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an interesting observation, not sure if it's a bug.
The mission I used "invade motherland" of SC missions. I get TIW and sonar buoy warnings from 2 Nimrod aircraft 36nmi away. Sub launched and surface ship launched torpedoes are ok. You can't only hear TIW within a certain range. |
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For me, this is a known default bug - you will get TIW from sonobuoy, if the torpedo is at a distance of 3 miles from him. (the distance to the player can be just huge - 300, 400 miles for example.)
And - TIW players get on both on submarines and on ships. |
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This bug can not be deleted.
At least - in this way as we use it. (editing via hex codes without having a basic source) |
Just reporting three other possible bugs:
1. When American carrier gets hit by Oscar's UGM missiles, its in-flight fighters also suffer damage in the air. It seems this occurs randomly. I don't remember seeing this bug back in 1.43. 2. When Arleigh Burke class destroyers flight 1 and 2 get attacked by a barrage of missiles, they will only launch 2-3 missiles at a time. It seems their VLS is not getting used. (it seems all American DDG and CG couldn't use VLS. They all launch a few missiles regardless how many enemy missiles are launched against them.) Russian warships are working fine. 3. When a missile gets destroyed, all other SM-2s aimed at that missile would self-destruct. |
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I know a little bit about OsSensorDetectEvent, OsSensor, etc. too. Not as much as you or as I'd like, but still we might try to cross opinions and formulate a solution (how would you expect that to work IRL? how should this event system coordinate with data link? what about sonobuoy link state? friendly platforms should be considered as extend events' comm range extenders - maybe introducing comm delay? didn't think too much in-depth about the subject yet ). I've looked only at your missile-torpedo-sonobuoy switches in disasm (OsSensor's 0x0669F90 function, vtable+0x14) so far (called by OsSensorDetectEvent's vtable+0x10). Couldn't you share the broader picture of the problem, please? Let's see if I can be of any help there, if it's welcome of course. As usual, thanks so much for your hard modding work. CubanFoxtrot |
This is not my merit.
Rather, comrades –Krabb- and –Jaf-, corrected this bug, and shared fix for community. All from our team )) |
I know you guys are working hard on the next great v1.46. I just have a few suggestions:
1. Can we strengthen CIWS power and accuracy? Right now, CIWS is practically useless against sea-skimming missiles, which they were originally designed to kill. The only use of CIWS now is to shoot at terrorist's rubber boats 2. Can we double check on some of the SAM's speed? Right now in 1.45, USNIReference says SM-2 missile top speed is only Mach 2.5. Most sources I checked, this missile's top speed is at least Mach 3.5. Considering most modern fighters (su-27, f-15 etc) top speeds are around 2.35, a Mach 2.5 SAM is practically useless. 3. There is a discrepancy between the listed speed in the reference and the actual in-battle speed. SM-2's top speed is mach2.5, but actual in-battle is only around 950kts, that's merely Mach 1.42. |
better save the egergy for sub only, surface and air battle are mess in DW.
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https://youtu.be/JB43X6p9b-4 |
Official speed for every US subs in service is 25+ (which doesn't means maximum speed)
https://www.navy.mil/navydata/fact_p...00&ct=4&page=1 |
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Virginia uses propulsion similar like Seawolf (35kts)
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- Suffren and Trafalgar can reach 30kts - Shang mod 33kts - even Alrosa (in real life not well done project) in DW have greater seed (22kts) than Kilo or LADA For me Virginia should have minimum 30 kts but not more than Seawolf (closer to 30 than 35). Fact that USN officially says all US SSN's have official speed 25+ kts in case of Virginia is good feed for russian propaganda about lower speed of Virginia :D In other hand Virginia was NOT designed as typical Hunter-killer from end of Cold War - very high speed hadn't highest priority. I don't know (and i don't care*) what is real speed of Viginia but im sure shouldn't be lower than 30 for game purposes. *- I don't like Virginia SSN (and other ultra modern subs) because in my opinion DW is too old for good simulation of Today/Future submarine/antisubmarine warfare aspects - but its my personal opinion :P |
Hello, I'm find a BUG: Kitty Hawk - model not available. RA DWX Version 1.45. If you select this platform in the mission editor, game crash...
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LA speed is 25+ kts Seawolf speed is 25+ kts https://www.navy.mil/navydata/fact_p...00&ct=4&page=1 Are you sure it is correct? :D In my opinion its just "strategy" of USN for NOT informing about maximum speed. For exapmle: Цитата:
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Hello. I found another bug: If you select a cannon at the DDG Udaloy combat post (Weapons control 1 or 2), open the camera window, switch it to the helicopter camera window, it will crash to the desktop (checked in quick missions). The USS Oliver Hazard Perry FFG this works fine...
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If we are working on new vessels, how about some older ones to fight with?
I would like to see echo, November and Whiskey class Russian subs, to complement Skipjack and Thresher class submarines. Using older systems and older torpedoes may prove a new challenge, especially if we can also bring outbolder boats withbolder sonobuoys and ASW weapons too... |
Will Indian and Vietnamese Navy Kilo submarines be added in future since both navies are major users of the Kilo? The Indian Kilos are also known as the Sindhughosh class. It'll be nice to have hypothetical scenarios where Indian or Vietnamese Kilos face off against PLA Navy Kilos since this isn't too far-fetched and also Indian Navy scenarios against Pakistani submarines and surface warships.
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