12-07-2010, 18:43 | #1081 |
Senior Aircraftsman
Регистрация: Jul 2010
Сообщений: 57
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CrazyIvan, а Вы не думали про добавление так называемых неакустических средств обнаружения на наши лодки? Возможно ли вообще это осуществить как-нибудь?
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12-07-2010, 18:52 | #1082 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,019
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12-07-2010, 19:08 | #1083 |
Senior Aircraftsman
Регистрация: Jul 2010
Сообщений: 57
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What do you think about whithoutacustics (so funny, but i havent any dictionaries) tools of finding submarines on russian Acula? Its posible or not?
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12-07-2010, 19:24 | #1084 |
Corporal
Регистрация: Sep 2009
Сообщений: 116
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Do you mean the "wake flow sensors" on Akula? that's unique tech of Russian. but how to make it work in Gameplay, that's a wonder
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12-07-2010, 19:37 | #1085 | |
Sergeant
Регистрация: Dec 2008
Сообщений: 250
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Цитата:
Yeah, Norman Polmar in Cold War Submarines says something (not a lot really) about how the soviets developed non acustic sensors contrary to the americans that were always focusing on sonar detection. I have to wonder it if is even remotely possibile possibile to simulate such a sensor in DW. |
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12-07-2010, 20:01 | #1086 |
Senior Aircraftsman
Регистрация: Jul 2010
Сообщений: 57
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yes, Im about "wake flow sensors".
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12-07-2010, 22:07 | #1087 |
Senior Aircraftsman
Регистрация: Aug 2009
Сообщений: 32
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Crazy Ivan yes my LAN is in house. I test the TEST 71 and it works fine, but for some reason the stallion doesnt aquire can you check and see if you get different reslut maybe is me, although a few different seawolves have tested in single player and also say stallion torps will not aquire target, one player says he see torp in 3d and it just circles around sub.
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13-07-2010, 01:00 | #1088 |
Senior Aircraftsman
Регистрация: Jul 2010
Сообщений: 57
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this one is posible to add to DW or not? if its possible, ill ready to help !!! For example: wake flow life very long time-maybe 1 week.... In DW its life-1 hour... 3 general functions-radiation, temperature and hurlyburly water (Im sorry , my english is awful, I know)))...). Rad-50 min, T-30 min, and HBW-10 min. Dancing from this...
That do you think about? |
13-07-2010, 09:28 | #1089 |
БЧ-2
Регистрация: Nov 2008
Сообщений: 256
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13-07-2010, 22:17 | #1090 |
Senior Aircraftsman
Регистрация: Jul 2010
Сообщений: 57
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Thats drop dead? That does it mean?
Shkval VS Ford Mustang...Whos faster? Cool idea, Jaf. |
14-07-2010, 00:54 | #1091 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,019
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Somebody wants to check up game in multipay on inet?
On OpenVPN service? I can guarantee, stable job. Any doubting. Inform me. To Drakken: Try use OpenVPN in your community. It can encourage behavior DW in multiplay... I can take part in check of session and on hamchi service also. I do not see any problems. If you have them - show me them in multiplayer, even under your ANY inet gameserver service. |
14-07-2010, 21:01 | #1092 |
Senior Aircraftsman
Регистрация: Aug 2009
Сообщений: 32
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Have found a bug with the Red October. It is possible to go in reverse 150+kts sustained speed. Here is the procedure how to do it. Makes sure you are below 15om depth, go emergency reverse and raise the snorkel mast, start the hydrodynamic engines, you will start to go reverse very fast but the snorkel mast will break, then using the pull down menus open the engine hatches and restart the hydrodynamic engines and you will go 150+ kts in reverse and maintain this speed until you turn off engines. A seawolves member found this bug dont ask me how all i know is this is how he did it, i tested myself and it works
Последний раз редактировалось PJB; 14-07-2010 в 21:03. Причина: addition |
14-07-2010, 22:05 | #1093 | |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,019
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Цитата:
I see what is it standard mistake from SCS. Kilo - shows the same result. When - on reversal speed is damaged Snorkel (there is a message on damage - in a window of damages and about inability of repair Snorkel). However - from down the menu, is allowed to lift and to lower a mast. At the same time, with the help of the mouse - the management of a mast is inaccessible. The nut key - instead of a hand occurs. |
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15-07-2010, 19:59 | #1094 | |
Senior Aircraftsman
Регистрация: Aug 2009
Сообщений: 32
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Цитата:
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16-07-2010, 20:11 | #1095 | |
Leading Aircraftsman
Регистрация: Mar 2010
Адрес: Italy
Сообщений: 28
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Цитата:
We have noticed other bug, 1) TIW from a distance of 100 MN 2) torpedos AIR-DROPPED DON'T WORK FINE Besides this, I have seen that the torpedos in DB and in the doctrines have almost all been notably reduced the cones of acquisition, (except the MK48s and the SPEARFISHs) this unfortunately is a problem for the playability of the games, I ask, if you can in the next patch, to give a best ability to all the torpedos in acquisition. (AIR-DROPPED NATO & RUSSIANS) RUSSIANS TORPEDOS - SUBROCS e ASROCS (SILEX). In many international comunity and in the SUBSIMs forum many players find the same problems Thanks. If you want we can do a test session in multyplayer with our type connection. In attchments the last game... |
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16-07-2010, 22:09 | #1096 | |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,019
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Цитата:
We can not alter game under your resource. We tried OpenVPN - and have not found any bug. You try also. Probably it will remove all your problems. |
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16-07-2010, 23:34 | #1097 | |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
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Цитата:
we will surely try OpenVPN: as we are a quite new to this tunneling software, can you please state exactly which is the configuration that we have to setup? Maybe are you running an OpenVPN client in service mode on the DW HOST and the other participants are connection to this pseudo-server? Or have we to use another configuration? Thanks in advance for your kind help. PS: BTW, we are using the direct connection of participants to an HOST with the DW session running through a reacheable IP, without any tunneling or VPN software... no service or particular client used at the moment, just the native connectivity provided directly by the game. |
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17-07-2010, 10:57 | #1098 | |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
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Цитата:
1. To receive the program http://openvpn.se/download.html (Installation Package (Both 32-bit and 64-bit TAP driver included) 2. Install (nothing changing in options of installation) 3. To place the unpacked archive dw-common.rar in C:\Program Files\OpenVPN\config http://www.redrodgers.com/forums/sho...85&postcount=1 - dw-common.rar 4. We press by the right button an icon OpenVPN in task bar (on the right from below - where hours) and the first item of the menu "Connect" is chosen. 5. The window with a heap of the letters will appear which disappears in some seconds, on the right help from below emerges that the connection is successfully established, and the icon OpenVPN changes colour with red on green. 6. Your address in the turned out virtual local network looks like 192.168.151.xxx, it(he) can be learned(found out), having guided the mouse on an icon OpenVPN in task bar (on the right below), and having read the information in the emerged help (last string in a window). 7. We start dangerous waters in a mode host multiply and we look, what adapter and the address was chosen by game as working. The address should be ours, such, what was determined in the paragraph 6 by. 7.1. If is chosen wrong (that happens in 90 % of cases), then we leave game, we go in the catalogue, where the game is established, and we look a file adapters.txt. He contains the information on all network adapters (real and virtual) and their addresses. The file looks approximately so: This file contains all adapters found on this system: Local Area Connection 2 - IPv4 - 192.168.151.10 Local Area Connection - IPv4 - 192.168.2.1 Stream - IPv4 - 91.76.142.169 Us that adapter interests, at which the address from our virtual local network (192.168.151.xxx), in this case is very first. We open a file dangerouswaters.ini in the catalogue with game, and in a line .AdapterName in section [Multiplayer] we enter a name of our adapter (everything, that up to first hyphen in the necessary line). In the given example should be: .AdapterName "IPv4 - 192.168.151.10" 8. We solve, who should be host, host creates at itself a room and informs all ip-address from a virtual local network. Others enter it(him) and enter in game room. 9. For discussion and preparation of battles it is meaningful to use TeamSpeak. I have one empty - yo.jabber.ru:8769 (pay attention, that port non-standard), password - "akula" (without inverted commas, certainly). Последний раз редактировалось CrazyIvan; 17-07-2010 в 11:20. |
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17-07-2010, 16:35 | #1099 | |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
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Цитата:
first of all I would like to thank you for extensive and complete guide to OpenVPN: we will organise a test in the next days and we will let you know the results. Thanks also for the availability of TeamSpeak server: we already have an our own server for Betasom community and you offer is really appreciate, even if we will use our service. Hope to get good results using OpenVPN to full enjoy your superb MOD. |
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18-07-2010, 02:59 | #1100 |
Leading Aircraftsman
Регистрация: Jul 2010
Сообщений: 21
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Hi to you all!
Finally I registered in the forum, it wasn't so hard as I expected it to First of all, thank you very much for your great job. You guys really brought life again to the game and put it to where it should have be since the beginning. I can tell you I'm playing it on Windows7 32bit, always in single player, without problems. Maybe sometimes I got detected too far away, but other times I've managed to pass undetected at very close ranges, so I suppose is sound conditions, no problem at all. How is the update progress? May I ask for something? Is it possible to bring back the "user action" doctrine to the mission editor? It was in Sub Command and no in DW. Maybe SCS only unquoted it and is easy to bring it back. It would be very useful. Also, can you create some cities? Maybe 3 kind of them: small town, medium and large city. Not need to be an accurate model, just to create a "skyline" to add realism. I suppose is no difficult to create. Simulate this by putting many buildings slows down game performance a lot (and creates A LOT of visual contacts reports on air/surface units), but creating a single block would be great. Thank you very much and thanks again. Edit: Maybe you can use some of the free models that are in internet, like the ones in google sketchup... http://sketchup.google.com/3dwarehou...Buscar&start=0 Последний раз редактировалось FERdeBOER; 18-07-2010 в 03:16. |
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