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A french doctor in E-town (Edmonton, Alberta, Canada), je fais la navette tous les 21 jours entre mon palais et un camp de travail perdu dans le nord de la Colombie Britannique où je bosse avec des gens formidables 12hrs par jour pour un salaire faramineux, bref je suis heureux ou presque.
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Galileo
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12 Aug 2010
Add-on payant qui sort le 26 Aout





In summer 2012, less than two months after Operation Arrowhead successfully routed the Takistani military regime, NATO coalition forces face a large-scale outbreak of guerrilla insurgency.

A mechanized force of British troops, with support elements of US Army TF Knight, are about to deploy and embark upon a large scale counter-insurgency that will define the future of the coalition presence in Takistan.




New vehicles and weapons

  • Modern British troops in multi-terrain, desert and woodland camouflage
  • Personal weapons: L85A2 and L86A2 rifles, L110A1 machine gun, LRR and AW50 sniper rifles, N-LAW AT launcher
  • New vehicles: Jackal 2 WMIK all-terrain vehicle, modernized FV510 Warrior
  • New helicopters: AH11 Wildcat (multi-role), HC3 Merlin (transport)
  • British versions: offroad car, Chinook transport helicopter, AH-64 Apache gunship
  • Desert and woodland paint schemes of the ground vehicles
Des screens ici bas
http://store.steampowered.com/app/33960/
1 Jun 2010
tout chaud de l usine 34.7Mb necessite d avoir le 3.09 installe au prealable.

http://www.subsim.com/radioroom/showthread.php?t=170376

Les changements:

LuftWolf and Amizaur’s Weapons and Sensors Realism Mod



TO INSTALL: Run the self-extracting .exe installer and follow the on-screen installer prompts. After installation, enable LWAMI using the JSGModEnabler.


LEGACY README

This readme has been succeeded by the complete LWAMI manual in doc/docx format. It has been included for record-keeping purposes, since this format does a good job of listing what was done in each version of LWAMI from 3.0 on. The list of changes to 3.10 is not complete because much of the late work was recorded in the manual alone.



-----------------
For DW 1.04 Build 378
SimHQ Reader’s Choice Award Winner
Readme by LuftWolf and Molon Labe

Thank you to Amizaur for his partnership on this project.

Graphics updates imported by XabbaRus, TLAM Strike, and Molon Labe. Model credits are provided in an included file.

Thank you to Kegetys for providing his Font and Texture Mods, credits are provided in an included file.

Thank you to OneShot for extensive logistical support.

Thank you to Sakura for his fixes to oil rigs and downed pilots.

Thank you to Fer De Boer for the COMSAT mod.

Thank you to Hitman for his improved Kilo periscope and binoc reticules.

Thank you to finiteless, Ludger, and jsteed for their contributions to modding DW. Thank you to Bill “SubguruENichols for hosting the work of so many talents modders and mission designers. Thank you to Molon Labe, TLAM Strike, and Bellman for extensive testing and multiplayer testing.

All database editing was done with DWEdit by Ludger, without whom this mod would not have been created.

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/radioroom/showthread.php?t=83132 .

TO INSTALL: Run the self-extracting .exe installer and follow the on-screen installer prompts. After installation, enable LWAMI using the JSGModEnabler.

NOTE: Saved games created with one Database and Doctrine set are not compatible with any other versions of the database, however, you can restore a previous version of the Database and Doctrine folders at any time to load saved games associated with that database. Saved campaigns are associated with your player profile and are not affected by game or database version. Please note, the charts and graphs previously included with this mod are now out of date, and will be updated in a separate release.

XX-Changes for LWAMI 3.10-XX
NEW PLATFORMS

P-4 class Midget
Nahong class midget
Ghadir Midget
Sava SSM
Una SSM
"Attack Submersible" (Iranian)
Losos Small Sub
Yuan SSK
Alrosa (project )877 modified---note the "old" Alrosa remains in the database as a
regular 877 class boat to keep this database compatible with older missions.
P-2 Mala SDV.
Heroj SS
MG110 SSM
Dolfijn SS
GuppyII/GuppyIA/Guppy II ROC
Kilo SSK (Orzel) for Poland (Note: the Orzel appears both as a class of Polish submarine
[for use as an AI platform] and as a playable Russian 877 class Kilo. The loadout of
the Polish version is 53-56K and TEST-71 torpedoes.)
Sang-O
Borei SSBN
Graney SSN
Shang SSN
Kobben SSK

Armed Fishing boats and Trawlers. Armament is an AT-3 and SA-14.
Dhows--comes in standard, fishing, cargo, and armed variants of all 3.
Osa I
IPS-14 Peykaap II FAC
China Cat FAC
"Boston Whalers"--armed Iranian (IRGC) speedboats. Versions: 50cal+rockets, ZU-23,
minelaying, and suicide IED, and an extra Fishing Boat.
Halifax FFH
Poti FFL
Riga FF
Turya PTH
Parchim (Kapitan Patimura) FFL
Kotlin and Kotlin SAM DD
ElBrus ASR
Iran Ajr minelayer
Famous WMEC
Perry Class FFG for Poland (note: The Pulaski and Kosiuszko appear both as a class
of Polish warship [for use as AI platforms] and as additional "US" FFGs
[for use as playable platforms]. The loadout for the Polish warships include
Mk46 torpedoes and SM-1 missiles.)
T-4 Landing Craft
Narcotics smuggling "submarine" (note: as a semi-submersible, this object is a SURFACE ship)
Freedom LCS
Tarawa LHA
MSF 100 MSI
Stern Trawler and Nour
Yudeng LSM
Jingash II LCAC
Zhuk PC
TB-11PA PC
MIG-S-2600
Taedong-B FAC (Kajami)
Hengam LST
Harbour USV
Fouque LCT
Bandar Abbas AOR
Hendijan AG
Bayandor FSG
MKIII PB
RMMV (USV)
Brahmaputra FFG
Nasir PC
054A Jiankai-II FFG


CH-124 Sea King
HH-65A Dauphin
F-4EJ Kai/F-4E (Japan, ROK, Iran)
F-15C/J/SG/K (US/Saudi Arabia/Japan/Singapore/Korea)
F-16A MLU (Norway)
F-22 Raptor
KC-10 Extender
MiG-23 Flogger B and E (Russia/DPRK, Libya)
EF-2000 Eurofighter
MQ-8 Fire Scout VTUAV
Ababil UAV
Mohajer UAV
HU-25 Guardian MPA
MiG-29 (A/B, S/SM, Baaz)
F-2
Mig-21 pfs/M
Mig-21 Bis
Mig-23ML
Su-30 (MKI/MKK/MK2/MKM/KM2V)
CF-18 Hornet
Tornado ADV

Armed Oil Rig. Armed with 3x50cal MGs, 1xSA-14 station, 2xAT-3 Sagger stations.
NATO, SAS soldiers, ATGM teams
HY-2A/G Batteries
Tien Kung SAM Bunker and radar
Babur LACM Battery
Leopard MBT
Man Overboard
MGK-608 bottom sonar



----------

NEW WEAPONS
AGM-154 JSOW (because DW doesn't like bombs)
AGM-65D Maverick
AGM-142 Have Nap
ASM-1
ASM-2
AAM-4
IR homing versions of AA-7, AA-10
Radar homing version of AA-2
AT-3 Sagger
New Styx versions: A, B, B(IR), D, D(IR). Platforms that carry B or D versions
carry a mix of radar and IR homing versions.
New Exocet versions: MM38, MM40block3, AM39
TL-10/Kowsar missiles (TV and radar homing versions)
Barak SAM
RIM-7 SeaSparrow
AIM-7 Sparrow
NLOS-PAM
107mm rocket
122mm rocket (BM-21)
Tien Kung SAM
C-602 (ASM and LAM)
Babur LACM
Kh-31A/P
Python AAM
Derby AAM
AS.12
YJ-83 SSM



Yu-7 LWT + Yu-7 SUBROC Payload
CY-1 SUBROCC
Yu-8 ASROC (CY-1 for surface ships)
Yu-6 HWT
MGT-1 Anti-escort torpedo
SET-40 Torpedo
53-56VA Torpedo
MU-90 Impact Torpedo

Mao 4 acoustic mine
M-08 contact mine
PMK-1 mine (Russian CAPTOR)
PMK-2 mine (Russian CAPTOR)
MYaM Mine



--------------

PLATFORM/WEAPON EDITS

"Midget Sub" acoustic profile changed to read "Yugo class SSM"
2 bow 400 mm tubes added to Hotel
2 Stern 400 mm tubes added to November armed with two MGT-1s.
Corrected spelling of Carrera.
Corrected blade count on Mike

Reduced speed of Skjold from 60 to 40
Spruance DD ESSM replaced with RIM-7
Asagiri armed with RIM-7
Hermes CV Sea Dart replaced with Barak SAM (VLS near superstructure)
2x Rajput CIWS replaced with Barak SAM
Boghammar launcher switched from "Guns" to 107mm rocket
Godavari FF given Chaff/Flare


Su-33 loadout update: AS-14, AS-12 and SS-N-25
Iranian Fencers now armed with 2 C-802 'Noor' ASMs
Iranian SeaKing now armed with 2 FL-6 AGMs (Sea Killer clone)
Russian Bear F given 6 N-25 Switchblades.
Russian Fencers now armed with AS-12 ARMs.
F-16 Armament tweaked (3x AIM120, 1xAIM9, 2xAGM88, 2xAGM65G)
F-15E Armament 4x AIM120, 2xAGM65G, 4xAGM154E

The Yu-7 has replaced the A244 on Chinese air and surface platforms, making it the standard Chinese lightweight ASW torpedo. This weapon is roughly equivalent to the US Mk46 and is much more capable than the weapon it is replacing. Be aware.

The SS-N-2 is now the SS-N-2C. This version features a backup IR sensor.
-SS-N-2B is an older export. IR and Radar versions. Carried by: Osa I, Osa II
-SS-N-2C is the "standard" Styx carried by most platforms
-SS-N-2D is a later generation export. IR and Radar versions. Carried by: Veer (tarantul)
The HY-2 is now the HY-2G.
-HY-2A is an infrared-homing, non-seaskimming weapon.
-HY-2G is radar homing and skims at 100feet.
-The HY-2A/G now has a range of 110km (to reflect peformance in the Iran-Iraq war)

The Exocet is now the MM40 Exocet.
The Exocet Sub is now the SM39 Exocet.
-The AM39 Exocet is carried by aircraft
-The SM39 Exocet is carried by submarines
-The MM38 Exocet is carried by older platforms: Tourville, Gepard
(Type 143), Drummond (A-69), Combatante (Perdana), Hercules (Type 42), Coastal Battery
-The MM40 Exocet is the standard Exocet. It is carried by older French platforms
and has replaced the MM38 on many newer foreign platforms.
-The MM40Block3 Exocet is an advanced missile with RAM carried by modern French
platforms: Cassard, LaFayette

Harpoon airspeed corrected to 462 knots.
TASM/TLAM airspeed corrected to 475 knots.

P-3 for Japan now uses ASM-2 missiles in lieu of Harpoons.

Tornado IDS (GR1) loadout corrected: AMRAAMs removed, Maverick-D added.
Tornado IDS (German) loadout corrected: Kormoran ASM replaces Sea Eagle.

MU-90 Impact Torpedo has replaced LWTs on: France: George Leygues, Atlantique, Lynx Mk4, Poland: Perry FFG, Australia: Adelaide (Perry) FFG

Gave Atlantique MK2's MAD sensors.

AB-212 Sea Eagle replaced with AS.12; launchers consolidated.

AV-8 Harrier edited to AV-8B+ specs. Loadout includes AMRAAM, Harpoon, HARM.

Renamed Eridan MHC sonar profile Tripartite.

Super Lynx: consolidated launchers; should not carry torps+missile loadouts simultaneously

Helix: non-Russian Helix armament switched from APR-3 to UGMT-1

Sea Kings: Loadouts adjusted across the board; carries 2 LWT OR 2 AShM instead of 4/2 of each. May carry 4 small AshM (sea skua).

Frankenthal MHC (German): Now has ESM and Stinger missiles.

Krivak Torpedo loadout changed from USET80s to a mix of SET-65 and 53-65K

Knox FF's now have TA's and 1 reload for the Box launcher.

Bremmen ESSM now is a RIM-7

Luda's SSM launchers are now trainable to either side.


***Adjusted PRIORITIES of ALL SUBS for RECON to 0.*** This should end the unwanted behavior of AI submarines going to flank speed to investigate new, unclassified contacts.

Set Strike priorty of LA SSN to 2 (from 0--from before it had TLAMs in the tubes)
Set ASUW priority of Ohio and Ben Franklin to 2, from 1
Set Strike priority of P-3 to 4, from 2
Set Recon priority of EP-3 to 0, from 1 (HAV aircraft should not be chasing down unknown contacts)
Set recon priority of AH-1W to 3, from 0.
Set recon priority of sea Harriers to 3, from 0.
Set recon priority of Tornadoes, Flankers, Fencers, Backfire, Foxbat, Foxhound, Finback, Fishbed, Fantan, Rafale, Etendard, Jaguar, F-5, Fitter, BRZ Skyhawk, F-16, Flogger to 3, from 0.
Set recon priority of Badger to 3, from 0, and Strike priority to 4 from 3.

***ASL Adjustments***. LWAMI 3.09 overdid some changes to ASL values for smaller subs. Torpedo seeker detection curves and ASL values have been slightly altered to allow the detection range variations of 3.09 without causing the smaller submarines to become borderline invulnerable to modern torpedoes.


------------

NEW NATIONS/NATION EDITS

Argentina
--Type 209 1200
--Durance AOR (Patagonia)

Canada
-CF-18

Chile
F-16
Newport
Saar 4
F-5E III

China
-Su-30MKK

Cuba
-Zhuk
-Osa II
-Mig-21MF
-Mig-23MF/ML

Denmark
-F-16A MLU
-Super Lynx

DPRK
-MiG-21pfs

Egypt
-Perry FFG
-Knox FF
-Jianghu FF
-Romeo SSK
-Komar PCFG
-Osa I PCFG
-F-7B and Mig-21MF
-Mirage 5
-Sea King
-E-2 Hawkeye

Germany
-P-3 Orion

Great Britian
-Tornado ADV

Greece
-Combatante IIA
-EF2000
-Type 209
-Knox
-Hunt
-P-3B
-S-70
-AB-212
-F-16C
-Elli FF (Bremen)


India
-Type 209
-Godavari Improved (Brahmaputra)
-Mig-21Bis
-Su-20MKI

Indonesia
-Riga
-Parchim
-Su-30MK2
-F-16
-F-5

Iran
-F-5 Tiger II

Italy
-Tornado IDS
-Tornado ADV
-Predator UAV
-Atlantique Mk2
-AB-212 Agusta
-AV-8B+
-Lerici/Osprey MHC


Japan
-F-2

Libya
-Mig-23MS and ML
-Mig-21 Bis

Malaysia
--FA-18D
-Newport
-F-5
-Su-30
-Osprey

Netherlands
-super Lynx
-F-16MLU
-Tripartite MHC

Norway
-P-3C


Pakistan
-Fuquing AOR
-A-5C Fantan
-Tripartite MHC
Pakistan
-Agosta 90B SSK


Poland
-Perry FFG
-Tarantul I
-MiG-23 Flogger-B
-Kotlin SAM
-877 Kilo
-Kaszub FFL
-F-16C
-Su-22
-Mig-23

ROK
-Type 209 (and mod)
-P-3C
-Super Lynx
-KF-16
-KF-5
-Lerici MHC (Osprey)

Saudi Arabia
-Tornado ADV

Serbia
-Sava costal sub
-Una midget sub
-Osa I
-MiG-21Bis
-Ka-27

Singapore
-F-5S
-F-16C
-S-70
-E-2C

Spain
-Perry FFG
-Agosta SSK
-Newport LST
-F/A-18A+
-P-3M
-SH-3H AEW
-AB212
-SH-60B


South Africa
-Type 209 1400
-Super Lynx

Taiwan
-Newport

Turkey
-Perry FFG
-A-69 FFL (D'estine D'Orves)
-Type 209 1200/1400
-Circe MHC
-Frankenthal MHC
-AB-212
-S-70 Seahawk
-F-16C
-F-4E
-MQ-1 Predator
-F-5A Freedom Fighter

Ukraine
-Krivak III
-Tarantul III and II
-Grisha V
-Foxtrot
-Zhuk
-Natya MSO
-Su-27
-MiG-29A




Vietnam
-Osa II
-Tarantul I and V
-Yugo SSM
-turya FFL
-MiG-21bis
-Su-30MK2V
-Mig-23
-Helix




F-15 Variants given to Japan, US, Korea and Singapore.
F-4 Variants given to Japan, Korea, and Iran
J-7 Fishbeds assigned to Iran and North Korea.
E-2 Hawkeye Added to Taiwan
Q-5 Fanton added to North Korea
Added Ka-27 to Serbia

-------

NEW MODELS
USET80
ADCAP
MK50/54
TASM
TLAM
TLAM surf
Harpoon
Harpoon surf
SLAM
53-65K
54-65KE
Yu-8 (SET-53)
AA-7
AA-7T
UUV
Kilo/Alrosa
Stalwart TAGOS (omitted from LWAMI 3.09)
Houdong
F-15

---

OTHER CHANGES

**RADAR, IR, and ESM MODEL**
The radar/ESM system has been completely redone. All aircraft, ships, submarines, land objects, and missiles have new scaled radar source level (RSL) and IR source level (IRSL) values. All air search, surface search, and homing radars have had their detection curves adjusted to fit the new RSL values. Radar no longer detects all objects inside its maximum range, but detects larger objects at greater ranges than smaller objects. ESM sensitivity as also been significantly increased. Also, missile seekers have been differentiated (before, all missiles had either the same radar, IR, or ARM seeker) and have different detection curves. A few points players should be aware of:

--small objects like seaskimming ASCMs are now much harder to detect by radar

--ESM counterdetection range of missile seekers has been significantly increased.

--The increase in ESM sensitivity and decrease in radar detection range means that the Run To Enable preset on missiles matters a lot more than it used to. An accurate RTE can mean the difference between alerting a target ship's defenses or catching it off-guard.

--warships (frigates and larger) can be seen out to the radar horizon (about 25nm) by most surface platforms. But, missile boats and smaller craft can evade detection until they reach closer ranges.

--airborne surface search radars typically detect ships 40-100nm away, depending on the size. Again, very small surface contacts can evade detection until they are closer.

--airborne surface search radars ARE capable of detecting seaskimming missiles, BUT detection is very aspect-dependent. If an air platform is trying to provide AEW against a missile strike, it should position itself off the threat axis to maximize detection range.

--Highdiver and Hi-Low profile missiles have long range (~100km) seeker radars, while seaskimmers detect targets from of 5-20nm (depending on seeker type and target size). Larger missiles are also programed to prefer larger targets.

--P-3 and MH-60 players are advised that the visual mark on the radar display for contacts near the detection threshold--just like those of submarine active sonar--are frequently impossible to see. But, unlike submarine active sonar, you have no audio cue to tell you there is an unseen contact on your display. The detection curves of the P-3 and MH-60 radar have been increased slightly to attempt to compensate, but the use of Radar Autocrew is highly recommended. "Otto" will mark all contacts inside the detection threshold.

**NEW MISSILE DOCTRINES**
Highdivers: The AS-4 Kitchen, AS-5 Kelt, and AS-6 Kingfish use the new "missilehi" doctrine. This doctrine commands the missile to climb to and cruise at very high altitude. The missiles detect their targets from long range and attack in a dive. Previously, these missiles cruised at only 300 feet.

High-Low profile missiles: The SS-N-12 Sandbox, SS-N-19 Shipwreck, and PJ-10 BrahMos have been given a new HiLow doctrine. If the target is (approximately) less than 70nm from the launching platform, these weapons act as seaskimmers. If the target is further than that, these weapons cruise at high altitude, detect the target at long range, and then dive below the radar horizon and attack as seaskimmers. These weapons also have some ability to recognize chaff decoys and have backup anti-radiation seekers. Players are advised that these weapons will frequently detect the target radar emissions and dive under the radar horizon BEFORE they are counterdetected; EMCON is highly advisable if you could be facing these.

Others: some new missile doctrines have been added that slightly change the cruising altitude of some missiles. (Older versions of the Styx, SS-N-22 Sunburn)



XX-Changes for LWAMI 3.09-XX

BUG FIXES
The sub-launched ASCM/CIWS bug has been corrected by sacrificing TIW alerts for sub-launched antiship missiles. Strike missiles, SUBROCs and the SS-N-22 retain the TIW alert (and the CIWS bug). The SS-N-27 ASM retains the TIW also, as only the 1st stage of the weapon suffers from the CIWS bug; the terminal stage is engaged normally. The weapons chosen to retain the TIW alert are those which are unlikely to be successfully engaged by the CIWS, and thus having the TIW alert is more important for the FFG driver.

A new helo dipping doctrine is used to reduce the frequency of helicopters pinging during takeoff/landing.


NEW OBJECTS

LWAMI welcomes the following navies (in part) to the world of DW: Canada, Chile, Italy, The Netherlands, Norway, Singapore, South Africa, and Sweden!

Subs: Alfa, Valiant, Oyahsio, Scorpene, Challenger (Sjoormen), Yushio, Oberon,
Sauro, Charlie I and II, Delta III, Gotland, Hotel, Le Triomphant, Mike, November,
Romeo, Swiftsure, Ula, Vastergotland, Virginia, NR-1, Ben Franklin, Skipjack,
Sturgeon, Permit (Thresher)

Ships: Whidbey Island, Hauk, Skjold, Stalwart, Kidd, Udaloy II, Sovremennyy Improved, Container Ship (note: The Container Ship skin is a very large file and takes a few seconds to load. If you experience slowdown, stick to Cargo Ships)

Installations: SA-2 Site, SA-5 Site Spoon Rest Radar, SCUD Launcher (full and empty; NOT
functional at this time), sub drydock (empty and full), SSM Batteries (Brahmos,
Moskit, C802, and Exocet)

Torpedoes:
DM2A3 (35kts/20km), Black Shark (50kts/40km),FFV Types 613 (ASUW, passive, 45kt/15km) and 431 (ASW, A/P, 30kts/20km), Mk 48 (early) (55kt/38km), A-184 (36kt/12km)

Missiles:
SS-N-7, SS-N-9 (sub launched), SS-N-21, SA-N-3, SA-2, NSM, BrahMos, Gabriel, SA-N-12, SS-N-22 ER, SA-5 Gammon

Aircraft:
COMSAT (The COMSAT is meant to be an omnipresent ESM source. To use, position the COMSAT about 200nm from the action at an altituve of 99,000ft; assign it an adequate speed and put it on a barrier or perimeter box tactic such that its bearing will not change relative to platforms in the mission area. Mission designers may use this object to allow playable units (not using autocrew) to trigger scripts, among other uses.)

Other:
DownedPilotBeacon: This object supplements the regular Downed Pilot; it does not replace it. DPB contains a "distress beacon" sensor that will appear on ESM. Mission designers now have the option to use either object (or better yet, can use both to simulate the beacon being activated at a time of the designer's chosing).



OBJECT EDITS
Sakura-mod fixes have been implemented to the Oil Rig. The Oil Rig is now treated as a civilian vessel in the mission editor (and will appear as a ship rather than a land-based entity on NAV). Any use of the Oil Rig should be in a 0-current, 0-wind zone to prevent the rig from drifting. These edits allow the oil rig to be targetable by SSMs.

Active Sonar SLs have been rescaled based on the mass of the sub and the presence of anechoic tiles. The primary impact of this change will be on very small SSKs (<2000tons), which will be harder to detect with active sonar and more difficult for torpeodes to acquire. Values for medium sized subs are about the same, and higher for larger subs.

Active Sonar SLs for mines and torpedoes have been sharply reduced. MF Active sonar is no longer effective for minehunting; HF active sonar must be used.

Active sonar sensitivity for the Seawolf and 688I have been reduced slightly to make performance more comparable to that of surface ships and to make standoff Kilo hunting somewhat less practical.

SLMM and Mobile mine PSL reduced to be comparable to D-E subs.

DM2A4 Torpedo has had its stats adjusted (de-nerfed from DM2A3 values); 50kts/45kyd

USET-95 torpedo speed and range adjusted to 30kts/14kyd.

SUT torpedo edits: 35kts/13.4km

ASROC range extended from 5 to 15nm

Land Based objects given IR SLs.

Bear's tailgun now faces aft instead of forward.

Pillboxes now have an SA-14 launcher. Beware.

Spruance DD ESSM launcher position adjusted so that the missiles are no longer launched from underwater.

Russian SAM effectiveness ratings have been adjusted:
SA-N-1: 30
SA-2: 40 (not anti-missile capable)
SA-5: 25
SA-N-4: 30
SA-N-6: 60
SA-N-7: 40
SA-N-9: 75
SA-N-11: 65
These values (except for the SA-2 and -5) are meant to represent anti-missile percentages, rather than anti-aircraft, because their usual use in DW is anti-missile. Note that the previous value for the SA-N-9 was 100, so some ships once thought to be invulnerable to missile attack are now just very hardened.

Noteworthy Loadout changes:
Type 206: DM2A3 has replaced DM2A4
Grisha: USET-80 has replaced UGST
Neustrashimyy and Kirov now fire SS-N-15s from their torpedo tubes
Yugo SSM: SET-65 has replaced the ASW torpedo previously carried
Rajput DDG: Styx replaced with Brahmos

NEW DAMAGE SCALING
The damage/armor values for all subs, ships, missiles, and torpedoes has been adjusted. This new scale is meant to correct serious realism errors in DW (e.g., Perry frigates surviving hits from AS-4 Kitchen missiles). The new values are the result of formulas extrapolated from instances of naval weapons use. While by no means perfect (there is a significant amount of variability in real life battle damage, while DW only accepts fixed values), the new values will produce results comparable and consistent with historical engagements and can therefore be considered to be reasonable estimates of typical effects of other weapons. The formulas used are:

Missile Damage= (Explosive damage + Kinetic Energy Damage)* (Flight profile factor) Explosive Damage= (Warhead type Factor)*(1.528*Warhead Mass-.013*Warhead Mass^1.52)
Kinetic Energy Damage= .5(weapon mass*weapon velocity)^2 *.000000102297
Flight Profile Factor= 1 for seaskimmers, .75 for highdivers (abstracted difference in flooding effects)
Warhead Type Factor=1 for penetrating high-explosive, .75 for HEAT, and .33 for fragmentation
In plain English, this means a missile's damage is higher the bigger the warhead (but, with diminishing marginal returns as warhead size increases) and also is higher the more massive and fast the missile is. Hits by seaskimmers do a bit more damage b/c they cause flooding, and sub-optimal warhead types (like on SAMs) get sub-optimal results against warships.

Torpedo/mine Damage= Exlposive Damage * UTK Bonus
Explosive Damage= 3.149*Warhead mass-.0487*Warhead mass^1.55
UTK Bonus= 1.4
At this time, the UTK bonus is implemented only for the 65-76 and underwater mines. This has been done simply to error on the side of making less radical changes. (Note: The mobile mine has been removed from the scale to avoid significant area-damage effects the game engine produces for proximity-detonating weapons.)
In plain English, these numbers mean that the larger the warhead, the greater the damage, but there is a diminishing marginal return as warhead size increases.

Ship/Sub Armor ratings
Armor ratings increase with displacement. Vessels which are not surface combattants have a lower armor value than combattants of equal size.
Approximate values:
FACs (6t): 30
PTGs (250t): 120
Corvettes (1300t): 350
Frigates (3000t): 450
Destroyers (5000t): 600
Cruisers (10000t): 900
LSDs (16000t): 900
Light Carriers (18000t): 1000
Auxiliaries (22000t): 400
Supercarriers (97000t): 2000

Merchants: 150-450

Small SSKs (500t): 60
Large SSKs (2000t): 70
Small SSNs (5000t): 90
Large SSNs (9000t): 120
Large SSBN (15000t): 150
Typhoon: (33800t): 360

Approximate Weapon values:
MR SAM: 45
Light ASM/SSM (e.g. Hellfire): 30-60
Medium ASM/SSM (e.g Mav-F): 140-170
Seaskimming ASCM (e.g. Exocet, Styx): 225-450
Heavyweight ASCM (e.g. Sunburn, Kitchen): 515-1066

LWT: 95-250
HWT: 450-600
65-76: 1226

KILO RETICULE MOD by HITMAN
This mod is included in the 3.09 package as an optional add-on. Separate documentation is included.


KNOWN ISSUES:
The props on some of the new PTGs do not rotate.

The guns on the new PTG's do not have a rotation animation (but they will rotate and fire in the sim normally).

The BrahMos on the Rajput fires to the aft due to the design of the model; in reality, these weapons are forward firing.

The Udaloy II retains the twin gun mounts of the Udaloy I; in reality, a single double-barreled gun system has replaced the twin mounts.

Sub-launched missiles that produce a TIW alert cannot be engaged by the player-controled Perry's CIWS. These weapons include: SUBROCs, Strike missiles, the SS-N-22, and the 1st stage of the SS-N-27 ASM. (All of these weapons are unlikely to be successfully engaged by the CIWS in any case). Sub-launched ASCMs, with the exception of the SS-N-27ASM and SS-N-22, no longer produce TIW alerts.

The Kidd/Chi Teh DDG uses the Tico CG model; some launchers are in the incorrect place.

Sovremennyy Improved uses Sovremennyy model; SA-N-12/gun system present in place of forward AK-630s, but not visible, AK-630s not removed; aft gun not removed.


XX-Changes for LWAMI 3.08-XX

--Further changes have been made to the TLAM's and LAM's to improve the reliability of their terrain following. Also, their radar signatures have been reduced to make them detectable at more reasonably short ranges. This same scaling has been applied to all other ASM's and SSM's, aside from SUBROCS; many anti-ship missiles will be harded to detect on radar than previously, although for the most difficult to detect missiles their FCR engagement ranges have been left as set in LWAMI 3.06.


XX-Changes for LWAMI 3.072-XX

---Bug Fixes---

--The TLAM and SS-N-27 LAM will now properly follow terrain (LWAMI 3.06 bug)

--The B-871 Alrosa Kilo 877 has been added to the playable Kilo list, since it is currently active in the Baltic Fleet.

--The warheads of some SAM's have been corrected (increased) to properly model their effectiveness in bringing down aircraft.


XX-Changes for LWAMI 3.071-XX

---Bug Fixes---

--I have improved the reliability of the two stage SS-N-27 ASM in situations with a lot of missiles in the air at once.

--I have reduced the number of extra TIW messages given to the FFG player by creating dubbed versions of all missiles that are both sublaunched and surface launched; the changes should be transparent to players, other than the reduction of inappropriate TIW's across the board. Missiles affected by this change are: SS-N-19 Shipwreck, Harpoon, TLAM, C-801, and the Exocet.

--The Shkval will now enable at the proper preset depth (DW 1.04 bug).

--Anti-missile performance has been improved in terms of last ditch missile fire against ASM's that have entered into CIWS range; all Russian platforms should now perform correctly in terms of missiles assigned to incoming vampires, particularly the Kirov. Also, the AI will now use chaff more liberally against missile threats.

--Air-to-Air Missiles will no longer home on friendly aircraft to eliminate the rampant AI AAM fractride problem; this was necessary because the AI does not use appropriate firing presets when using AAM's (DW 1.04 bug). It should now be possible to utilize fighters in scenarios without Blue-on-Blue overtly wrecking the chain of events.

--Sublaunched SSM's will no longer home on inappropriate targets (like aircraft and helos).

Readme Corrections--The Shkval has now been properly described to "not become comicly loud until it fires its rocket motor ***once it is at its preset depth and course***"; the Shkval fires its motor once it is at its correct depth and path, regardless of its RunToEnable settings, which is where it enables its MAD sensor. The MPT-1UE (SS-N-27 ASW torpedo payload) speed has been updated to the correct 45kts. The MH60 when under FFG control will no longer drop torpedoes on hostile MAD contacts automatically, and the player FFG AI MH60 control section has been updated to reflect this.


XX-Changes for LWAMI 3.07-XX

Bug Fixes and Various Platform Changes-All SUBROC's will now function correctly (LWAMI 3.06 bug). The prop on the merchant ship will now rotate in the correct direction. Russian ships have been adjusted to provide better air defense and the ESSM has been added to the Burke DDG. The Kirov is also now harder to sink. The prop speeds and directions of torpedoes and surface ships has been adjusted across the board for some graphical enhancement.

AI Sonars-The sensitivity of all AI sonars has been increased significantly. This was necessary because the AI does not report any contacts until it has POSID on sonar, which is often at less than half the range a human can detect a contact given the same sonar parameters. The AI should perform much better now, but it may make some scenarios play out much differently than before.

CounterMeasures and Torpedoes-The Non-Exploding on CM's Torpedo Mod by Amizaur has been restored to LWAMI. This overrides the .ini setting. I have done this because 1) the SCS fix produces buggy torpedo behavior (flying to the surface) 2) the SCS fix doesn't differentiate between the NIXIE towed decoy and other decoys, which leaves the FFG and other Blue navy platforms quite vulnerable. My recommendation is to SET YOUR .ini FILE TO 100% TorpsExplodeonCM and use the TorpHoming doctrine created by Amizaur, however, if you want to retain control over your decoy explosion setting, you can restore the stock TorpHoming doctrine at any time and the .ini setting will function again. The stock TorpHoming doctrine works seamlessly with the rest of LWAMI, so it's your choice.

Mk60 CAPTOR-The CAPTOR now replaces the 2000lbs Mine on the P-3 and the 1000lbs mine has been restored to previous operation.

ASuW Safety and SUBROC/CAPTOR Torpedoes-Torpedoes fired from SUBROCS and the CAPTOR have the ASuW Safety feature permanently enabled so these weapons will never engage surface ships.


XX-Changes for LWAMI 3.06-XX

***I've added some things completely from scratch in this version of LWAMI which will have a big impact on gameplay. If there are bugs, or something needs to be adjusted, please be gentle. :-) I'm always ready to make changes when necessary.***

Bug Fixes-The SeaWolf hull sonar will now function correctly (bug from 3.05). The Shkval will now shutdown when it reaches its maximum range (bug from 3.05). The dimensions of the freighter have been updated to reflect the new model. Also, the props on the Oscar II and Foxtrot will now rotate correctly. The submarine thrusts have been corrected to allow the playable nuclear subs to come to complete stops (LWAMI bug). The fast infiltration craft will now behave like boats, not jets. :-) Note, they no longer have a sound vs. speed curve, so they are perpetually very loud. The UAV will now function like other similarly armed aircraft. Also, appropriate ESM and radar equipment have been added to the aircraft and helos previously missing these items. All mines will now stop at the preset depths and will not exceed their maximum operating depth. The AI, when firing torpedoes, will now set them to utilize the layer properly, and will now set their torpedoes so they do not hit surface ships when they are not targeting a ship or shallow submarine.

Mk60 CAPTOR Mine-WEAPON ADDED-The Mk60 replaces the 2000lbs Mine (as of LWAMI 3.07) on the player and AI P-3. The CAPTOR is an encapsulated Mk46 torpedo mine with a passive sensor array equal in sensitivity to the VLAD sonobuoy. When laid, the mine goes to its preset depth (max 3000ft). The available depth on the P-3 interface are: Surface 90ft, Shallow 400ft, Deep 1000ft, and Bottom, which will place the mine on the bottom or at its max depth of 3000ft. The mine is able to classify between hostile and friendly targets, and will only engage HOSTILE SUBMARINES when the ROE for the scenario is set to WAR. When a valid target is detected within 4000m, the weapon will fire a Mk46 using a Snake pattern in the direction of the target and then shutdown shortly after. Note, due to the insensitivity of the CAPTOR passive sonar, most modern SSN and SSK detections/engagements at patrol speed occur under 4000m.

SS-N-16 Stallion and APR-3-WEAPON ADDED-The APR-3 has replaced the APR-2E on Russian ASW aircraft and the SS-N-16 Stallion SUBROC torpedo payload, previously the UMGT-1 (the UMGT-1 remains the torpedo payload of the SS-N-15 Starfish). The APR-3 is a turbojet torpedo with a circle search pattern and a search speed of 40kts, and an active sensor equivalent to the MPT-1UE (the SS-N-27 payload). When the torpedo acquires a target, it will move to a homing speed of 68kts. The nominal max range of this weapon is 2.5nm, although in practice its effective range is closer to 1.5nm due to the speed vs. range curve in DW 1.04 (a feature I've tried to utilize here). Due to the speed of this weapon, its maneovering ability is very limited at homing speed and it does not have a reattack capability. When the torpedo acquires and burns through a decoy or is outmaneovered by its target, it will malfunction and run straight or go to the surface until it runs out of fuel.

Advanced UUV-The passive sensor has been reduced in sensitivity and aspect considerably and the active sensor has been disabled completely (the passive sensor now has a 100 degree view on both sides rather than a 150 degree view on both sides as before, roughly the same dimensions as a submarine sphere sensor). The BB sound of the UUV has also been changed to a slightly different sound in the stock DW sound archive. The UUV now has a range of 17nm @ 6kts and max speed of 20kts with a range at max speed of 2.7nm. The sensors are totally washed out at 8kts, with some washout above 6kts. The operation is as follows. You must be at 4kts as before, and enter the presets in the same way. After firing the weapon it will begin to feed back data immediately and move at 4kts. The speed of the UUV is controlled with the enable button and the depth is controlled with the preenable button. The preenable button has no effect on the passive sensor. One click of the enable button will stop the UUV; it can persist indefinately in this state, a second click will speed the UUV up to 6kts. A third click of the enable button will speed the UUV up to 12kts, the max speed the UUV can travel in up to 90ft of water without cavitating. A fourth click of the enable button and the UUV will go to its max speed of 20kts. A fifth click will stop the UUV and reset the counter, although you can click the enable button twice slowly and set it to 6kts. Note the sensors are washed-out above 8kts and do not feed data. The preenable button depth control works as follows. The first click does nothing. A second preenable click will send the UUV to the preset search depth. A third preenable click will send the UUV to 90ft if it is in over 100ft of water or 45ft if it is in less than 100ft of water. A fourth click will send the UUV back to launch depth, and reset the cycle. NOTE: There is an unsupported feature as well. If you leave the UUV at 4kts speed, the launch speed of the weapon, and make a depth selection, the weapon will oscillate between all the preset depths. This can be used to set the UUV to automatically search above and below the layer without player input, although this was not an intented feature, so there may be errors with this use of the UUV. Otherwise, it should work entirely as described above.

TIW Messages for UnderWater Missile Launches-All submarine launched missiles will now give a verbal TIW message when detected on sonar. Note, you will occasionally get TIW messages when functional missiles hit the water.

Torpedo ASuW Safety Feature-The ceiling preset on the fire control panels now have an additional function. By default, torpedoes will now no longer engage surface targets or surfaced submarines, this is the ASuW Safety On condition. If you wish to engage surface targets or a surfaced submarine, you can disable the ASuW Safety by setting the Ceiling to be 60ft (18m) or less, and the torpedoes will engage all detected targets. The Ceiling will also function as an absolute hardcap on the depth of the torpedo as before. The AI will use the ASuW Safety appropriately.

RBU's-The RBU's will now function correctly (although some work has yet to be done to polish this, they are now very effective ASW weapons).

Advanced Seaskimming ASM's-I've added variable decoy logic to the most advanced sea-skimmers in the game, to make chaff 50% less effective for these missiles than for other missiles. The missiles improved by this change are the SLAM-ER, TASM, Harpoon, and SS-N-25. Chaff for these missiles will be 12.5% effective, whereas it is 25% effective against other missiles.

Visual, FLIR, and Night Vision Detection of Submerged Submarines-Aircraft and helicopters are now able to see shallow submarines. The mean depth for vulnerability to detection is 80ft. The exact depth of detection varies by submarine, but for playable submarines 80ft should be considered the safety depth (because of depth drift). In good weather, SSK's and other small submarines are detected at approximately 1nm, with SSN's being roughly 1.25m, and larger submarines like the Typhoon and Oscar II being as high as 1.75nm. In poor weather and at night, detection ranges drop considerably. The automatic lookouts for the player P-3 and MH60 are able to utilize this feature, and will call out near surface submarines like all other visual contacts. PLEASE NOTE: The visual detection range for the A/C's and helos on submarines is constant whether they are at PD or on the surface, and of course the ranges have been tuned for undersurface detection. This is unavoidable to implement this feature. For AI platforms, this will not matter, because the AI always has its radar on, but players should be aware of this when using the P-3 or MH60. I apologize in advance for those of you who don't like this, but I feel the trade off is worth it so that submarines are no longer invulnerable to detection at PD with all their masts up. :-)


XX-Changes for LWAMI 3.05-XX

We Have New Submarine Models!-We have incorporated new models from the SubSim community, please see the model credits file for the complete list of new models. The Typhoon in particular looks sweeeeeet. BIG thanks to XabbaRus.

FFG and 688i Models-I have made the necessary object dimension and launcher and mast position corrections for the new FFG and 688i models in DW 1.04. Also, I have swapped the NIXIE and TA positions on the FFG7 OHP so they are in their real life configuration.

MH60 Dipping Sonar-I have carried over from stock DW 1.04 the new model for the dipping sonar unit as well as the stronger dipping cable fix, which should make breaks of the dipping sonar cable more rare.


XX-Changes for LWAMI 3.04-XX

Aircraft and Helos-I've continued to work on more internal changes to get ASW aircraft to function effectively. Most notably, AI helos will definately no longer drag their active dipping sonar and they should not crash as frequently. Also, the AI MH60 when under player FFG control should no longer go wandering off on its own and now launches with its radar OFF. In addition, I have added a sensor to AI ASW aircraft that allows them to properly ID MAD contacts when they directly overfly them, since before they just helplessly overflew contacts until it got classed in some other way, or if the mission designer went through hoops to get them to class the targets.

Hellfire II-The fire and forget version of the updated Hellfire has replaced the originial Hellfire. The player MH60 can fire all four at the same time and the AI can now fire two at a time (because of engine limitations).

E-2 Hawkeye-The thrust profile of this aircraft has been updated to it can now launch from carrier decks without crashing.

SeaWolf Sonars-The SW WAA hardcap has been set back to 15nm, so it will no longer register contacts over that range. However, the SW Hull array has been modified so it has a full forward view encompassing the entire coverage of the sphere sonar as well, although it is still treated as a separate array. This is based on the best available data regarding the SeaWolf sonar suite.

Submarine Sonars-The bearing error of all player submarine Sphere and Towed Array sonars has been increased. Submarine hull sonars, FFG sonars, and AI sonars have been left as before.

Playable Unit List-I have added the expanded playable hull list and "Easternized" the playable submarine hull and class names. Non-playable units have retained their NATO designations. Although the names of all the Kilos have been changed, their database Object ID remain the same so there should be no backward compatibility issues with old missions. Units added: three Proj 971a/m; two Proj 971u; numerous Proj 877KM, the SSN23, three KLUB capable 636i for the PLAN.

SSN Performance-The speed of the 688i has been reduced to 33kts and the speed of the Akula I Imp has been increased to 35kts. This is based on the best available estimates, identical to the values in SCXIIc, and long overdue in LWAMI.

Squal Rocket Torpedo-The Squal now has a very low noise profile upon launch, and does not become comicly loud until it fires its rocket motor once it is at its preset depth and course... it is now possible to use this weapon in a stealthy manner.

AEGIS Performance-The anti-missile performance of very capable AEGIS or AEGIS-equivalent ships should now be much better in terms of both ammo conservation and approriate "high threat" response.

Missile and CIWS Performance-I have lowered the overall CIWS effectiveness to something reasonable and reduced the Search Radar signatues of small, slow, seaskimmers to reflect their real world effectiveness. In addition, I have lowered the flight profile of a number of particularly good seaskimming missiles and reduced their Fire Control Radar signatures to reflect the overall difficulty in actually engaging these kinds of missiles, designed to be survivable because they are in fact difficult to defeat using radar guided equipped (hence the RAM was developed... which is very effective against everything since it's IR and very maneoverable). Also, AI the FFG7 OHP has been given the ability to have two SM-2's in the air at the same time, to reflect their real world and player counterpart capabilities, although keep in mind the launcher still reloads very slowly so the ship won't gain much benefit in close situations. NOTE: Do not be surprised when you are unable to lockup a seaskimming missile with your FCR despite the fact your search radar has illuminated it. The engagement range on these weapons has been around 5nm in my testing using the FFG7 SM-2.

TEST-71-NK-The Test-71-NK equipped on Chinese Kilos will now function exactly like the Test-71 except that it can be targeted at idenified surface targets on the fire control or nav map.

Random Torpedo Direction Mod-I removed the random direction mod from all torpedoes, since it is necessary for shooters of subrocs and FFG ASTAC's to know where their weapons are going when they fire them.


XX-Changes for LWAMI 3.03-XX

SLAM-ER Upgrade-We have enabled ASuW capability for the SLAM-ER equipped on the player P-3 Orion. The missile can now function in Strike mode and ASuW mode. To set the missile for Strike mode, use as described in the manual as before. Be sure to make the final waypoint directly over the target or the missile will likely cause only light damage (as the SLAM-ER has a much smaller warhead than the TLAM, about half). To use the missile in ASuW mode, set the two approach waypoints such that the missile is headed at the surface target as it approaches the final waypoint and ***set the last waypoint over water*** (this is how the missile is able to distinguish Strike mode and ASuW mode... if the last waypoint is over land, it will operate in strike mode, if it is over water, it will operate in ASuW mode). The last waypoint is the enable point for the weapon. At the enable point, the missile will drop from its skimming altitude of 30ft to just above wave-level. At this point the weapon will enable, and if it immediately has a target, will stay low to the sea and home the target. If the missile does not immediately acquire a target, it will slowly climb back to search altitude of 30ft, and travel in a straight line, searching and homing using a radar seeker. The sequence described is a "stealth enable" feature that should improve the survivability of this weapon over the standard Harpoon. In this mode the weapon resembles a Harpoon with upgraded stealth, range, warhead, and waypoint capabililty. In terms of warhead power, two SLAM-ER hits will destroy a FFG7 OHP. The AI F/A-18 Hornet and P-3 Orion previously equipped with the SLAM-ER have been given an appropriate load of SLAM's for Strike capability and Harpoons for ASuW capability as the AI is not able to properly use the SLAM-ER.


XX-Changes for LWAMI 3.02-XX

MH60 Pylons-I have corrected the placement of the torpedo on the starboard pylon for the player MH60. Also, all Hellfire Strikes fired by the AI controlled MH60 will appear to come from the Port Pylon, but this is a minor graphical difference. Note to MISSION DESIGNERS: If you chose to start the FFG Helo in the air at the start of the mission you MUST make it a playable platform as well (although you can tell players not to select it in the briefing for the MH60 if they select it). Also, for some reason, you cannot put the helo in the air with the Strike load out selected and I cannot fix this (it will revert to the ASuW configuration).

XX-Changes for LWAMI 3.01-XX

FFG ASTAC MH60 Loadout—In LWAMI 3.00, the ASuW loadout was incorrect and this has been fixed. Also, since we are unable to add two torpedoes to the Strike configuration such as for the player MH60, we have added an extra rack of four Hellfire’s, making the Strike Loadout now 8 Hellfire’s. The same fix that prevents Mavericks from homing on submarine below PD and damaging fully submerged subs has been applied to the Penguin and both Hellfires.

XXX-Game Play Changes--LWAMI v3.00-XXX

Sonar Modeling—All active and passive sonar systems in the game, both for the AI and human platforms, have been scaled in terms of their projected real world effectiveness. The Passive and Active noise levels of all platforms in the game have also been completely reworked. Platforms now have Sound vs. Speed curves that are appropriate for their class and quality. Further, all playable platforms have unique Sound vs. Speed curves, giving them unique sound characteristics at each speed, so please see the charts supplied with the mod package to determine how much noise a given platform is making at a given speed (Note: the Chinese Standard Kilos and Indian KLUB capable Standard Kilos have a starting PSL of 58 and then increases noise as other Kilos, to model the 877EKM version sold to those countries). The overall effect of these changes is to reduce the detection ranges against realistically quiet platforms at low speed, and increase the detection ranges against loud contacts (since all passive sonar hard-caps have been removed, you will no longer notice loud contacts suddenly appearing at high signal strength). All in all, the total sonar performance should be closer to what one would expect in all conditions against all kinds of contacts than the stock game.

Torpedo Performance—Substantial improvements have been made to torpedo behavior.

1) The search pattern of snaking torpedoes has been reduce from 90 degrees forward arc to 60 degrees forward arc; AI torpedoes fired at submerged contacts will no longer strike nearby surface traffic by mistake; and the AI will now also sometimes fire torpedoes under layers at submerged targets.

2) Torpedoes now have seekers of unique quality and ping frequency, as previously all torpedoes were equally capable of detecting and tracking a target because they all shared a single seeker. The practical effect of this is to make high quality heavyweight torpedoes such as the ADCAP or UGST much more effective weapons individually than lightweight torpedoes such as the Mk50 or SUBROC’s or older out of date torpedoes.

3) Torpedoes will now reliably begin searching again after losing their track or being spoofed by and burning through a countermeasure.

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. As of LWAMI 3.06, players will now get a verbal TIW message when the sonar detects an underwater missile launch. Please note, you will occasionally get TIW messages when missiles hit the water as well.

MAD and SAD—The maximum depth at which an AI platform can detect a human sub is now a plausible 750ft (slightly less than reported in RL because the AI can detect contacts at any altitude). The max depth for human MAD is 1000ft and human SAD is 750ft.

Damage Modelling—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 and medium civilian ships have been made slightly tougher than before. 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. NOTE: All playable torpedoes will kill all playable submarines with a single shot if delivered accurately on target when the weapon detonates.

AI Improvements:
1) AEGIS behavior has been fixed. AEGIS ships will now provide effective fleet defense against vampires up to 18-25nm and bogeys over 45nm, depending on the conditions and the target altitude. VLS equipped ships will fire multiple missile volleys at fast moving inbound targets that have escaped the first round of counter fire.

2) All platforms with sonar sensors now have effective sonar that are accurately modeled for their type and quality. Surface ships and submarines equipped with TA’s are capable of using them to see under layers if they are above within distance and traveling slow enough. AI Surface TA’s do not operate in water shallower than 75ft and AI submarine TA’s do not function if there is less than 50ft of clearance under the submarine.

3) Submarines are now much more aggressive. AI captains will fire on hostile targets much sooner than previously, and will often wait until a target enters its evasion pattern for the first salvo before firing a follow up shot and clearing the datum.

4) Aircraft and helicopters will actively classify and engage their own or sonobuoy tracks and MANUAL links from humans (allowing utilization of the link and AI for combined arms operations). Helos with dipping sonar will use their dipping sonar when prosecuting a track, with the process sometimes taking up to 10 minutes to complete a dip. Sonobuoy laying and attack behavior on link contacts from other AI platforms still needs work, but it is possible that this is beyond the limits of modding the software. At this time, the AI can be counted on to identify and prosecute manual human link contacts (if you have a datum for an unknown submarine you can link it and friendly ASW assets will attempt to find its exact location and classify it and then prosecute if it turns out to be hostile) as well as attack MAD contacts and sonobuoy contacts. As a side note, aircraft now properly drop submerged MAD and sonar contacts when they lose their track after some time, as before the simulator was having them update the contacts indefinitely, which is not a good thing.

XX-Specific Platform Changes-XX

Seawolf—The Max speed of the Seawolf is now 38kts. The Seawolf is still easily the quietest, fastest, and most heavily armed submarine in the world. ;-)

Player FFG AI MH-60 Helocopter-DIPPING AND MAD CAPABLITY ENABLED-The AI MH60 for the player FFG has been given dipping capability and sensors. To order the MH60 to dip, assign a Fly-To waypoint where you want the helo to conduct a dipping search. When the helo gets to the waypoint, the helicopter will stop and descend to 45ft, at which point its dipping sensors will become active. To stop the dipping procedure, assign another waypoint and the helo will go back up to speed and go back to 300ft. The helo has an active dipping sensor (which of course can be heard on submarine active intercept) set at 45ft of depth. The helo also has passive sensors set at 45ft, 600ft, and 1400ft. All sensors are active at the same time. To compensate for this efficiency, I have reduced the sensitivity of the AI sensors on the MH60. The MH60 also now has and effective MAD that can reliably detect submarines down to 750ft of water depth and 1200m around the helo. The range of this sensor is increased somewhat over what is reported in real life to compensate for the imprecise waypoint control in the ASTAC interface. You can now set the MH60 to perform MAD pattern searches on its own by assigning multiple Fly-To waypoints over a search area. The MH60 will fly to each waypoint with its MAD sensor active. In terms of employing torpedoes in ASW, I recommend using Torpedo-Drop waypoints (as opposed to firing from the NavMap) while the Helo is under ship control to minimize interference with the autopilot. All three torpedoes, including the Mk54, can be dropped using waypoints, with the Mk54 being the last torpedo used after the two Mk50’s. In regards to full Helo control while the FFG is under player control, I have not found this to be an effective means of utilizing the helo. Now that you can set the helo to do MAD searches or repeatedly ping an area, I recommend always keeping the helo on Ship control. When the FFG is in a mission under full AI control, the MH60R assigned to the FFG7 will not untilize its dipping sonar as often as other dipping equipped helos, as consequence of compatibiltiy changes necessary for the function with the ASTAC interface. Known Issue: The fully AI MH60 for the AI FFG sometimes displays an odd oscillation when pursuing a contact. This is present using the stock DW doctrines, and I have been unable to eliminate it. It is largely only a cosmetic issue, although it sometimes slows down the MH60’s time on target. To be clear, this issue is only present when the FFG is NOT player controlled.


XX-Specific Weapon Changes-XX

SS-N-27 ASM AND KLUB 3M-54E ASCM—This weapon now properly simulates the reported operation of this weapon in the real world. The first stage is a cruise missile with range 200km/108nm and speed 500kts and a radar seeker. To use the missile, set the enable point as usual. When the missile enables and detects a target, it will fire the second stage of the missile, which is a supersonic ASM with speed 2.5 mach and range 24km/13nm. The first stage will often remain in the air and act as a decoy for SAM’s before settling into the ocean.

SS-N-27 ASW—The missile range has been increased to 27nm and the torpedo payload has been changed to a MPT-1UE, which is a LWT with max range 13km at 45kts and max depth 650m.

SLAM-ER—As with the stock database in DW 1.03, this missile now functions properly for anti-land use, PROVIDED THAT YOU RESET THE DEFAULT LOCATIONS OF THE TRANSIT WAYPOINTS BEFORE FIRING THE WEAPON.

SLMM and Mobile Mine—A fix that makes both stop making noise after they have cut out their propulsion has been applied, and are no longer useful as decoys in any sense, at least not against active torpedoes. Both mines will now actively try to find and hold their position, and will be reliably on target. This make them effective weapons within their constraints (300ft for SLMM and 450ft for Mobile mines, the range of their seekers, and the weapon will shutdown below 600ft, as these are shallow water weapons), which they were not in the stock game. Do not try to use them on a steep slope.

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. Also, this weapon seems to frequently damage targets as opposed to killing them outright, so be aware of this if you hear one detonate.

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. Also, this weapon can no longer be set to fire at submerged contacts in the fire control.

Mk54 Torpedo-WEAPON ADDED- This weapon replaces the Mk46 for all playable platforms, as well as all American platforms equipped originally with Mk46 torpedoes (the ASROC is still a Mk46). All other non-American platforms retain the Mk46. The Mk54 is a Light Weight ASW torpedo with range 17km at speed 50kts with a max depth of 500m (less on the fire control presets), a seeker equivalent to the Mk50, and a lighter weight for better use in littoral conditions. Note: the load out and fire control screens will still show Mk46, but this weapon is actually the Mk54. The player FFG AI MH-60’s will fire this weapon now on the third torpedo drop waypoint, with the two Mk50’s being spent first.

65cm Torpedo-WEAPON ADDED-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 disabled in-game, but we 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 then the torpedo will continue in a straight line after it enables. Although you can launch the weapon deep, SET THE SEARCH DEPTH AT ~10m, depending on how lucky you feel that day. This weapon is only for ASuW and cannot be targeted at submerged contacts.

53cm Torpedo-WEAPON ADDED-given UGST specifications: Active/Passive Multipurpose Wireguided Torpedo, 50km@50kph, with maximum depth 800m (less on fire-control preset panel) with 300kg warhead. This is now the primary multipurpose torpedo armament for the Akula.

Yu-8 Torpedo-WEAPON ADDED-The SET-53E on the Chinese Kilos has been replaced with a hypothetical pirated version of the Russian USET-80, a multipurpose heavyweight torpedo with max range 16.7km at 45kts with a maximum depth of 475 and an active/passive seeker with quality between a Mk46 and a USET-80 (this weapon has yet not been added to the torpedo parameter guide included with the Mod).

Submarine Should Launched SAM’s—The seeker cones of all submarine launched SAM’s have been limited so that the player must aim the launcher carefully at the target before firing to ensure a lock. Also, the effectiveness of flares has been raised in general. My advice is to drop flares before you think the missile is going to be fired, because the best way to foil a shot is to prevent a lock on you, which the other player can’t do because there are too many flares in his way and his IR scope is all full. smile.gif

SUBROC’s—These weapons will now be reliably on target with a small, intended random error. The AI is now particularly good with SUBROC’s and ASROC’s.

Fast Torpedo Speed Oscillation Fix—Due to a hard-coded error in the DW v1.03 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.

Spearfish—Range increased by 10,000m to 32km
Type 89—Increased range by 15,000m to 45km and given it ASuW capability.

Maverick and Hellfire Missile Fixes—The range of the Maverick has been limited to 25km. Also, submarines have now been enabled as legitimate targets for Maverick and Hellfire missiles, meaning you no longer have to reclassify a visual contact before engaging a submarine that has popped up to fire a SAM. Also, these missiles will no longer damage submarines that are completely submerged(a feature of DW 1.03), and will not home on submarines that are under periscope depth, meaning the anti-submarine missile cheat is removed. Also, the Hellfire Strike equipped on the player FFG MH60 can now target surface ships.

FFG SM-2—The Fire Control radars on the FFG have been changed so that it is no longer possible to fire SM-2’s over the horizon at distant targets, there must now be a valid light of sight between the Fire Control Radar and the target. Also, for the weapon to be effective, the FCR’s should only be directed in the weapons control station at targets generated by the air or surface search radars, because both radar systems are needed to effectively guide the missile.

XX-Specific Sensor Changes-XX

Sphere and Hull Arrays—The sensitivity of the Sphere and Hull arrays has been increased relative to the Towed Array (to be clear, the TA is still much more sensitive in terms of long range performance) to better simulate their reported real world specifications. Also, the stern facing baffle of the Sphere has been increased to 120 degrees for active and passive modes, including the FFG and all AI platforms. It is not uncommon for contacts to show up on the broadband sphere before they show up on the narrowband sphere, and loud contacts will also show up more clearly on the sphere array broadband than the towed array broadband once both arrays have detected the contact. Expect to use the Sphere and Hull arrays more now to track and identify surface traffic and build situational awareness utilizing DEMON and TMA, and reserve the TA for finding and tracking those quiet hostile submarines or distant warships on narrowband. NOTE: Known Issue. It will be possible to see and hear contacts on the Sphere array before you can assign a Broadband tracker to them. You can immediately assign a narrowband tracker to all contacts on the sphere with a narrowband signature, although it is intended that generally contacts will be detected on the sphere broadband first. The broadband tracker issue is not intended, although it is present in stock DW as well, and the mod does not make it any worse in game play terms.

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 IIE 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. The practical effect of this is to give the Gepard and Oscar II class an effective tactical speed of 10kts without washout of the Sphere or Towed arrays.

688(i) Towed Arrays—Added the TB-23 as starboard array. The reason we 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 so we figured in most situations you would want that array deployed. The port TB-16 washes out at ~20kts and the TB-23 washes out at around ~16kts. We have set the sensitivity of the TB-23 to be pretty much in the middle of the TB-16 and the TB-29.

Wakehoming Torpedo Sensor—The range of the wakehoming sensor has been reduced, making it necessary to be sure to fire the weapon behind the target so that it makes contact with the targets wake, as in the stock game frontal wakehoming shots are far too effective. Surface targets can now lose the wake homers with sharp maneuvering once being followed by reducing speed to limit the size of their wake. Also, do not use wakehoming torpedoes against submarines as they are not effective in that role.

Sonobuoy Sensor Depths—The depths of all sonobuoys in the Mod have been set to equal those of stock DW 1.03:
DIFAR 90/400ft
DICASS 90/800ft
VLAD-LOFAR 600/1200ft
The sonobuoys will not function in water depth that is shallower than their sensor depth.

Active Intercept—The coverage of all active intercept systems has been increased to 360 degrees, so you will now hear torpedoes approaching from dead astern.

XX-Misc. Platform, Weapon, and Sensor Changes-XX

IR Signatures for Missiles—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 RAM SAM’s effective against anti-ship missiles.

Cable Length Modifications—The length of user-platform cables have been changed to approximate real-world lengths: SQR-19E000ft, TB-16E600ft, TB-23E950ft, TB-29E300ft, MH-60 Dipping SonarE550ft (same as stock DW 1.03), and Pelamida TAE300/701m.

Active Decoys—Active decoys now make passive noise detectable on broadband and narrowband sonar, with a distinct sonar profile.

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/radioroom/showthread.php?t=83132 .

Happy Hunting.

LW
26 May 2010
Bon j avoue c est pas un SHx mais juste Splinter Cell Conviction, he ben au final, j ai pas termine le jue mais c est tres tres bon, un peu comme dans 24 heure la serie, pas trop de commande surement q caue de la version console.
Tres bon graphismes, histoire qui se tient, plusieurs solutions a chaue fois, bourrin ou stealth, bref susper sympa comme jeu.
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