22-02-2016, 22:15 | #2221 | |
Corporal
Регистрация: Feb 2016
Сообщений: 83
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Цитата:
1. How do I make a mission's initial setup depended upon the outcome of the previous mission? Like in Red Storm Rising, mission Risposte will be a lot easier if you thwarted Soviet's attempt to capture Iceland in the previous mission? 2. I got stucked on "Race of cripple" of RSR campaign. I escaped to the ice cover fine but buffalo died. Even though I got a message saying the mission is complete, but the critical is still incomplete. So I loaded it into the mission editor to figure out why. Then I realized that even if Buffalo got sunk, it's still classified as "existing". So the mission was still waiting for the dead buffalo to reach ice cover. Also, during the mission, I found that those dead platforms are still able to emit active sonar. The Udaloy, 2xGrisha and the Krivak. Especially when the ASW aircraft are using active sonars, your active intercept will pick up emissions from those deads as well. So, my question is how do I just remove a dead platform when I create my own missions instead leaving it on the map like what "Race ofcripple" is doing currently. |
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23-02-2016, 02:15 | #2222 | |||
Leading Aircraftsman
Регистрация: Jul 2010
Сообщений: 21
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Цитата:
So maybe you should place the ships in different places or a bit farther away/closer than you thought... Цитата:
Then you create a group with probability 0 that is created in case a trigger in a previous mission was (or wasn't) fired. I can explain this in more detail if you are not sure what I'm talking about, I just don't want to bore you with things you might know already. Цитата:
As for the dead platforms still emitting... it's really weird! Usually the game deletes destroyed platforms after a while, so you shouldn't be worried for this. I case it happens to you and you need to be sure a platform is removed (or you want to remove it for any other reason) you have two ways: - Add an attached trigger and select "remove attached object" when the trigger fires - Create a script that removes that platform. |
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23-02-2016, 20:58 | #2223 |
Corporal
Регистрация: Feb 2016
Сообщений: 83
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Hi Ferdeboer,
Nice to hear from you again. I have developed a rough list of missions and storylines. The list pretty much outlines what each mission is all about and where it's going to take place. I'll probably need a lot of helps along the way. If any of you are interested in participating and helping out, please let me have your emails. I'll send you the story line. The whole campaign provides an opportunity for the player to experience many current day world events such as War on ISIS, Russian jet shot down by Turkey Crisis, Ukrainian crisis. South China Sea conflicts, North Korean nuclear and missile crisis and some other fictional events. The first few missions of the campaign are all about training and tactics. There will be some advanced tactics, so that the player will be ready for later more difficult missions. |
24-02-2016, 16:46 | #2224 | |
Leading Aircraftsman
Регистрация: Jul 2010
Сообщений: 21
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Цитата:
I'm sending you a PM. |
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04-03-2016, 18:49 | #2225 |
Северный флот
Регистрация: Apr 2007
Адрес: Murmansk
Сообщений: 230
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What about on-line missions?
I am very impressed with your enthusiasm for campaign creation.
At the same time I wanted to suggest you to try the hand in development of missions for online game. It have to be short missions for 1,5 -2,5 hours for 2-6 players on different platforms. And the most interesting when in these missions there are purposes and tasks, but not simply "kill all of them". In return our community could give help in testing of these missions. Best regards! |
04-03-2016, 23:36 | #2226 | |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
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Цитата:
__________________
Only the dead have seen the end of the war. |
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08-03-2016, 06:27 | #2227 |
Corporal
Регистрация: Feb 2016
Сообщений: 83
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Sure. After I am done, I will submit them, so you can all test it for me. However, I need some help on writing scripts. The manual is not very specific on this subject. Is there any detailed information on script writing? Just out of curiosity, I noticed that Virginia class sub doesn't have torpedo tube doors and vls hatch doors, unlike those default subs such as LA class and Akula class. Wonder if that's something can be modeled.
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08-03-2016, 17:33 | #2228 | |
Leading Aircraftsman
Регистрация: Jul 2010
Сообщений: 21
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Цитата:
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08-03-2016, 22:48 | #2229 |
Corporal
Регистрация: Feb 2016
Сообщений: 83
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16-03-2016, 14:56 | #2230 |
Leading Aircraftsman
Регистрация: Mar 2012
Сообщений: 19
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Where can I read more about active sonar? By "more" I mean conditions of it's proper work, how different water depth affects it, storm, target angle relative to ownship.
Because I have absolutely no chance to detect enemy submarine in northern seas (bottom depth is about 150-250 meters) at distance over 3 nm even with active sonar. |
18-03-2016, 04:04 | #2231 |
Aircraftsman
Регистрация: Mar 2016
Сообщений: 1
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Nuke Bomb?
Hi there friends!
I'm having a blast with the MOD. The amount of units and details are a real dream. Thanks for it to creators and supporters. I'm trying to do a nuclear strike mission using a TU-142 Bear armed with WE-177 (Nuke Depth Charge/Bomb) The part of "bomb" is that hunts me (I read the weapons manual RA_Weapon_Info_rev35.pdf) Is there a way to set the detonation altitude to surface? I know in the MOD we have these options : Detonate Depth: Surface - 27 m. (90 ft) Shallow - 122 m. (400 ft) Deep - 305 m. (1000 ft ) Bottom - 656 m. (2152 ft) For depth charge mode is working perfect. Just want to use it as a normal bomb (maybe for fun, yes). Sometimes I get a ground explosion using the "27m" option but is like random, most of the times nothing happens. Is possible to "edit" the MOD database for put there "0m" or something like that to force the detonation on ground? I can try to edit the database myself (if that is possible) Thanks for any advice on this!! ps: Sorry for my english. |
07-04-2016, 07:03 | #2232 |
Senior Aircraftsman
Регистрация: Nov 2008
Сообщений: 43
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Hello! Greetings from Jakarta. I have been enjoying DWX for years, thank you for such an awesome work. My only gripe is that some newer U.S. Submarine models look rather bad compared to their Russian counterparts.
Anyway, I logged in to inquire whether there is a bug with the Udaloy. Every time I select the Udaloy in quick mission, the game crashes on me and I'm forced to reboot my PC to close the app. Is there any update in the work for DWX/Reinforce Alert? Thank you again. Edit: I played the Sub Command Gepard Campaign again in DWX 1.40 and much to my dismay the spec-op isn't detected to have reached their designated destination rendering the extra objectives impossible to be completed. This has always been an issue since DWX early days. Edit 2: Yes I confirmed that the Udaloy would cause a crash in Win 10 with custom dll. As far as I know, the other playable platforms are fine. Последний раз редактировалось Castout; 15-04-2016 в 06:56. |
07-04-2016, 14:43 | #2233 |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
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Hello RA team,
new russian Husky class is going to replace the Akula, Victor and Sierra ones with new weapons too: specs not available yet but I think we will get them soon. Just a suggestion for further improvment of your good mod! Thanks and all the best as usual, Sertore |
14-04-2016, 11:17 | #2234 |
Aircraftsman
Регистрация: Jan 2016
Сообщений: 9
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I'd like to see Indian Navy Kilos since they are a major user of the type, possibly as the Sindhughosh-class. Do you plan to include them in future, Ivan?
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12-07-2016, 02:31 | #2235 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
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Only new Skipjack (SSN-585) will arrive and Chinese Type 093 SSN (SHANG).
__________________
Only the dead have seen the end of the war. Последний раз редактировалось CrazyIvan; 17-07-2016 в 00:51. |
21-07-2016, 20:36 | #2236 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
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Version 1.41 at final debugging stage.
Some important info about add-on "Reinforce Alert" (DWX 1_41 version).
[ * - Hardcoded fix ] * - CounterMeasures (Decoy,Jammer) - changed 3D models. * - Added 44 objects. [DbRecNum 1489 - 1533] * - AI Yasen-M SSN (Granay) added.* * - Chinese NAVY: Updated. * - New doctrines added: AWACS,EW,ELINT mission. * - AWACS, ELINT planes and Helo: Local FCR Jammer (AAM missile defence) and Radar Jammer countermeasure has been modelled. * - EW Planes: Modelled damage any detected SSM and ASM missiles with active radar guidance - in terminal stage attack. * - Whales: added doctrine - escape from active ping sonar. * - Coordinates for some weapon launchers has been fixed. * - ESM-Radio Station Akulas: Window data Name platform and Radar Name types has been expanded. Now all string fully is visible in the window.* * - Float Wires: aerial cap 3D-model added. * - AI Submarines: 'Whale Jump' surface maneuver evade active torpedo has been refined. * - Type 212A (Italy): SS 528, SS 529 added. * - Nav Buoys: Short Range VHF Emitter added (around 7 Nmi). * - AI Sub: Towed Array Deployment-Retracted option added (virtual option not modeled for 3D, only on sensor level). In evade mode, for maximal speed TA has been Retracted (TA sensors switch to OFF, besides sphere and hull). If AI Sub evade with Deployed Towed Array, speed must be limited to user value Towed Array Cut. * - Sub AI Sonarman: in mode avoid from torpedoes, work in real-time If torpedo traced AI sonarman - then the target data is accurate. If torpedo not on a sonar, the target data approximate or the old data. * - Sonobuoys Lifespan has been increased x2. * - AI Subs: Towed Array Under Layer Search Capabilities has been improved - for low speed move at PD or near surface depth. Dive Towed Array under layer. * - Fishing Nets added: used as part of the formation with a leader fishing trawler or fishing boat astern location. info: USNI data Sub-Based Section. * - HF Ice Avoidance Active Sonar For AI Sub, has now equal Player detectability possibility. * - Kilos: FCTarget Display: Preset Colors has been replaced to green. * - Ship Towed CM Decoy: Bubbles added. * * - Chinese Kuznetsov CV: Armament and airgroup has been added. * - "MP4-Opposed Transit" default multiplay mission: has been restored. * - Loadouts Displays (Based on Kilos loadout) has been fixed - weapon for tube #5 and tube #6 not available for loadout in main rack. MAIN RACK name, replaced to # 1-4 RACK. * - SLMM Mine: Explosive Part Has Been Increased. * - Chinese Type 093 SSN Added to Playable Sub.* * - SS-N-19 Shipwreck SSM User Missile: Doctrine has been fixed. * - SSP Convergence Zone: Sound propagation cue has ben improved. * * - Feedback option added for wire-guided Mobile Decoys. * - TLAMs: sinusoidal flight over water has been fixed. Now missile fly over deep water at assigned altitude. * - Skipjack SSN Added to Playable Sub.* * - SSN 21 Narrowband Sonar: Frequency Scale has been fixed to 100 300 600 800 1000 2000 Hz. * * - Kilo Narrowband Sonar: Frequency Scale has been fixed to 100 300 600 800 1200 2500 Hz. * * - Airport Objects: Damage value point has been reduced. (Now 4 tlams for fully destroy needed instead 8). * - Sounds on surface ships Broadband Sonar Station have been fixed. Now sound is correlated with tonnage and type of ship engine. * - Campaign "Earning Your Dolphins" from 688 Hunter/Killer Jane's reassembled and ready to use in DWX ver 1.41 * - The transition process for launching torpedoes has been fixed. Now the torpedo no longer gives the its maximum noise at launch. For the electric torpedoes, the process will be quiet, for gas turbine - louder. * * - Broadband sounds for torpedoes now sets depending on the caliber and type of engine torpedo - electric, gas turbine, a peroxide. * - Some sonars have been removed from the conformal and is made as bow location. For example, a KILO SS class now has Bow LF and Bow MF. The ability of tracking the DEMON now applied is low-frequency sonar instead mid-frequency. ================================================== =======================
__________________
Only the dead have seen the end of the war. |
21-07-2016, 21:02 | #2237 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,019
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Sonar Station of Skipjack SSN
The broadband, narrowband, and active displays in the SkipJack SSN is circular and represents Signal Strength versus Azimuth (SSAZ).
__________________
Only the dead have seen the end of the war. |
22-07-2016, 01:30 | #2238 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,019
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The process of Launch Torpedoes. Physics.
The game simulates torpedo launches at a speed of about 55 knots. The torpedo has a maximum noise she could emit.Even elrectrical torpedoes... In the new version (1.41), it was fixed. Now launch a torpedo depends on its type (electric or gas turbine). Also, the old system of running torpedoes, which pushes the torpedo out of the apparatus by compressed air and creates a lot of noise. The situation was always developed in such a way that the secretive launch of the torpedo was almost impossible. The decision to upgrade the transition process of launching torpedoes, stands on a par with elimination reports torpedo in the water, which was carried by 50-60 miles from point launch. Some measurements show how changing the detection distance of the torpedo, depending on its speed: [1644] NSE: Mk 48 ADCAP Torpedo detected by Akula II SSN with Passive Sonar at rng 5336 -Transit ADCAP at 40 kts. [1644] NSE: Mk 48 ADCAP Torpedo detected by Akula II SSN with Passive Sonar at rng 14559 - Transit ADCAP at 45 kts. [1644] NSE: Mk 48 ADCAP Torpedo detected by Akula II SSN with Passive Sonar at rng 19918 –Transit ADCAP at 55 kts. (Actually detected a few seconds after Launch) Noise reduction transient launch torpedoes, now has a variety of levels. The original version of the game, all torpedoes assigns the same noise on start-up - the maximum. Аnd the limit of detection, would invariably 19918 meters, no matter high or low speed is set the torpedo. Now, launching torpedoes at minimum speed, gives the real possibility for a late counter-detect against torpedoes. There are three levels - the noise of the opening of the muzzle, the noise output torpedo from the tube, and the noise of moving torpedo. Distance to the target is now creating an important point - which of these levels will be found torpedo. Sorry for bad translate )))
__________________
Only the dead have seen the end of the war. Последний раз редактировалось CrazyIvan; 22-07-2016 в 01:53. |
22-07-2016, 10:25 | #2239 |
Corporal
Регистрация: Jan 2011
Адрес: Chicago Il USA
Сообщений: 70
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22-07-2016, 19:32 | #2240 | |
Aircraftsman
Регистрация: Feb 2016
Адрес: Washington, D.C., USA
Сообщений: 12
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Цитата:
Since the US Navy no longer operates Perry-class frigates, are there any plans to add Littoral Combat Ship-class boats (LCS) to the game? Cпасибо большое)))!! |
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