Можно ли изменить оружие loadouts по drivable подводных лодок в РА данных?
Captcav |
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Правда? Так что можно изменить "САМ" ракеты на Udaloy DDG и Silex изменения АНМ?
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АНМ - that this? |
Я хотел бы изменить ракета-silex пользователя udaloy для ракетных antiship
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Possible Udaloy 2 shall add in modes, will there be a sand fly. |
So what are the latest news ? :D
Give us some updates please. :ku |
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:pilot |
так это значит, что освобождение близко?
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http://www.sukhoi.ru/forum/forumdisplay.php?f=123 I was wondering why I cannot register there as I could here. I assumed there are some people who are members of both. As for JSGME, I hope you can make the next version compatible with it. :) |
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Try to send a message to sukhoi's owner Covalent with your login name and password and he will register you. His email address is covalent (at) mail (dot) ru |
Thanks. I did just that. :)
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Yes, I hope this helped. I'm really looking forward to driving the Collins class. Thanks to all again for your great efforts in creating the RA mod. |
Any updates??
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Yes, It is very quiet. The team must be very busy.
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Hi guys,
Is it possible to reduce the accuracy of the tma autocrew in RA mod ? I think the game defaults to something like 80% accuracy, can it be reduced to something like 70% ? |
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Ah :132: :132: so the auto tma on playable units is linked to the auto tma on ai units. That is really stupid :( . |
Anymore updates on the next release? Next week we're heading into March.
Captcav |
Its March already, time for surprise. :pilot :D
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I'm drooling for it. :)
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Hey Guys,
Any updates ? Throw us a bone. ;) |
Already soon! :)
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http://www.commanders-academy.net/im...s/you_rock.gifhttp://www.commanders-academy.net/im...ilies/arms.gifhttp://www.subsim.com/radioroom/images/smilies/36.gif :D |
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:D:D:D mission design time!!! :D:D:D thank you so very much, very anxious :32: |
Concerning new added of classes -
Alrosa - Alrosa – with pump-jet propulsor; Kilo – Iranian; Sturgeon; Sturgeon Long Mod; 688; 688VLS; Diesels sub With Towed - Type 212 - Italy; Type 212 Germany; Collins; Harushio; Lada - /Waterfall Sonars/ Have patience. We have not thrown job. The improvement of job of the doctrines is now conducted. For example - Missiles Bug Work. Homing - now based by value of the radar echo-answer, instead default - simply homing on last found out target. Also - concerning recognition CM by the advanced torpedos it is necessary to introduce. And also - based on a real echo from the CM target, instead of casual value "WeaponEffectivenes" - which it is simple how to throw a coin - be come to see on the CM or to ignore her. |
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So the frigate Perry now has a decent chance of survival against a volley of incoming radar guided missiles. Цитата:
For instance american subs will carry different active/passive cm than british or french or italian subs ? Active torpedoes will acquire a cm based on its sonar echo. What about torpedos that use passive guidance ? How will they acquire a passive countermeasure ? Will they use the parameter WeaponEffectiveness or no ? :52: |
WeaponEffectivenes for weapons - means percent of failure.
Sample: We admit there set is 65 %. (In Database) On RND of function the number is generated (in NavalSimEngine). If it is less 66, the engine will make NEWTRACK on CM. If this generated number is more than 65, then the engine WILL NOT GIVE NEWTRACK. Actually are all simply as a guessing on to throw up coins. Really, the homing is not connected neither to acoustic conditions, nor with distance up to a CM. Simply - is homing or is not homing depends on the casually generated number. The passive CMs owe so work in an ideal - if noise of a CM more than noise of a Sub - then a torpedo is homing on a CM. And if the player has thrown out a CM, and then escapes from a torpedo and does thus cavitation - then the torpedo should leave a CM homing, and run behind the player which does loud noise. For passive torpedoes it partially works - if you are attacked by a passive torpedo, and you will stop speed of a Sub in low speed (it is desirable 0 knots) - then the torpedo will lose your noise - she again will lower speed for search. You can it check in ours add-on. The algorithm Reattack option extremely difficult is represented. Besides it is not clear in general as it works on the real torpedoes - is a terrible secret of all fleet. However too big realism - can be broken by playability game. It is not necessary to forget about it too. Guys - do not speak us about LWAMi - anything there with realism NO. And realism never was - as all is based on an original drivers (doctrines) of game from SA.:D |
WOW looking forward to the latest version. Thanks all for the commitment and making DW much more enjoyable to play especially having the Collins Class playable included will give VNAVY the opportunity to create a base in Aussie land.
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:42:DSRV an explanation of a problem.
The problem not returning DSRV consists in the following: After Launch DSRV, the Sub of the player is removed from that place where was launched DSRV. It is connected that the physics of game, does not allow to establish a platform in absolute 0 knots speeds. Even when your devices will show that the speed of a Sub of 0 units actually is 0.0....... 1545 knots. On a history of display of movement of a platform (Alt+H) you can see - that the Sub even with 0 speed continues slowly to move. That DSRV at returning "sat" on the “sub-parent”, it is necessary to remain in a very close to a point of DSRV launch. For example make so: - Set speed of a Sub to 2 units. Launch DSRV. Note on a Navigating map by a marker a place where was launched DSRV (Add Navigation Mark - Enter or Add Area Circle - Ctrl+C) Set short back movement of a Sub(Use Set Speed Back 1/3 Command or any similar). That the boat was very close to a that marker which shows a place of DSRV launch. When DSRV he will come back - will sit by a sub hull. However is there should be a very,very,very short distance - 30-40 meters (yrds) from DSRV up to a your sub. The distinction with a SC consists - that in SC, the Sub remains motionlessly in that place where is launched DSRV. DW - does not give such opportunity. The sub is displaced from coordinates of launch, and DSRV does not find your sub. Cheers. |
Ah, so the problem is that the sub doesn't have an exact 0 speed after the DSRV is launched.
Is there a way to enforce this condition (speed sub = 0) in the mod ? Otherwise the skipper will have to manouver precisely to be on station to retreive the DSRV. |
Can be and probably. Looking what is the time it is necessary to spend on this procedure.
Probably there are many other problems on which it be necessary to pay attention. |
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Greetings,
How close are you in releasing the next version? |
Hi Guys,
Can you please update us on the mod ? :) |
If I don't get it soon, I'll open a hatch and scuttle my boat. :D
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:80: :80: yeah me too. Since I tried the beta I can't go back playing DW with the other mods. RA is just soo good, and the frigate finally has a 100% remotely controlled helo (active/passive dipping sonar, mad sensor, different search strategies, etc...) that alone makes me http://www.hwupgrade.it/forum/images_hwu/smilies/12.gif http://www.hwupgrade.it/forum/images_hwu/smilies/12.gif |
Hi!
We shall make complete alteration job of torpedos. Principle on which we build job of torpedos - real presence of contact on a sensor control at a torpedo. In the original version of game, the final stage of job of a torpedo, is based on cheat a command TERMINAL_HOME. I shall explain as it incorrectly works. For example - the torpedo searches in a passive mode. The player, establishes high speed, and makes cavitation. After that, the torpedo can hear a submarine and begin a stage of an attack. What the player can undertake? To reduce speed - to remove cavitation. Or even completely to stop a boat in 0 knots - to hide from a passive torpedo. But under the original version - even when the player will lower speed and really torpedo will not hear any more Sub Player - torpedo will carry out all the same stage of an attack! The command gives the terminal home, coordinate of a submarine of the player for a torpedo, though the sensor control of a torpedo any more does not hear a Sub! It works the expendable trigger - he has slammed on the Sub Target, and the Target will not lose any more. We reconstruct job of torpedo sensor controls so that the prompting of a torpedo was carried out only directly from a sensor control. We check age of the Target on a sensor control at a torpedo. The active sensor control of a torpedo makes one ping per 5 seconds. When the target is found out, its age begins Is increased. 0--->1 --- > 2 --- > 3 ---- > 4 ----- > 5 ----- > 0 etc.etc The age reaches 5 seconds - following ping does age again to zero. Hence, the age of the "alive" Target, can not be more than 5 of seconds. If age of the target to become it is more than 5 seconds - the torpedo means has lost contact. It is similar, how the age on the display DDI - is broadcast when the target is lost that age is increased. If the contact IS NOT LOST that age of the target always 0 or is updated with periodicity of job of a sensor control. Algorithm on recognition CMs, and performance of function reattack of torpedos, capable to this also takes root. It is necessary to say, is what is it planned thus - if the torpedo catches CM on the large distance, she can not determine yet - what is it false target. And the cruise of a torpedo on CM will proceed so long, as the force of a signal of a CM will not exceed the certain threshold. In other words, it is possible so to designate it - than closer torpedo to CM, the more probability that the torpedo will not attack a CM. And on the contrary - if the torpedo finds out CM from the large distance, the more probability that the torpedo will be induced on this CM - while she does not distinguish her on the increased force of a signal. It is a wise part of job of the weapon and is very difficult for coding in the doctrines. Cheers! |
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