavior of the mobile decoy, torpedo orUUV], you can set the speed and depth values to 000. New zero parametersordered, will not affected for earlyordered moving parameters. In whole, we can say this - the introduction of"zero" values, does not send these parameters into the wire-guideddevice.

It should be noted such a moment - some torpedoes(such as for example the TEST-71 series,A 183, etc) have only two speed modes. Minimumspeed and maximum.
If you set the speed in the range of 1-26 knots, thenthe torpedo will take into account the minimum speed setting - 26 knots.
Setting a speed above 26 knots (minimal speed) willassign the torpedo its maximum speed: 40 knots.

More advanced torpedoes (ADCAP,UGST etc) provide theability to set the any values between the minimum and maximum speed.

Also, it is worth recalling the search mode: when thetorpedo is sensor is enabled,the search speed of the torpedo will be assignedthe same as it was entered before the launch of the torpedo at PRESET panel. Insearch mode - changing wire speed and depth will have no effect.

When the wire runs out on the coil and breaks, thesensor on the torpedo will be automatically turned on (if the sensor was notturned on previously), and the torpedo will go into search mode.

When the wire breaks, the muzzle of the tube closes. Inorder to return the tube to its normal state, the player must open the muzzleagain, then close it, and reset the E and F buttons.
Device RNGnmi Wire nmi

A 184 13,5 10
A 184 M3 18 15
ADCAP 27 16
Black Shark 27 27
DM 2A4 30 27
F 17 10,8 10,8
MG-74 30 13,5
MG-74 ALFA 25 13,5
MK 37 MOD 1 8,9 5
MK 37C 19,4 10
Mk 48 MOD 1 21 10
Mk 48 MOD 4 27 16
Mobile Cm Chinа 30 10
Mobile Cm Ghost 40,5 32,4
MOSS Mk 70 30 16
Spearfish 30 16
TEST-71 13,5 13,5
Tigerfish 14,8 10
TYPE 89 21 10
UGST 21,6 13,5
UUV 4 4
Yu-6 24,3 15

PS: Sorry, tabulation in the table is obviously not supported by site.


hi:
I have some programming experience, but not familiar with DLL, can you please give some instructions on how to implement this own-sub speed limit while wire-guiding a torpedo?

take the Ruassia UGST as an example.
1. which file(or files) I should edit?
2. How to update the file? what language should we use to update the code?
3. after updating or adding some new logic, how to apply this new file?
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Старый 18-11-2023, 09:16   #3351
seadog0514
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Сообщение от CrazyIvan Посмотреть сообщение
I tried to simulate the actions of AI subs,observing all the tactics of preparing for a shot - starting with first determining the mirror contact (if present), then performing the TMA procedure (without losing contact - observing the speed of signal washout), next - target classification (From Unknown ID to Hostile or Neutral), approach to the target for attack, etc., etc.
I think that AI subs, now will not be so quickin making a decision to shoot.
hi, Ivan:
do you know the implementment of the current auto-TMA ?
how to best take advantage of it? or just assign a track and wait for a target solution ?

and how to counteract the effect of auto-TMA ? continuously alter speed or course works?
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Старый 18-11-2023, 15:44   #3352
seadog0514
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hi, Ivan:
a few questions:
In RA, is there any difference between GE type-212 and IT type-212A?
In RA, has the Air-independent propulsion been honored in RA for these AIP-capable sub?

and a few complaints:
French submarine Suffren is too noisy ...
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Старый 06-12-2023, 01:09   #3353
CrazyIvan
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Cool

Tо: seadog0514
a few questions:
In RA, is there any difference between GE type-212and IT type-212A?
>> Only Weapon Differents


In RA, has theAir-independent propulsion been honored in RA for these AIP-capable sub?
>> AIR independent engines are equivalent to nuclear ones. No snorkelingis required.


and a few complaints:
French submarine Suffren is too noisy

>> Enough so that it can be detected in the worst conditions (sand, bottom limited) at 200-500 meters.
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Старый 12-12-2023, 05:19   #3354
Billy
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When can we see the next version of the mod?
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Старый 13-12-2023, 15:29   #3355
seadog0514
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we are still playing 150.3
for akula-3, the max attack depth of ugst is less than the max working depth of seawolf.
this makes the akula useless during multiplayer games....
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Старый 24-12-2023, 21:04   #3356
CrazyIvan
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we are still playing 150.3
for akula-3, the max attack depth of ugst is less than the max working depth of seawolf.
this makes the akula useless during multiplayer games....
Alas - I can't do anything about it. The maximum depth of the UGST is 515 meters.
Then use USET-80 - with a maximum depth of 1000 meters.
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Старый 27-12-2023, 17:01   #3357
seadog0514
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is it possible to add a new feature:
1. manually denote torpedo?
2. get some alert when a wire-guided torpedo has acquired something.

3. RA-150.3, the NB-profile of the moss launched by vriginia-SSN is same as “Los Angeles” !

Последний раз редактировалось seadog0514; 28-12-2023 в 16:17.
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Старый 08-01-2024, 15:44   #3358
GROHOT
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Post

CrazyIvan!
Hello! Happy New Year and Merry Christmas!
Are you have some news about RA 1.52?
Maybe screenshoot's or just name of new platform's or mechanic's?
Thank for impressive mod!
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Старый 11-01-2024, 11:39   #3359
seadog0514
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CrazyIvan!
Hello! Happy New Year and Merry Christmas!
Are you have some news about RA 1.52?
Maybe screenshoot's or just name of new platform's or mechanic's?
Thank for impressive mod!
let's pray
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Старый 28-01-2024, 00:04   #3360
CrazyIvan
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let's pray
Yes, atleast break your forehead
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