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goldorak 21-12-2009 17:02

Цитата:

Сообщение от JGr124_MUTbKA (Сообщение 107418)
That would require expanding the Earth. I really doubt that developers are able to do it.

The problem is not the roundness of the earth, but the impossibility for the astac controller on the frigate to actually control the altitude of the helicopter.
Because this value is hard coded (I suppose) these helos when remote controlled lose contact very quickly with the frigate.
Since there is no way to remote control the altitude, for GAMEPLAY purposes it might be a good idea to change the hard coded value to something much higher, so that the frigate doesn't lose contact at 20 nm max.

Alex_SN 22-12-2009 01:19

This is an very old post. We play Internet with connection of 20Mb and we had never experienced these problems either with DW standar or with Alpha Tau 3. Nobody had problems of this type in multiplayer???

CrazyIvan 22-12-2009 12:24

Цитата:

Сообщение от PJB (Сообщение 107409)
I agree 100% with Goldorak. Also noticed it has to do with the horizion when helo is at higher altitiude it can be controlled farther away but as soon as it drops below the horizion its no longer controlable. When dipping sometimes control is even less than 20 NM. 50 to 75 NM would be a realistic distance.

Ok, we shall increase a distance.

50 Nmi for altitude 50 feet.

300 feet (op.alt) - give more distanse maybe about 100 nmi. (but helo use more than 50 nmi with dipping sonar procedure - link be lost. Altitude 50 ft - guarantee of steady communication only for 50 nmi!)

goldorak 22-12-2009 13:28

Цитата:

Сообщение от CrazyIvan (Сообщение 107467)
Ok, we shall increase a distance.

50 Nmi for altitude 50 feet.

300 feet (op.alt) - give more distanse maybe about 100 nmi. (but helo use more than 50 nmi with dipping sonar procedure - link be lost. Altitude 50 ft - guarantee of steady communication only for 50 nmi!)


Thank you very much CrazyIvan. :)
Extending the operational ASW range of the helos up to 50 nm will make the frigates (american and russian) much more formidabile platforms.
This is what helos are for : projecting ASW power.

CrazyIvan 22-12-2009 19:37

Цитата:

Сообщение от goldorak (Сообщение 107469)
Thank you very much CrazyIvan. :)
Extending the operational ASW range of the helos up to 50 nm will make the frigates (american and russian) much more formidabile platforms.
This is what helos are for : projecting ASW power.

Has fixed to 50 Nmi.:pilot

fitzcarraldo 23-12-2009 21:35

I will watch the RA 1.1, arriving from my chimney, at the (russian) midnight of December 24 ;)

It´s possible?

Happy Christmas!

Fitz :157:

CrazyIvan 25-12-2009 17:42

Rubis And Amethyste French SSN has added.

Weapons:

F 17 Mod.2 AWD Torpedo
Multipurpose, wire-guided props shrouded electric torpedo
(AWD - Acoustic Wake Detector)

Diameter: 53 cm (21 inch)
Length: 5.38 m (17.6 ft)
Weight: 1397 kg
Warhead: 250 kg HBX explosive (equal 450 kg. TNT)
Speed: 30 kts min / 40 kts max (74 km/h)
30-35 Kts Passive Search Mode / 40 Kts Passive Attack Mode
30-40 Kts Active Search Mode/ 40 Kts Active Attack Mode
Max Depth: 600 m.
Range: 20 km ( 10.8 nmi ) at minimal speed cruise.
18.5 km ( 9.9 nmi) at maximal speed cruise.
Acoustics: Wake-Follower with Active/Passive homing. Universal torpedo. Could be used to depths of 600 m.

ASURA [aka ANS] (Surersonic AntiShip Missile)
Sub-launched cruise missile
This highly effective AntiShip missile.
Its sea-skimming trajectory makes it difficult to detect assuring its survivability.
Range: 43 nmi (80 km.) at Low Cruise Trajectory.
81 nmi (150 km ) at High Cruise Trajectory (10 km).
Length: 5.38 m
Diameter: 380 mm
Weight: 920 kg
Wingspan: 960 mm
Warhead: 180 kg explosive
(The increased twice destroying ability owing to high cinetic of energy)
Speed: 2.4 Mach Low cruise trajectory (1,550 kts; 2,833 km/h)
Speed: 3 Mach High cruise trajectory (1,933 kts; 3,537 km/h)
Guidance: inertial, then active homing on J band in the final trajectory
Target must be at least 5 nm from own ship.
Has 2 Mode:
Low Cruise Altitude with Sea Skimmer travel can be established by means of “Destruct range” value as 43 nmi and less.
High Cruise Altitude with Long Range travel: Set preset of “Destruct range” value as 44 nmi and more.

Happy New Year, mans!

cayman 25-12-2009 18:52

Merry Christmas! man

any plan for Astute class? if you build a Astute 3D model as good as Seawolf class, leave the rest of the work to me

goldorak 25-12-2009 23:39

Rubis and Amethyste playable units ? :52: :D
Our french friends of Mille-Sabords community will be happy.

dasOoops 27-12-2009 00:15

Tech info and etc. v.2 from DataBase DW 1.0.4 DWX 1.0
 
Вложений: 1
Technical info (units, weapons) + short weapons manual + cavitation depths + act. sonars freqs + classification US Navy. All on Russian...
(Archive contains cmpUtil.exe from DW 1.0.4 DWX 1.0).

How to install:
1. make backup copy of files Graphics/usnidata.grp and Graphics/usnidata.ndx
2. unpack folder extra from archive to folder Graphics
3. go into folder extra
4. run install.bat
5. delete folder extra

CrazyIvan 27-12-2009 10:27

Цитата:

Сообщение от dasOoops (Сообщение 107567)
Technical info (units, weapons) + short weapons manual + cavitation depths + act. sonars freqs + classification US Navy. All on Russian...
(Archive contains cmpUtil.exe from DW 1.0.4 DWX 1.0).

How to install:
1. make backup copy of files Graphics/usnidata.grp and Graphics/usnidata.ndx
2. unpack folder extra from archive to folder Graphics
3. go into folder extra
4. run install.bat
5. delete folder extra

================================ SR Shell

Тип цели: [ПЛ] [корабль] [самолет] [вертолет] [наземная] [ракета]

Тип оружия: ASM SSM

Макс. скорость= 1800 узл. (3334 км/ч)
Дальность= (0,0 - 8,6) миль (0,0 - 16,0) км.
Высота: (0 - 26666) м. (0 - 83331 фут.)

Датчики: Jammer

Мощность БЧ: 20 условных единиц :)

Масса: 12,5 кг.

This Weapon not connected with "Jammer" sensor.

"Jammer" - this "Dummy", not working sensor.

dasOoops 27-12-2009 13:26

Ok. I am try make manual 1:1 at database :) . Be fixed for manual fro DWX 2.0

AlexRaiden 30-12-2009 15:30

Happy New Year 2 all!
 
Jingle bells,
Jingle bells,
Jingle all the way.
Oh what fun it is to play in a ReinForce Alert!
%)

fitzcarraldo 31-12-2009 03:51

Is the new year blessed with the RA 1.1? We hope that!!!

Happy new year!:D

Fitz :157:

dasOoops 31-12-2009 14:52

Ladys and Gentelmens! Happy New Year!!! С Новым Годом, Дамы и Господа!!!

kpv1974 31-12-2009 17:43

Adding of new playable units will require additional time to debug, so release is delayed for 1-2 weeks. :(

Rosencrantz 01-01-2010 17:13

kpv1974 wrote:

Цитата:

Adding of new playable units will require additional time to debug, so release is delayed for 1-2 weeks.

But sure we can live with that, right? RA team has done marvellous job already, and if they can give us the very best mod for DW forever it won't matter if we have to wait some time. Hey hiio-hou!!! :bud:


And Happy New Year 2010 to everybody!


Greetings,
-RC- fm Finland

Fearless 04-01-2010 09:08

Happy New Year to all.

CrazyIvan 09-01-2010 02:14

Цитата:

Сообщение от dasOoops (Сообщение 107629)
Ladys and Gentelmens! Happy New Year!!! С Новым Годом, Дамы и Господа!!!

LOL !

Rather "Ladys" - Big doubts - really they here are present?:D

fitzcarraldo 09-01-2010 03:47

Цитата:

Сообщение от CrazyIvan (Сообщение 107701)
LOL !

Rather "Ladys" - Big doubts - really they here are present?:D

An infiltrated CIA agent (girlfriend of James Bond) in the russian navy?

Happy new year GENTLEMEN!!!

Fitz :157:

dasOoops 09-01-2010 16:29

I say shortly: Happy New Year all! :) Without discrimination :)) And with Christmas! :))

Rosencrantz 13-01-2010 00:40

One question and one idea came into my mind. Is oil rig floating like a ship or grounded and stationary like a building in RA? (I don't have RA installed now, as I'm waiting for 1.1, so I can't check this out.)

I'm just thinking that could it be possible to give an ordinary ship extending legs like an oil rig (which, I think, grow as much as needed), and could we move "stationary ship" or "ship in anchorage" problem to the history? You know, then there would be maybe three classes of freighter for example: original Freighter, Freighter loaded and then, within the "buildings", Freighter stationary.

Most of the times these specialized stationary ships would be probably decorations only, but I think they could be nice. Personally I hate wandering ships in port and have thought many times how the problem could be solved. By editing wind and current the problem can't be solved properly and definitely.

Comments, please...


Greetings,
-RC-

fitzcarraldo 14-01-2010 23:07

There is a new estimated date for the one-one RA?

I´m desesperate for the new mod!!!:152:

I´ll watch that, I´ll watch that....:32:

Fitz :157:

MR.Wood 16-01-2010 03:58

Any more units being added from the past release ?
Also you guys kick a**:pilot

Jaf 16-01-2010 13:36

Цитата:

Сообщение от fitzcarraldo (Сообщение 107755)
There is a new estimated date for the one-one RA?

New estimated date for 1.1 - when will be ready ;)

Цитата:

Сообщение от MR.Wood (Сообщение 107762)
Any more units being added from the past release ?
Also you guys kick a**:pilot

1. Victor-I SSN (Rus)
2. Victor-II SSN (Rus)
3. Akula-I SSN (Rus)
4. Rubis SSN (France)
5. Améthyste SSN (France)

whiskey111 17-01-2010 15:09

I have a few questions:
1. player ctrl helicopters - when they are not controlled by human during the mission they just started to fly north east. It's very embarrassed situation becasue it requireds to always have enough people to play or editing the mission all the time. I remember that in Lwami and pure DW 104 helicopters works correctly. If this possible to do the same in RAmod ?

2. TLAM missles firing by AI DDGs doesn't work properly and they are just flying over the target. Even if the target is near sea level (without any terrain obstacles). Or maybe I'm doing something wrong.

3. Type 212, Lada, Akula II impr. - special forces deploy doesn't exist or doesn't work. Any changes in the future ?

4. When special forces reached their target, this target is going to be destroyed. It is very difficult then to create scenario with special forces deployment because they are going to destroy everything :D Is this possible (and correct with RAmod main idea) to make special forces not destroying their target ?

5. Akula I - possible to add this sub in RA1.1 ? We have only Akulas of North Fleet. It will be nice to have some Akula I of Pacific Fleet.

Thanks for replying :)

CrazyIvan 18-01-2010 12:18

Цитата:

Сообщение от whiskey111 (Сообщение 107772)
I have a few questions:
1. player ctrl helicopters - when they are not controlled by human during the mission they just started to fly north east. It's very embarrassed situation becasue it requireds to always have enough people to play or editing the mission all the time. I remember that in Lwami and pure DW 104 helicopters works correctly. If this possible to do the same in RAmod ?

2. TLAM missles firing by AI DDGs doesn't work properly and they are just flying over the target. Even if the target is near sea level (without any terrain obstacles). Or maybe I'm doing something wrong.

3. Type 212, Lada, Akula II impr. - special forces deploy doesn't exist or doesn't work. Any changes in the future ?

4. When special forces reached their target, this target is going to be destroyed. It is very difficult then to create scenario with special forces deployment because they are going to destroy everything :D Is this possible (and correct with RAmod main idea) to make special forces not destroying their target ?

5. Akula I - possible to add this sub in RA1.1 ? We have only Akulas of North Fleet. It will be nice to have some Akula I of Pacific Fleet.

Thanks for replying :)

1. Fixed
2. Fixed
3. Work good.
4. No.
5. Added in v. 1.1

whiskey111 18-01-2010 12:35

About point 3: you wrote that it works but it doesn't for me now. Maybe it's me doing something incorrect. How to deploy special forces from lada if this unit doesn't have option "deploy special forces" ?

Thanks for the answers. Very nice to hear that Akula I is added to v1.1.
You all make excellent work !

PJB 18-01-2010 14:21

Цитата:

Сообщение от whiskey111 (Сообщение 107779)
About point 3: you wrote that it works but it doesn't for me now. Maybe it's me doing something incorrect. How to deploy special forces from lada if this unit doesn't have option "deploy special forces" ?

Thanks for the answers. Very nice to hear that Akula I is added to v1.1.
You all make excellent work !

of course it doesnt work for you yet they are saying its fixed for the new release.:)

whiskey111 19-01-2010 02:45

My next question is about new drivable units. Is there any chance in the future to drive Gotland class submarine ?

fleet command CC 19-01-2010 10:58

Can I ask who made the,

Vanguard.j3d
Vanguard.bmp
Pulsor.bmp

in the DWX_RA?

CrazyIvan 20-01-2010 10:14

Цитата:

Сообщение от fleet command CC (Сообщение 107797)
Can I ask who made the,

Vanguard.j3d
Vanguard.bmp
Pulsor.bmp

in the DWX_RA?

From SCX-II Project.

See SCX-II (SCX-IIc) Description Doc.

fleet command CC 20-01-2010 11:33

Цитата:

Сообщение от CrazyIvan (Сообщение 107809)
From SCX-II Project.

See SCX-II (SCX-IIc) Description Doc.

Hello CrazyIvan.

Thanks I will check that out niceone. :)

I've got a model of the French Submarine: LE REDOUTABLE S 611, I dunno if you would like it, if you would let me know.

CrazyIvan 20-01-2010 14:39

Цитата:

Сообщение от whiskey111 (Сообщение 107796)
My next question is about new drivable units. Is there any chance in the future to drive Gotland class submarine ?

No, this is not considered as a priority.
Also as Yankie, Papa, and many other...

Obviously, in the version 1.1 Gotland will not be.

whiskey111 20-01-2010 22:59

I would like to ask about what kind of new "realistic" upgrades can we expect in the following version 1.1 or even more future ?
I hope these information are not classified :D

CrazyIvan 21-01-2010 06:06

We do not classify.
Some hundreds changes. And can be more.

fitzcarraldo 21-01-2010 18:46

Is there the possibility of create a personal new Navy with the 1.1 mod? I like add new ships to the existents navies (example: latinamerican countries - A Cuban Akula or a Venezuelan Victor or an Argentinean Seawolf!!!!).

Many thanks for the upcoming update :D

Fitzcarraldo :157:

whiskey111 23-01-2010 14:31

I have some idea about sonar issues. I don't know nothing about realism but it could be interesting from playing point of view.

SITUATION:
This is highly confirmed that long long before we can see a target on the broadband sonar display firstly we can see it on the narrowband sonar display. When we notice a single frequency on the narrowband sonar display we don't see it on the broadband sonar display and mostly we can't mark the target (but AI can do this).

IDEA:
Upgrade broadband sonar display behave into this way that give us possibility to notice a target when in narrowband sonar display is only single frequency.



And one another question, rather about mission making:
is this possible to recover special forces (to the submarine) after their deployed?


Thank you for the answers.

fleet command CC 24-01-2010 00:26

Here is a idea would it be possible to hack DW so the you could, use the unit like you can in Fleet Command? :)

whiskey111 24-01-2010 01:05

I don't understand what's your point.


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