Red Rodgers

Red Rodgers (https://www.redrodgers.com/forums/index.php)
-   S.C.S. Dangerous Waters (https://www.redrodgers.com/forums/forumdisplay.php?f=172)
-   -   -ReinForce Alert - worldwide discussion (https://www.redrodgers.com/forums/showthread.php?t=4912)

timcav 02-02-2009 05:02

Можно ли изменить оружие loadouts по drivable подводных лодок в РА данных?

Captcav

kpv1974 02-02-2009 12:19

Цитата:

Сообщение от timcav (Сообщение 96120)
Можно ли изменить оружие loadouts по drivable подводных лодок в РА данных?

Captcav

Possible. What not it is correct?

timcav 02-02-2009 13:04

Правда? Так что можно изменить "САМ" ракеты на Udaloy DDG и Silex изменения АНМ?

kpv1974 02-02-2009 13:13

Цитата:

Сообщение от timcav (Сообщение 96163)
Правда? Так что можно изменить "САМ" ракеты на Udaloy DDG и Silex изменения АНМ?

Do Not understand that on that to change?
АНМ - that this?

timcav 02-02-2009 13:55

Я хотел бы изменить ракета-silex пользователя udaloy для ракетных antiship

kpv1974 02-02-2009 15:12

Цитата:

Сообщение от timcav (Сообщение 96167)
Я хотел бы изменить ракета-silex пользователя udaloy для ракетных antiship

Unit will have a real arms,rather then fantastic.
Possible Udaloy 2 shall add in modes, will there be a sand fly.

goldorak 02-02-2009 23:04

So what are the latest news ? :D
Give us some updates please. :ku

kpv1974 02-02-2009 23:54

Цитата:

Сообщение от goldorak (Сообщение 96217)
So what are the latest news ? :D
Give us some updates please. :ku

We Complete the graph. We Do the interfaces. Work boils.
:pilot

timcav 03-02-2009 04:50

так это значит, что освобождение близко?

Fearless 04-02-2009 11:27

Цитата:

Сообщение от timcav (Сообщение 96229)
так это значит, что освобождение близко?

Translation!!

Theta Sigma 04-02-2009 11:36

Цитата:

Сообщение от Theta Sigma (Сообщение 95806)
Is there any chance the new version of RA will be compatible with JSGME?

EDIT: Is it possible for me to register to sukhoi.ru as well?

Цитата:

Сообщение от kpv1974 (Сообщение 96022)
JSGME - did not consider while

EDIT: Is it possible for me to register to sukhoi.ru as well? <- question not comprehensible/

I was referring to the other RA developer forum:

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. :)

RR_Flash 04-02-2009 11:52

Цитата:

Сообщение от Theta Sigma (Сообщение 96255)
I was wondering why I cannot register there as I could here.

They haven't configured a mail service yet so new users can't receive validation emails from the sukhoi.ru forum.
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

Theta Sigma 05-02-2009 05:42

Thanks. I did just that. :)

Fearless 05-02-2009 08:17

Цитата:

Сообщение от kpv1974 (Сообщение 96037)
THIS FUN? REALY THERE MUCH PHOTOES And SCHEMES?


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.

timcav 15-02-2009 07:12

Any updates??

Fearless 15-02-2009 10:16

Yes, It is very quiet. The team must be very busy.

goldorak 17-02-2009 12:11

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% ?

kpv1974 17-02-2009 15:31

Цитата:

Сообщение от goldorak (Сообщение 96724)
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% ?

This is reflected on AI units. They will become foolish.

goldorak 17-02-2009 18:02

Цитата:

Сообщение от kpv1974 (Сообщение 96728)
This is reflected on AI units. They will become foolish.


Ah :132: :132: so the auto tma on playable units is linked to the auto tma on ai units. That is really stupid :( .

timcav 26-02-2009 00:44

Anymore updates on the next release? Next week we're heading into March.

Captcav

goldorak 02-03-2009 18:04

Its March already, time for surprise. :pilot :D

Theta Sigma 02-03-2009 23:56

I'm drooling for it. :)

goldorak 05-03-2009 17:16

Hey Guys,

Any updates ? Throw us a bone. ;)

kpv1974 07-03-2009 01:10

Already soon! :)

goldorak 07-03-2009 01:28

Цитата:

Сообщение от kpv1974 (Сообщение 97545)
Already soon! :)



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

suBB 08-03-2009 11:12

Цитата:

Сообщение от kpv1974 (Сообщение 97545)
Already soon! :)

waahoo!!!

:D:D:D mission design time!!! :D:D:D

thank you so very much, very anxious :32:

CrazyIvan 09-03-2009 21:37

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.

goldorak 10-03-2009 00:00

Цитата:

Сообщение от CrazyIvan (Сообщение 97727)
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/

I'm drooling http://www.betasom.it/forum/style_em...rd/dribble.gif and thanks so much for including an italian Type 212.

Цитата:

Have patience. We have not thrown job.
Its difficult, I'm dying to try out the final version of RA mod. :D

Цитата:

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.
Does this mean that chaff countermeasures are much more effective against radar guided missiles at least with respect to stock DW/ DW lwami ?
So the frigate Perry now has a decent chance of survival against a volley of incoming radar guided missiles.

Цитата:

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.
Does this mean that different subs will carry different kind of cm.
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:

CrazyIvan 10-03-2009 02:36

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

Fearless 11-03-2009 02:13

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.

CrazyIvan 13-03-2009 00:04

: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.

goldorak 13-03-2009 03:42

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.

CrazyIvan 16-03-2009 06:23

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.

CrazyIvan 16-03-2009 13:48

Цитата:

Сообщение от goldorak (Сообщение 97910)
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.

I think, that a problem with returning DSRV we completely solve in nearest some days...%)

goldorak 16-03-2009 16:43

Цитата:

Сообщение от CrazyIvan (Сообщение 98045)
I think, that a problem with returning DSRV we completely solve in nearest some days...%)

Really ?:52: That is fantastic. You guys definitely rock. :)

Fearless 27-03-2009 01:48

Greetings,

How close are you in releasing the next version?

goldorak 03-04-2009 22:25

Hi Guys,

Can you please update us on the mod ? :)

Theta Sigma 08-04-2009 12:11

If I don't get it soon, I'll open a hatch and scuttle my boat. :D

goldorak 08-04-2009 19:09

Цитата:

Сообщение от Theta Sigma (Сообщение 99171)
If I don't get it soon, I'll open a hatch and scuttle my boat. :D


: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

CrazyIvan 09-04-2009 13:41

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!


Часовой пояс GMT +4, время: 15:35.

Red Rodgers official site. Powered by TraFFa. ©2000 - 2024, Red Rodgers
vBulletin Version 3.8.12 by vBS. Copyright ©2000 - 2024, Jelsoft Enterprises Ltd. Перевод: zCarot