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Старый 17-05-2011, 21:43   #1601
CrazyIvan
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Exclamation

New (1.32 version) available for download.

Links - at first post.

Cheers!
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Старый 18-05-2011, 10:27   #1602
sertore
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New (1.32 version) available for download.

Links - at first post.

Cheers!
Great CrazyIvan: update downloaded and installed. First check tomorrow evening. Thanks again to you and RA team.

EDIT: shkval and great prophet goes down just after launch and disappear hitting the bottom of sea: happens pretty always, more time when submarine is near the bottom. Few times works fine. Probably issue in doctrine. Possible issue on mobile decoys that exploding just after the launch, maybe in combinated lauch with other weapons, but we have to check. Everything tested using Lada or Ghost on quick mission. Thanks

EDIT2: quick mission, ghost, Australia_Northen, ASW, Easy: launched 1 great prophet, 2 mobile decoys targeting the enemy sub: great prophet went down after launch a disappeared hitting the ground, 1 mobile decoy exploded just after exiting the tube and last mobile decoy goes to bearing 270 working fine. Attached the debug file. Thanks
Вложения
Тип файла: zip check.zip (33.7 Кб, 492 просмотров)

Последний раз редактировалось sertore; 18-05-2011 в 11:38.
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Старый 18-05-2011, 11:54   #1603
CrazyIvan
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Great CrazyIvan: update downloaded and installed. First check tomorrow evening. Thanks again to you and RA team.

EDIT: shkval and great prophet goes down just after launch and disappear hitting the bottom of sea: happens pretty always, more time when submarine is near the bottom. Few times works fine. Probably issue in doctrine. Possible issue on mobile decoys that exploding just after the launch, maybe in combinated lauch with other weapons, but we have to check. Everything tested using Lada or Ghost on quick mission. Thanks

EDIT2: quick mission, ghost, Australia_Northen, ASW, Easy: launched 1 great prophet, 2 mobile decoys targeting the enemy sub: great prophet went down after launch a disappeared hitting the ground, 1 mobile decoy exploded just after exiting the tube and last mobile decoy goes to bearing 270 working fine. Attached the debug file. Thanks

18.05.2011 The correction for Akula - ability was made to start Sizzler on speed up to 15 kts. The archives were corrected.

If you have archive loaded up to May 18, it is necessary to replace files in folders Akulas.


Rather SHKVAL and GP - default the depth is established 60 meters (in presets).
After start, the rocket-torpedo borrows depth of 60 meters.

For Shallow waters establish smaller depth - for example depth OwnShip.
Вложения
Тип файла: rar Akulas_Sizzler_Fix.rar (160.8 Кб, 494 просмотров)
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Старый 18-05-2011, 11:59   #1604
sertore
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18.05.2011 The correction for Akula - ability was made to start Sizzler on speed up to 15 kts. The archives were corrected.

If you have archive loaded up to May 18, it is necessary to replace files in folders Akulas.


Rather SHKVAL and GP - default the depth is established 60 meters (in presets).
After start, the rocket-torpedo borrows depth of 60 meters.

For Shallow waters establish smaller depth - for example depth OwnShip.
Roger on update.

Got the point on Shkval and GP: we used quick launch from NavMap. Now we will check preset before fire.

About mobile decoy I confirm queer possible explosion just after launch.

Thanks.
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Старый 18-05-2011, 12:43   #1605
CrazyIvan
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Roger on update.

Got the point on Shkval and GP: we used quick launch from NavMap. Now we will check preset before fire.

About mobile decoy I confirm queer possible explosion just after launch.

Thanks.
Launch Mobile Decoy on speed OwnShip up to 14 kts.

The speed OwnShip15 kts - will cause destruction Mobile Decoy.

Smaller OwnShip speed - best solution.
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Старый 18-05-2011, 12:57   #1606
sertore
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Launch Mobile Decoy on speed OwnShip up to 14 kts.

The speed OwnShip15 kts - will cause destruction Mobile Decoy.

Smaller OwnShip speed - best solution.
Roger, will do. Thanks
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Старый 18-05-2011, 13:21   #1607
sertore
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Roger, will do. Thanks
Checked with OwnShip speed in 2-5 knots range and different depths by me and another player and the problem is already present.
Using ghost in quick mission and my previous post conditions try to quick launch from NavMap 1 GP and immediately 2 mobile decoys: 1 of them will esplode without reason just after exit from launch tube.
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Старый 18-05-2011, 13:30   #1608
CrazyIvan
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Checked with OwnShip speed in 2-5 knots range and different depths by me and another player and the problem is already present.
Using ghost in quick mission and my previous post conditions try to quick launch from NavMap 1 GP and immediately 2 mobile decoys: 1 of them will esplode without reason just after exit from launch tube.

What preset you set for device?
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Старый 18-05-2011, 13:33   #1609
sertore
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What preset you set for device?
Default ones: quick launch from NavMap. If I try to fire just the 2 mobile decoys they works fine, but seems that as soon as I launch also a weapon one mobile decoy esplode.

EDIT: please note that in the last try all the 2 mobile decoys esploded, not just one. I tried to set correct depth for GP, that now works fine, but nothing change on mobile decoys side: they explode.

EDIT2: I have to correct myself again: launching just 2 mobile decoys together at least one of them explode. Thanks
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Старый 18-05-2011, 14:04   #1610
MSNemo
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Report from mille-sabords team:

-DW CTD when Transmit Antenna Act is marked in any sub with Kilo's style ESM interface.

- The MK48 adcap and spearfish(l688, sw , virginia...) doesn't remain at launch depth
ex: preset activation 10000 yards/ Search depth 800ft/ floor 03000/
Submarine at 900ft. Launch a Adcap she doesn't remain at 900ft but go up (about 200 -400ft not sure for the depth). when the torpedo activate she go to the correct search depth and if you desactive she rise again.


- The SM1 from the ffg(olivier hazard perry can't hit a surface ship, you can target and launch but the SMA fly over the target ship.

Nice day
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Старый 18-05-2011, 14:07   #1611
CrazyIvan
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Default ones: quick launch from NavMap. If I try to fire just the 2 mobile decoys they works fine, but seems that as soon as I launch also a weapon one mobile decoy esplode.

EDIT: please note that in the last try all the 2 mobile decoys esploded, not just one. I tried to set correct depth for GP, that now works fine, but nothing change on mobile decoys side: they explode.

EDIT2: I have to correct myself again: launching just 2 mobile decoys together at least one of them explode. Thanks
The explosion is connected to launch from Nav.Map.

At management of launch from stations, I do not observe such effect.
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Старый 18-05-2011, 18:48   #1612
CrazyIvan
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Report from mille-sabords team:

-DW CTD when Transmit Antenna Act is marked in any sub with Kilo's style ESM interface.

- The MK48 adcap and spearfish(l688, sw , virginia...) doesn't remain at launch depth
ex: preset activation 10000 yards/ Search depth 800ft/ floor 03000/
Submarine at 900ft. Launch a Adcap she doesn't remain at 900ft but go up (about 200 -400ft not sure for the depth). when the torpedo activate she go to the correct search depth and if you desactive she rise again.


- The SM1 from the ffg(olivier hazard perry can't hit a surface ship, you can target and launch but the SMA fly over the target ship.

Nice day
OK.

Under reconstruction.
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Старый 19-05-2011, 12:45   #1613
CrazyIvan
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To: MSNemo

I do not observe the bug with SM-1 missile.

SM-1 Is induced on the target.

There can be you mean "FRIENDLY" target?

In the doctrine - it is forbidden to attack "FRIENDLY" target.
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Старый 19-05-2011, 13:25   #1614
MSNemo
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Ah ok

In fact, the scenario involved a ffg was hacked and so she had to engage friendly contacts.

Effectively the SM1 can hit other side.

thank's
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Старый 19-05-2011, 13:30   #1615
CrazyIvan
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Ah ok

In fact, the scenario involved a ffg was hacked and so she had to engage friendly contacts.

Effectively the SM1 can hit other side.

thank's

Engage friendly contacts with Harpoon (non guided) missile.
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Старый 19-05-2011, 15:08   #1616
CrazyIvan
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Exclamation

latest bug fix for version 1.32, available for download.
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Старый 19-05-2011, 15:12   #1617
MSNemo
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Yes but the problem was that the friend unit was an udaloy (user) and he can target my FFG with the gauntlet
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Старый 19-05-2011, 15:50   #1618
MSNemo
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Thx for the bug fix
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Старый 19-05-2011, 17:26   #1619
Von Faust
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Summarizing.....

To have a proper installation (starting from DW origina + patch 1.04)
we install:

- Global archive add-on v 1.32. (3x50 Mb, 1x32 Mb parts)
- Latest bug fix for version 1.32 (from 19.05.2011)

This evening Betasom.it team make a multiplayer game to test.

Thank to all RA Team for your work !!!!
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Старый 19-05-2011, 17:31   #1620
CrazyIvan
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Good Luck, Commander !
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