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Старый 18-12-2017, 19:22   #2721
Billy
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I have a question about how to control helo from FFG. The manual says to cancel the programmed tactics is to drag the first waypoint to maximum (zoom out to 120 nmi) then cancel it. Is that how it works? The language is not clear in the manual because of the bad translation.
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Старый 18-12-2017, 19:43   #2722
pepe
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1) delete all previous waypoints
2) set new waypoint
3) drag this waypoint over 120 nmi from own helo (you don't have to do it fast)
4) click somewhere else (on clear area)
5) click again on last waypoint
6) delete it
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Старый 27-12-2017, 00:15   #2723
Billy
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Btw, is there any way to order FFG's helo to set its torpedos above or below a layer? If a sub dances above and below a layer, it is almost impossible for an AI controlled helo to sink it.
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Старый 27-12-2017, 00:50   #2724
CrazyIvan
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This works automatically. If the helicopter has detected the target of the MAD by a sensor, then it is assumed that the submarine is in the range of 0 to 750 feet (detection range of the sensor).
The depth of the torpedo will be set in this interval

If the detection of MAD - no, then the AI assumes that the sub is deep, the torpedo will be launched to a greater depth.
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Старый 27-12-2017, 17:09   #2725
Billy
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This works automatically. If the helicopter has detected the target of the MAD by a sensor, then it is assumed that the submarine is in the range of 0 to 750 feet (detection range of the sensor).
The depth of the torpedo will be set in this interval

If the detection of MAD - no, then the AI assumes that the sub is deep, the torpedo will be launched to a greater depth.
1. What about if a thermo layer is between 0-750? If the layer is 400 and the sub is hiding at 500. Helo would keep launching shallow torpedoes and can't lock onto the target below the layer.

2. I know if torpedo is too close, it would ignore the decoy. It seems that Mk48 can ignore decoys at longer range than mk50 or mk54. Is that true?

3. Would torpedo seeker ignore thermo layer if the torpedo is very close to the target?
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Старый 27-12-2017, 18:46   #2726
CrazyIvan
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1. The torpedo will be launched under the layer of 80% probability.
And 20% of that torpedo will be put above the layer.
If there is a MAD target detection, then the correct rotation angle is also set for the torpedo - at the start of the circular search, the torpedo will always turn toward the target.

2. Yes. Logical threshold for MK 48 is higher.

3. If the torpedo is close to the target - 800-1000 meters (for each torpedo different levels) - the thermolayer does not matter. (For heavy torpedoes (MK 48, UGST, etc) the distances are accordingly large - about 1300-1500 meters.)
However, the too much depth difference between the torpedo and the target will be affected here.
The target may simply not fall into the vertical cone of capture of the torpedo sensor.
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Старый 27-12-2017, 22:03   #2727
CrazyIvan
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Some New Station for UDALOY DDG.
Миниатюры
Нажмите на изображение для увеличения
Название: dump00113472.jpg
Просмотров: 697
Размер:	478.1 Кб
ID:	11079   Нажмите на изображение для увеличения
Название: dump00145511.jpg
Просмотров: 715
Размер:	542.9 Кб
ID:	11080  
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Старый 27-12-2017, 22:15   #2728
CrazyIvan
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a bit more.
Миниатюры
Нажмите на изображение для увеличения
Название: dump00150007.jpg
Просмотров: 691
Размер:	639.5 Кб
ID:	11081   Нажмите на изображение для увеличения
Название: dump00230237.jpg
Просмотров: 700
Размер:	663.8 Кб
ID:	11082  
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Старый 28-12-2017, 14:23   #2729
CubanFoxtrot
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Wow!!!

May I ask if they're new Interface DLLs built from scratch in VC++ or still adaptations of existing ones in x86 ASM?

Also, for sake of curiosity as I consider myself the worst artist humanly possible, how could you create those wonderful graphics?
3D scene rendered to 2D bitmaps?
Or just Photoshop hard work?
Would any aircraft sim cockpit editor come in handy?
I'd also love to create some, wth!

Thank you once again for your dedication!
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Старый 28-12-2017, 18:27   #2730
Billy
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What about gun's station? Udaloy has more than one gun right? Wonder how you model that in game?
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Старый 28-12-2017, 18:43   #2731
CrazyIvan
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One CIWS AK-630 has created at Weapons Control Station #2 (F12 - station).
Since only ONE CIWS is modeled, it has a stockpile of ammunition like all 4 AK-630 mounts, and a circular firing zone.
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Старый 28-12-2017, 18:47   #2732
CrazyIvan
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Сообщение от risorgimento59 Посмотреть сообщение
Wow!!!

May I ask if they're new Interface DLLs built from scratch in VC++ or still adaptations of existing ones in x86 ASM?

Also, for sake of curiosity as I consider myself the worst artist humanly possible, how could you create those wonderful graphics?
3D scene rendered to 2D bitmaps?
Or just Photoshop hard work?
Would any aircraft sim cockpit editor come in handy?
I'd also love to create some, wth!

Thank you once again for your dedication!
Everything is based on DLL from Oliver H. Perry.

The graphics are drawn in Photoshop.
Just compiled various screenshots.
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Старый 29-12-2017, 20:27   #2733
Billy
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Is this Udaloy I or II? What about 130mm naval guns? Udaloy II has 2x. How is this modeled?
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Старый 29-12-2017, 20:32   #2734
Billy
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btw, just reporting some campaign errors:

1. Red storm rising-RA version. Mission "Journey End". P-3 Orion is set as side 3, which is not allied with side 0. So the aircraft would attack your boat. Was the P-3 supposed to be a Russian maritime patrol aircraft or Norwegian aircraft in the original version?

2. Russian Rebellian campaing, 1st mission playing Akula. The akula gets countered detected at the very beginning of the game. Sometimes, right after the mission start. I don't know how this is possible given rebel ships and subs are miles away.
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Старый 29-12-2017, 20:57   #2735
MR.Wood
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The P-3 is supposed to drop on you just like in the book
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Старый 30-12-2017, 06:52   #2736
CrazyIvan
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btw, just reporting some campaign errors:

1. Red storm rising-RA version. Mission "Journey End". P-3 Orion is set as side 3, which is not allied with side 0. So the aircraft would attack your boat. Was the P-3 supposed to be a Russian maritime patrol aircraft or Norwegian aircraft in the original version?

2. Russian Rebellian campaing, 1st mission playing Akula. The akula gets countered detected at the very beginning of the game. Sometimes, right after the mission start. I don't know how this is possible given rebel ships and subs are miles away.
About Russian Rebeling:

For me it's absolutely not an interesting campaign.
Not professional and stupid.
How do you imagine being in the harbor stuffed with anti-submarine ships and submarines - and be undetected.

Scenario number 1 - mark the visual contacts (688 and Akula). Launch special forces (Akula).

Scenario number 2 - again mark the visual contacts, again launch special forces.
Scenario number 3 - monitor Khabarovsk, marking visual contacts ...
Further I will not continue.

Place this campaign is in the hot stove.
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Старый 30-12-2017, 09:52   #2737
Billy
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If I launch torp at really low speed, say 30kts, would it take longer for the AI to get TIW warning? I mean the TIW warning is also dependent on how fast the torp is traveling?
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Старый 30-12-2017, 14:46   #2738
CrazyIvan
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No, within 3 miles the message will be delivered regardless of the speed of the torpedo. This works for the player only. For AI platforms, the cruise speed of the torpedo has a value - the slower it is the quiet the torpedo, . But for the player, also bear in mind that even a quiet torpedo will be visible on the broadband display in 3 miles ranges.

PS: Scaling of sound profiles does not make it possible to make fine TIW dependence depend on torpedo noise. This gave poor results in the tests. So we chose the option with a fixed distance of 3 miles.
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Последний раз редактировалось CrazyIvan; 30-12-2017 в 15:01.
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Старый 30-12-2017, 19:21   #2739
Billy
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No, within 3 miles the message will be delivered regardless of the speed of the torpedo. This works for the player only. For AI platforms, the cruise speed of the torpedo has a value - the slower it is the quiet the torpedo, . But for the player, also bear in mind that even a quiet torpedo will be visible on the broadband display in 3 miles ranges.

PS: Scaling of sound profiles does not make it possible to make fine TIW dependence depend on torpedo noise. This gave poor results in the tests. So we chose the option with a fixed distance of 3 miles.
Just to confirm. It is 3 nmi, right? Not 3 kilometers, correct?
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Старый 30-12-2017, 19:27   #2740
CrazyIvan
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Just to confirm. It is 3 nmi, right? Not 3 kilometers, correct?
3 - NMI
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