The mine work-around solution was originally set up in H3 version and works. A designer would insert a mine that automatically appeared at -100m depth (even if the water depth was only -40m). He would then be able to move the mine, set a different depth, and assign it to a mission. When the scenario started, the mine would respond to these orders and changes.
The mines were given special Propulsion units with no speed to prevent them from coming to the surface as shown in the attached image from the Reimer Editor for CasoDB.
- Mine propulsion.gif (38.38 KiB) Viewed 19584 times
The MCM/RPVs were able to dive to a depth of -50m. Mines are shallow water instruments and none were expected to be below this depth.
When ANW was released, it was yet another case of changing/fixing something that was never broken, like the aforementioned Signature.bin file fiasco. Now, when using the ANW scenario editor to insert the mine weapon as you have done in your Test Mine.SCN file, the mine is inserted and shows a ludicrous depth of -1797693134860000000 and
you cannot change this depth. When you select the mine and hit F2 Speed / Depth hotkey, you see values that cannot be changed the way they could in the previous H3.
- Mine Depth.gif (22.27 KiB) Viewed 19585 times
If you start the scenario in the game, pause it, save it, and then re-open it with the Scenario Editor and turn on the Show All function to examine the mine, you will see that the mine is at a depth of -3140m, the maximum depth of the water at that point. This is far outside the reach of the MCM/RPV devices. This is why you are seemingly unable to hit any of the mines in ANW with CasoDB.
- Mine actual depth.gif (22.28 KiB) Viewed 19584 times
There is no easy database work-around solution for this ANW problem. The "Insane Insertion Depth" problem can be fixed by entering a Creep and a Cruise speed for the mine propulsion entry. However, mines are not supposed to move. Also, even if a speed of 1kt is assigned for the mines, the MCM speed is currently set for 1kt thus the mine will outrun any MCM/RPV weapon sent to destroy it.
There is an easier work-around solution available for the user. The designer must exercise extreme care in selecting a location for the mine. Ensure that the water depth is no greater than -50m prior to insertion of a mine. After insertion, double-check by running the game, saving it, and then examining it with the Scenario Editor and the Show All function enabled to verify that all mines are no deeper than -50m depth.
This is another textbook example of AGSI stupidity in fixing/making changes to things that were never broken in the first place and, in the process, breaking things that actually worked (a.k.a. "Pulling a Guerin".)