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Старый 31-03-2011, 15:43   #1541
Invicible
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Сообщение от CrazyIvan Посмотреть сообщение
It is simulated in the engine of game.

There is a target noise. Also there is a listening sensor control.
Simply to say - calculate the loss of noise, which a listening sensor control reaches.
Further: Threshold of sensitivity of a sensor control - whether is capable he to pull the loss of noise, from a background of an environment.
My question asked as is simulated in RA and not if it is simulated.

For example:
you can find a correspondence of the type: if Sea State = 4, reduced flow sensor = 60%
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Старый 31-03-2011, 17:18   #1542
Гена
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The thickenes of a layer - is not simulated.
Thanks for the answer. And why sometimes this info is not available? I suppose this is kind of information which can be always available. You always have data to calculate TA depth (sub speed, depth, TA length). Isn't it?
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Старый 31-03-2011, 19:26   #1543
CrazyIvan
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Thanks for the answer. And why sometimes this info is not available? I suppose this is kind of information which can be always available. You always have data to calculate TA depth (sub speed, depth, TA length). Isn't it?
The device will break.

When the data will be inaccessible, then try to calculate TA depth, having all data - sub speed, depth, TA length.
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Старый 31-03-2011, 20:25   #1544
Гена
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Good point
But steel need some calculation table (to use known data) to determine tabulated value of TA depth manually
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Старый 31-03-2011, 21:51   #1545
Invicible
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Sorry I did not understand!

The influence of Sea-state and the bottom , are simulated as in the original game , have not been changed by modding.

It would be interesting, to understand if the choices made ​​by programmers Sonalyst , regarding the performance of the sensors are closely related to them.
There is the possibility that changing excessively negative the performance of sensors in extreme conditions, are found to be void.
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Старый 03-04-2011, 08:28   #1546
CrazyIvan
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Good point
But steel need some calculation table (to use known data) to determine tabulated value of TA depth manually

Why?

At the given moment, the depth GPBA is absent. What fatal consequences you have?
Any no.

It is useful function, but not critical (if corrupted).
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Старый 03-04-2011, 11:11   #1547
dd149
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Why?

At the given moment, the depth GPBA is absent. What fatal consequences you have?
Any no.

It is useful function, but not critical (if corrupted).
I agree, we have lived all that time without this function, so it is not very critical. Does it mean that the fix that you found is not working full time, or that it is not working for some platforms? Does it increase the risk to have other related bugs?
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Старый 03-04-2011, 13:04   #1548
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NEW PRESET OPTION FOR SS-N-27 SSM "Sizzler".


ADDITIONAL CONTROL:


The extended control of a missile provides launch of a Sizzler SSM on a curve - linear route.
For activation of this mode, it is necessary to press the button "SSM Waypoints", located under target by the display.
After at entry on the panel of input preset of the data, you will have the plan of appointment waypoints similar TLAM missile.


PRESET For First Waypoint:
Press the button " SSM Waypoints".
Enter in the tube with a missile Sizzler SSM.(Press the button "P" near to number of the tube)
Press the button "DefineTargetWaypoints", and on the display of a map, establish WayPoints.
Grasp the FIRST point and arrange her on the necessary target mark.
set "Destruct Range (nm)" to value 0001.
Press button <--- (Return) and leave preset interface.
Launch missile.
The missile will follow on a direct route on the Target.
Enable of a radar, will be made in 8 miles up to achievement of a point #1
If the rocket will not find out the purpose - at achievement a point #1 she will be deactivated

PRESET For Second Waypoint:
Press the button " SSM Waypoints".
Enter in the tube with a missile Sizzler SSM.(Press the button "P" near to number of the tube)
Press the button "DefineTargetWaypoints", and on the display of a map, establish WayPoints.
Grasp the SECOND point and arrange her on the necessary target mark.
The FIRST point arrange as you wish.
Set "Destruct Range (nm)" to value 0002.
Press button <--- (Return) and leave preset interface.
Launch missile.
The missile will follow on a curve-route on the Target.
When the missile reaches a point #1, begins calculate of distance up to a point #2.
If distance becomes less than 8 miles, the radar is enabled.
If the rocket will not find out the purpose - at achievement a point #2 she will be deactivated.

PRESET For Third Waypoint:
Press the button " SSM Waypoints".
Enter in the tube with a missile Sizzler SSM.(Press the button "P" near to number of the tube)
Press the button "DefineTargetWaypoints", and on the display of a map, establish WayPoints.
Grasp the THIRD point and arrange her on the necessary target mark.
The FIRST and SECOND points arrange as you wish.
Set "Destruct Range (nm)" to value 0003.
Press button <--- (Return) and leave preset interface.
Launch missile.
The missile will follow on a curve-route on the Target.
When the missile reaches a point #2, begins calculate of distance up to a point #3.
If distance becomes less than 8 miles, the radar is enabled.
If the rocket will not find out the purpose - at achievement a point #3 she will be deactivated.


PRESET For Fourth Waypoint:
Press the button " SSM Waypoints".
Enter in the tube with a missile Sizzler SSM.(Press the button "P" near to number of the tube)
Press the button "DefineTargetWaypoints", and on the display of a map, establish WayPoints.
Grasp the FOURTH point and arrange her on the necessary target mark.
The FIRST,SECOND and THIRD points arrange as you wish.
Set "Destruct Range (nm)" to value 0004.
Press button <--- (Return) and leave preset interface.
Launch missile.
The missile will follow on a curve-route on the Target.
When the missile reaches a point #3, begins calculate of distance up to a point #4.
If distance becomes less than 8 miles, the radar is enabled.
If the rocket will not find out the purpose - at achievement a point #4 she will be deactivated.


IMPORTANT NOTE:
You can not start missiles in the mixed mode - part of missiles in SSM presets and part in Waypoints presets.
As the button "SSM Waypoint" will change presets on waypoints FOR ALL tubes in which are located SS-N-27 SSM missile. However, the presence programming of a missile for a point #1, will provide a mode of rectilinear following to target.
If the button " SSM Waypoints " in will be not pressed a condition, presets will be again established to SSM to a mode for all tubes with SS-N-27 Sizzler SSM.
Launch from nav.map the menu (engage with Sizzler SSM), defines that you shoot a missile on the First point. (if “SSM Waypoint” Button Pressed, but waypoints are not assigned)

ABOUT MISSILES:

SS-N-27 SSM Sizzler (aka Club-S for Submarine equipment).

SuperSonic missile 3M-54E, now has a characteristic separated second stage, as independent warhead with a supersonic distance of a phase flight of 22 kilometers and speed 3.0 mach (1933 kts).
Subsonic the phase cruise of a missile makes 222 kiometers (120 Nmi) and speed 580 kts.
Warhead weight- 225 kg.
( Some factor the increased force of destruction - missile punches a board of the ship and blows up inside hull.)


SubSonic variant 3M-54E1 - has speed 580 kts, distance of cruise 300 kilometers (161 nmi). Warhead weight- 450 kg.
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Последний раз редактировалось CrazyIvan; 03-04-2011 в 13:31.
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Старый 03-04-2011, 22:01   #1549
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Great CrazyIvan: useful enhancement and really eager to see the new 1.31c to start to use all the new funtionalities! Thanks again for hard work to you and RA team!
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Старый 07-04-2011, 22:49   #1550
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For DARPA, was not allowed Mission Editor.

(Obviously it is the same surprise as with CINEMATIC EDITOR for DW. It simply have not allowed for use - because he awful in use. Simply - piece of crude meat.)

But the "Magic Word " was said, and the its editor has opened.

Some screenshots from blocked " Mission Editor " for DARPA ACTUV Game.

PS: I have checked up some sensor controls rather SSK - surprisingly, but it has no baffles area. Only 180 degrees, circular review.

And besides, the acoustic sensors futuristic SSK, have a range of detection only about 7300 meters.
Миниатюры
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Последний раз редактировалось CrazyIvan; 08-04-2011 в 02:47.
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Старый 07-04-2011, 23:57   #1551
Invicible
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Can be obtained from DARPA , the calculation of the Range Rate to be added in RA?
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Старый 08-04-2011, 00:34   #1552
dd149
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Any benefit to expect from DARPA

Could game engine (supposedly coming from the "pro" SCS software) be used in DW RA , it could be the ultimate joke. But probably too complicated if the structure is changed, as always no chance to get source code to be able to understand .
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Старый 08-04-2011, 02:06   #1553
CrazyIvan
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Could game engine (supposedly coming from the "pro" SCS software) be used in DW RA , it could be the ultimate joke. But probably too complicated if the structure is changed, as always no chance to get source code to be able to understand .
This is not "PRO" Sowtware from SCS.

Tales for not knowing users.


In what here PRO?

What in the editor of missions it is possible to set hard depth of a layer?

We in DW also can establish STABLE depth of a layer.

Some people know that we were capable it to make.


In WHOLE is also completely consists of bugs.

But I do not want to press in these details - for me, the project DARPA simply is not interesting.
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Старый 08-04-2011, 09:17   #1554
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This is not "PRO" Sowtware from SCS.
...
What in the editor of missions it is possible to set hard depth of a layer?

We in DW also can establish STABLE depth of a layer.

Some people know that we were capable it to make.
...
Yes, I confirm: you did it from a long time ago... you are definitely more serious than original developers.
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...
What in the editor of missions it is possible to set hard depth of a layer?
...
Any possibility to have in your RA MOD the enhanced editor of mission to extend the feature of self designed mission for not knowing people like us?
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...
But I do not want to press in these details - for me, the project DARPA simply is not interesting.
We are not interested to DARPA too, but we are strongly supporter of your team and RA MOD: please continue to keep up your superb work! Thanks!
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Старый 08-04-2011, 10:51   #1555
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I am a stupid incompetent, but following the CrazyIvan experience I got the following:



and all other screens already showed; at the end I think the extended editor included in DARPA is not so much useful than the original one.
Anyway I leave to RA team the opportunity to evaluate if it will be included in further MOD versions or not.
Thanks
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Старый 09-04-2011, 12:20   #1556
dd149
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Yes we trust RA team more than the original developers who were not even able to properly debug DW. I was just thinking that some resources like navalsimengine dll could be useful, the version of dw shows 1.05 , the files are bigger, so maybe something worth using. But let RA team be the judge. For sure if all the RA team work already done is not usable with the newer versions it is useless.
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Старый 10-04-2011, 16:28   #1557
CrazyIvan
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Yes we trust RA team more than the original developers who were not even able to properly debug DW. I was just thinking that some resources like navalsimengine dll could be useful, the version of dw shows 1.05 , the files are bigger, so maybe something worth using. But let RA team be the judge. For sure if all the RA team work already done is not usable with the newer versions it is useless.

Today me have forbidden on Subsim.

The guys from SCS do not suffer any criticism the party.

I shall prove the silly concept DARPA here:
"However that the weapon is not allowed in DARPA is simply masks all inconsistency by this project.
If the weapon would be allowed for the player - first ping from ACTUV, simply would cause his inevitable destruction - weapon from a Submarine.
You can as much as necessary traced sub targets in DARPA is all the same what to traced a civil surface vessel.
But if the element of reality would be present (presence the weapon) - any mission DARPA would come to an end for 10 minutes. This is trolling?

It is necessary to look at the world more seriously.
And it is named - scientific job?"

I hope in the following version -RA- well and will be evidently shown: ACTUV , what it is good ducks.

PS: as always - the developers are silent, but someone will protect them as holy cows.

"More widely step" song - [ excuses - who understands Russian language , then understand it idea :-) ]
YouTube - ТАЙМ-АУТ - Шире шаг

Последний раз редактировалось CrazyIvan; 10-04-2011 в 19:46.
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Старый 11-04-2011, 10:38   #1558
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New scenario DARPA statements LAYERDEPTH, CZ and MAPELLIPSES/ELLIPSE are finally not recognized by the DW engine, making them not useful in current version of game and RA MOD: we can forget them, together with the new editor functionalities, as they are really not important.
Eager to see the new 1.31c patch to move the simulation one step over the current one.
Thanks!
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Старый 13-04-2011, 23:35   #1559
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New scenario DARPA statements LAYERDEPTH, CZ and MAPELLIPSES/ELLIPSE are finally not recognized by the DW engine, making them not useful in current version of game and RA MOD: we can forget them, together with the new editor functionalities, as they are really not important.
Eager to see the new 1.31c patch to move the simulation one step over the current one.
Thanks!
OK.

Update in progress.

If can then help me with the following:

It is necessary to know the periods of pulses on active intercept sonar.

Conditions such:

Two Subs in Scenario.

The first player works active sonar, the second player - listens on active intercept.

1-st player: To establish a scale active sonar to 5 kilometers.
To switch on continuous active ping.

2 player: to receive exact INTERVAL (Sec) value on own active intercept station.

And so for all scales active sonar - 5 km, 10 km, 20 km, 40 km, 50 km.

For each scale - 3 minutes the test period is given.

Scenario multiplay - is enclosed.
Вложения
Тип файла: rar 0 TEST_Act_Pings_Period.rar (728 байт, 469 просмотров)
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Старый 14-04-2011, 04:37   #1560
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torpedoes on broadband

One question from France, it seems that a torpedo (USET 80 or ADCAP) running at 40 kts is not vivisble on broadband even at very short distance from the sub (100m), this looks strange?
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