Red Rodgers  

Вернуться   Red Rodgers > Запасная полоса > S.C.S. Dangerous Waters

Ответ
 
Опции темы Опции просмотра
Старый 23-02-2011, 17:47   #1461
sertore
Sergeant
 
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
Post

Цитата:
Сообщение от CrazyIvan Посмотреть сообщение
OK.

Check up this ЕХЕ a file
NOTE: Only ensure his presence at ALL players:


HINT Wakehoming Tordedo: Run To Enable for wakehoming torpedoes, should be not less than 1 km. Differently torpedo will be is induced on a subs which has launch this torpedo.
Roger. I will provide to spread the new executable to all players involved in the test.

About wakehoming hint, we will keep it in mind. Thanks.
sertore вне форума   Ответить с цитированием
Старый 24-02-2011, 19:01   #1462
whiskey111
Corporal
 
Аватар для whiskey111
 
Регистрация: Jan 2010
Сообщений: 85
Where I can fin some readme bout changes in RA 3.1 ?
I will appreciate it

Is it in the schedule to add new controlable ships: La Fayette class frigate, for example ?
whiskey111 вне форума   Ответить с цитированием
Старый 24-02-2011, 19:02   #1463
whiskey111
Corporal
 
Аватар для whiskey111
 
Регистрация: Jan 2010
Сообщений: 85
Where I can fin some readme bout changes in RA 3.1 ?
I will appreciate it

Is it in the schedule to add new controlable ships: La Fayette class frigate, for example ?


(please delete my last post). Sorry for double.
whiskey111 вне форума   Ответить с цитированием
Старый 24-02-2011, 22:27   #1464
solcarlus
Aircraftsman
 
Аватар для solcarlus
 
Регистрация: Mar 2009
Сообщений: 2
Thanks for all your amazing work CrazyIvan and the Redrodgers team!!!!

We really enjoy RA!!!!


MS-Solcarlus from Mille-Sabords.com
solcarlus вне форума   Ответить с цитированием
Старый 25-02-2011, 00:05   #1465
sertore
Sergeant
 
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
Post Player unit IDs

Hello CrazyIvan,
just to confirm that for 7 players the IDs are:
1001
1301
1601
1901
2201
2501
2801
as you correctly wrote; soon we will test also battery recharge for Kilo.
sertore вне форума   Ответить с цитированием
Старый 25-02-2011, 03:54   #1466
CrazyIvan
Bugcatcher
 
Аватар для CrazyIvan
 
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
Цитата:
Сообщение от sertore Посмотреть сообщение
Hello CrazyIvan,
just to confirm that for 7 players the IDs are:
1001
1301
1601
1901
2201
2501
2801
as you correctly wrote; soon we will test also battery recharge for Kilo.
But each player sees at itself on a navigating map Ownship how 1001?

And other players (LINK option) - as 1301; 1601 etc.

But ownship always 1001 at everyone?

It is correct?
CrazyIvan вне форума   Ответить с цитированием
Старый 25-02-2011, 10:38   #1467
sertore
Sergeant
 
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
Exclamation [BUG] Surface unit multitstaion

Цитата:
Сообщение от CrazyIvan Посмотреть сообщение
But each player sees at itself on a navigating map Ownship how 1001?

And other players (LINK option) - as 1301; 1601 etc.

But ownship always 1001 at everyone?

It is correct?
I have to check again with other players, sorry.

During last night multiplayer we got a bad issue on surface units (FFG and DDG both).
We took the surface unit on multistation with four players, distributing the stations: after game start, only the navigation station started to move and see from bridge and navmap the unit moving. All other stations remained nailed to 0 knots, with 3D for surface unit freezed with its wake, and no movement for unit on navmap. Also other players on other controlled units continued to see the surface unit stopped at dock without any movement in 3D view.
But the unit was moving on the scenario like a ghost, and finally was hit by a missile even if other players seen just empty sea in its position. I was at ESM, and all signal continued to arrive as I was at port, even if the unit was in the middle of the scenario. When we were targeted by missiles, I did not see anything on ESM.
We also had an HELI take off from DDG, and it born magically in the middle of the sea, meanwhile the player at ASTAC continued to see the DDG stopped at dock.
As already told, this happened for FFG and DDG, so seems to be definitely a bad bug for all surface units.
Please find attached the scenario to test the condition, played with RA 1.31a with last Diesel_2 executable.
Вложения
Тип файла: zip ESCAPE_DWExtreme.zip (5.2 Кб, 423 просмотров)
sertore вне форума   Ответить с цитированием
Старый 25-02-2011, 11:58   #1468
Von Faust
Corporal
 
Регистрация: Apr 2009
Сообщений: 64
Цитата:
Сообщение от CrazyIvan Посмотреть сообщение
But each player sees at itself on a navigating map Ownship how 1001?
And other players (LINK option) - as 1301; 1601 etc.
But ownship always 1001 at everyone?
It is correct?
No, we will check again but I remember that 1001 was not my ship but the ship of Sertore (the Host).

I repeat, we will check again however.

Thanks !!!
Von Faust вне форума   Ответить с цитированием
Старый 25-02-2011, 14:30   #1469
goldorak
Sergeant
 
Регистрация: Dec 2008
Сообщений: 250
Цитата:
Сообщение от sertore Посмотреть сообщение
During last night multiplayer we got a bad issue on surface units
We took the surface unit on multistation with four players, distributing the stations: after game start, only the navigation station started to move and see from bridge and navmap the unit moving. All other stations remained nailed to 0 knots, with 3D for surface unit freezed with its wake, and no movement for unit on navmap. Also other players on other controlled units continued to see the surface unit stopped at dock without any movement in 3D view.
But the unit was moving on the scenario like a ghost, and finally was hit by a missile even if other players seen just empty sea in its position. I was at ESM, and all signal continued to arrive as I was at port, even if the unit was in the middle of the scenario. When we were targeted by missiles, I did not see anything on ESM.
played with RA 1.31a with last Diesel_2 executable.
thats word by word exactly what happened in the mission I was playing.
Although we were only using 2 frigates. While the 2 frigates were in formation the whole time, my coplayer's frigate was behind me 1000 yards and he couldn't see me (even his radar told him I was still in port). For him, I was always in port. As for me, I could see his frigate right behind mine. As well I was suddenly attacked by a ghost missile coming out of nowhere.
Also tested with updated 1.31a and Diesel-test-2 executable.
Вложения
Тип файла: 7z FGII.7z (2.5 Кб, 422 просмотров)
goldorak вне форума   Ответить с цитированием
Старый 25-02-2011, 15:50   #1470
sertore
Sergeant
 
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
Exclamation [BUG] Missile view

Additionally to the stated issue on surface units, I would like to point out another strange issue, probably related with the first one: when in a multistation game any weapons is launched, the only people that can see its real course on navmap and on 3D view is the one at weapon control.
All other people, on the same unit or on other units via datalink, watch queer course of weapons (missiles seems to run undersea, torpedo seems to run in circle, etc...), as the allied units and the stations on the launching platform were not linked to the weapon control people.
You can check this behaviuor using the same scenario I attached to the previous post.

Последний раз редактировалось sertore; 25-02-2011 в 16:47.
sertore вне форума   Ответить с цитированием
Старый 26-02-2011, 19:00   #1471
CrazyIvan
Bugcatcher
 
Аватар для CrazyIvan
 
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
Цитата:
Сообщение от sertore Посмотреть сообщение
Dear Crazy Ivan, here is the report for test mission (please find attached test mission used):
  • battery recharge works fine for Kilo RU and probably Kilo Alrosa, does not work for Kilo Improved RU
  • wakehoming torpedo works fine against player unit (USET-80 and TEST-71)
  • harpoon works fine from FFG
Please note that wakehoming torpedos are sensitive to countermeasure released by a submarine, and it should be not.

Let me take this opportunity to arise another problem: when HELI from FFG is request to attack an enemy unit, it starts to attack the more near target, without following the order to attack a specific unit but attacking the more near one.

Last, sometimes when wakehoming torpedo hits a unit the game CTD, but it is not sistematic; the error trace in this case is:

0000: 41 70 70 6c 69 63 61 74 Applicat
0008: 69 6f 6e 20 46 61 69 6c ion Fail
0010: 75 72 65 20 20 64 61 6e ure dan
0018: 67 65 72 6f 75 73 77 61 gerouswa
0020: 74 65 72 73 2e 65 78 65 ters.exe
0028: 20 30 2e 31 2e 30 2e 34 0.1.0.4
0030: 20 69 6e 20 6e 61 76 61 in nava
0038: 6c 73 69 6d 65 6e 67 69 lsimengi
0040: 6e 65 2e 64 6c 6c 20 30 ne.dll 0
0048: 2e 31 2e 30 2e 35 20 61 .1.0.5 a
0050: 74 20 6f 66 66 73 65 74 t offset
0058: 20 30 30 30 39 34 64 35 00094d5
0060: 62 0d 0a b..

Thanks for support.

Wakehoming torpedo does not see CMs.

You observed such case: For example player on a submarine was on a surface or on PD. By it
was received 65-76 torpedos.

The player throws CM, and leaves on depth.

The torpedo crosses a trace of a submarine and begins to carry out search of the further trace.

But as submarine has abandoned shallow waters and left on depth, a trace does not exist any more.

It is well visible even without drop CMs.
Simply enough to change depth, and the torpedo will carry out circles there, where there was a trace of a submarine - close to a surface.

We think, that the problem wakehomig of torpedos, will be solved in a near time.
We already have positive results. Some time for detailed check however is required still.
CrazyIvan вне форума   Ответить с цитированием
Старый 26-02-2011, 19:58   #1472
sertore
Sergeant
 
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
Post

Цитата:
Сообщение от CrazyIvan Посмотреть сообщение
Wakehoming torpedo does not see CMs.

You observed such case: For example player on a submarine was on a surface or on PD. By it
was received 65-76 torpedos.

The player throws CM, and leaves on depth.

The torpedo crosses a trace of a submarine and begins to carry out search of the further trace.

But as submarine has abandoned shallow waters and left on depth, a trace does not exist any more.

It is well visible even without drop CMs.
Simply enough to change depth, and the torpedo will carry out circles there, where there was a trace of a submarine - close to a surface.

We think, that the problem wakehomig of torpedos, will be solved in a near time.
We already have positive results. Some time for detailed check however is required still.
Got the point about wakehoming: you are right. Thanks
sertore вне форума   Ответить с цитированием
Старый 27-02-2011, 13:20   #1473
dd149
Sergeant
 
Регистрация: Jan 2009
Адрес: North France
Сообщений: 155
You are right CrazyIvan, wake homing torpedoes have no reason to be influenced by CMs whether active or passive.
dd149 вне форума   Ответить с цитированием
Старый 28-02-2011, 16:35   #1474
sertore
Sergeant
 
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
Exclamation Executable to use

After the latest notice on multistation issues,
can you please advise if can we use the fixed executable Diesel_2 continuing the test or have we to return to the original version 1.31a?
sertore вне форума   Ответить с цитированием
Старый 01-03-2011, 00:31   #1475
CrazyIvan
Bugcatcher
 
Аватар для CrazyIvan
 
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
Цитата:
Сообщение от sertore Посмотреть сообщение
After the latest notice on multistation issues,
can you please advise if can we use the fixed executable Diesel_2 continuing the test or have we to return to the original version 1.31a?
Try these files:
Вложения
Тип файла: rar Diesel_TEST_3.rar (1.52 Мб, 474 просмотров)
CrazyIvan вне форума   Ответить с цитированием
Старый 01-03-2011, 13:45   #1476
sertore
Sergeant
 
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
Цитата:
Сообщение от CrazyIvan Посмотреть сообщение
Try these files:
Will do. Thanks
sertore вне форума   Ответить с цитированием
Старый 01-03-2011, 18:48   #1477
Panzermensch
Corporal
 
Регистрация: Oct 2010
Адрес: Bremen, Germany
Сообщений: 68
Bug-Report

Landing the P-3 Orion on Airport makes DW crash!
I tested this procedure in different missions and game CTD while I sit in Cockpit.

It only crashes when someone is sitting in cockpit station and the plane touches the ground.
Panzermensch вне форума   Ответить с цитированием
Старый 01-03-2011, 20:52   #1478
CrazyIvan
Bugcatcher
 
Аватар для CrazyIvan
 
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
Цитата:
Сообщение от Panzermensch Посмотреть сообщение
Landing the P-3 Orion on Airport makes DW crash!
I tested this procedure in different missions and game CTD while I sit in Cockpit.

It only crashes when someone is sitting in cockpit station and the plane touches the ground.
I have no CTD.
CrazyIvan вне форума   Ответить с цитированием
Старый 01-03-2011, 22:11   #1479
Panzermensch
Corporal
 
Регистрация: Oct 2010
Адрес: Bremen, Germany
Сообщений: 68
Цитата:
Сообщение от CrazyIvan Посмотреть сообщение
I have no CTD.

Hmmm... ok, I will do some more tests then right now.
Panzermensch вне форума   Ответить с цитированием
Старый 02-03-2011, 02:14   #1480
sertore
Sergeant
 
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
Post

Цитата:
Сообщение от CrazyIvan Посмотреть сообщение
Try these files: Diesel_TEST_3
Test kilo battery recharge with 3 players: game assigned 3 IDs, one for every player (1001, 1301, 1601), any player seen its own ID (not 1001 for anyone but 1001, 1301 and 1601 for each one).
Kilo (1001) and Kilo Improved (1601) recharged, Alrosa did not recharge (1301).
Hope this help.
sertore вне форума   Ответить с цитированием
Ответ


Здесь присутствуют: 8 (пользователей: 0 , гостей: 8)
 

Ваши права в разделе
Вы не можете создавать новые темы
Вы не можете отвечать в темах
Вы не можете прикреплять вложения
Вы не можете редактировать свои сообщения

BB коды Вкл.
Смайлы Вкл.
[IMG] код Вкл.
HTML код Выкл.

Быстрый переход


Часовой пояс GMT +4, время: 23:49.


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