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-   -   -ReinForce Alert - worldwide discussion (https://www.redrodgers.com/forums/showthread.php?t=4912)

seadog0514 27-01-2019 16:14

what?147?what's new?

pepe 27-01-2019 23:52

Цитата:

Сообщение от seadog0514 (Сообщение 145238)
what?147?what's new?

Some info about "Reinforce Alert" (DWX 1_47 version).
1 - Some SURTASS has been fix.
2 - All Torpedoes: Behavior regarding biologic objects has been fix.
3 - All Torpedoes: Behavior regarding Mobile Decoys has been fix ( Recognition as false target by logic level possibility torpedoes ).
4 - Spearfish User and AI torpedoes: Fix bug with low speed in passive mode (Terminal phase).
5 - Frequency Profiles for Mobile Decoys has been reworked (Ability to determine the bait from the boat in the classification).
6 - Passive Sonar Model has been changed. Also, DEMON Station will work now only in the presence of a signal.*
7 - Broadband Sonars: improved sound visualization of platforms noise in backgroung.*
8 - Victor-II SSN User: 65-76 torpedo max.depth launch has been fix.*
9 - LandBased SAM and SSM Sites doctrine has been fix.
10 - Some AI Passive sensors rewrite for respecification.
11 - Lost sound file for 5 kts order for russian subs (english voices) - fix.*
12 - Radars mechanics has been reworked.The contrast of the mark on the display has been increased.*
13 - Kilo Interfaces: rotating indicators for the course of bearing of distance - were replaced by more readable.
14 - Improved Kilo: Passive sensors has been replaced (Improved Sensitivity).
15 - MG-74 Korund: Active Sonar, Detect range has been significantly reduced to 500-600 m.
16 - SSM Sizzlers (CLUB) missiles fix. (AI and User)
17 - SAM missiles For Controllable Ships and AI platform fix (Doctrine).
18 - SAM Missiles fix default bug, when missile never fly with max.speed *
19 - Ohio Campaign has been fix.
20 - Subbase Land Object added (large location).
21 - Arley Burke DDG 3-D model has been replaced.
22 - AI Towed CM: replaced 3-D model.
23 - Acoustic voice messages: transient reports are now dependent only on passive sonar.
Splash Buoy message, range reduced to 1 nmi.
24 - Fix bug, when the message about the transient process could come from the baffle area for passive sonar.
25 - Fix ranges, about undersea missile launch (transient process) message, depending type missile.
26 - Helo sonars: Active Dipping Sonar - sensitivity has been reduced.Sonic cue echo return has been increased.*
27 - User Helos: Dipping Sonar Station - small rework display control (NMI scale instead meters).
28 - Sirena Device: re-restored to database.
29 - Frequency profile 100 for the second line has been corrected to 105. (eliminates washout frequency on the hull sonars).
30 - Type 094 (Jin SSBN) AI platform added to China.

:D

seadog0514 28-01-2019 03:32

thx a lot
 
great ! lunar new year is near!

6 - Passive Sonar Model has been changed. Also, DEMON Station will work now only in the presence of a signal.*

this bug give me a lot headache before.

my last wish: make the torp/uuv-guiding-line brokable.

thanks for this great work.

pepe 28-01-2019 18:06

I think it will be hard to add without major game stability impact. Game should to count every wiregiuded torpedo range from launch point which can broke big MP sessions.
Maybe this "feature" should be added only to DW_Veterans_Edition.exe?

seadog0514 30-01-2019 17:09

Цитата:

Сообщение от pepe (Сообщение 145243)
I think it will be hard to add without major game stability impact. Game should to count every wiregiuded torpedo range from launch point which can broke big MP sessions.
Maybe this "feature" should be added only to DW_Veterans_Edition.exe?

the simple way: just put a speed limit while guiding a guiding-wire, for example, once exceed 20knts, the wire will be broken, just like TA-wire.

Shetland 08-02-2019 04:35

Цитата:

Сообщение от Submereged (Сообщение 145075)
Hey CrazyIvan, I was wondering if it would be possible to increase the top speed of the Virginia Class? Since it's beam is only a foot wider while having 5,000 more horsepower than a Los Angeles class it should be able able to go faster than an LA while maybe a knot slower than Seawolf. If you want more proof, what would accept? Janes or other publications showing its top speed?

Цитата:

Сообщение от Submereged (Сообщение 145076)
Here's what I have from Janes fighting ships!

https://i.imgur.com/3NtYYhm.jpg

https://youtu.be/7L8pKSfJc88


Lower left, 3min15sek - also 34 knots?

Billy 08-02-2019 18:11

I have already read somewhere. Virginia SSN's dived speed is in excessive of 32kts. Currently, Virginia SSN's are an underdog, as modeled in the newest version of RA mod. It's slow, noisier (much more than Seawolf and Akula III), and weaker sensors. If Virginia (the future of the US navy) is so shitty, I wonder how you should position Severodvinsk class (the future of the Russian navy and way more advanced than any of the Akula class) if available? Are you trying to tell people that while the Russian navy has advanced into 21st century and beyond, the US is actually retreating back to Cold War technology?:80:

Jaf 09-02-2019 00:22

Вложений: 1
Цитата:

Сообщение от Billy (Сообщение 145262)
Currently, Virginia SSN's are an underdog, as modeled in the newest version of RA mod. It's slow, noisier (much more than Seawolf and Akula III), and weaker sensors.

Yes, the US is actually retreating back to Cold War technology :)
(Sometimes it's better to chew than talk)

MR.Wood 09-02-2019 02:17

There was a report in the early 2000s that Seawolf was quieter than a 668 boat idling at a pier at 20 knots That was from a the US Navy commander just saying love your work guys:bud:

From FAS.org
It is said that SEAWOLF is quieter at its tactical speed of 25 knots than a LOS ANGELES-class submarine at pier side

Johnny 10-02-2019 12:22

Bug Report (RA 1.47):
Tourville DDG 3DModel has all the Animated Parts incorrectly configured, none of them works.
I fixed mine by copying from original DW database.

pepe 10-02-2019 15:52

https://youtu.be/rAUUB2CfkWs

Abukuma animation bug was in earlier RA version (i think 1.41?).
Tourville probably since RA 1.47

Johnny 10-02-2019 18:45

As to the Abukuma, I just removed the RADAR animation from the Animated Parts list and it's now static, so no more orbiting radar :)

Johnny 10-02-2019 20:36

Just checked, Abukuma animation bug is also present on stock DW!

GROHOT 11-02-2019 20:54

Цитата:

Сообщение от CrazyIvan (Сообщение 145236)
Version 1.47 - Has Been Released.

Dear Ivan check your PM

GROHOT 15-02-2019 10:25

Вложений: 1
Some russian guys build new platform...

Sierra I work in progress...

Johnny 20-02-2019 02:50

Bug Report 1.47:
QMPlatforms.edq has a reference to a class ID:37404 which obviously does not exist.
Better to remove this record to prevent random CTD on QMission MH60 ASW - DATUM Search.

Billy 15-03-2019 19:08

Can we fix the VLS launch animation on American ships? On the original game, you can see the missiles rise out of the vls and then turn to engage. Now, all you see is a buff of smoke.

Johnny 12-04-2019 16:58

Bug Report 1.47
 
Type 21 FFG (GB) model has no textures and no animated parts, not even the screws.

Johnny 20-04-2019 14:27

Bug Report 1.47
 
There's something that the R.A. developers did to DangerousWaters.exe in release 1.47 that increases sound volume for engine hum and 3D views, and that causes a nasty bug of much sound flickering through out the game!

kyte 23-04-2019 21:31

Цитата:

Сообщение от Johnny (Сообщение 145364)
Type 21 FFG (GB) model has no textures and no animated parts, not even the screws.

Johnny, hello! Can you check another one bug? Mod RA 1.47. Please take "Suffren" and try to start ASURA missile in one salvo. I think that something wrong in doctrines. Many missiles crashes, but launch conditions is correct and weapon malfunction option is OFF...


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