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Старый 30-11-2011, 20:31   #1761
CrazyIvan
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Сообщение от whiskey111 Посмотреть сообщение
In script options we can choose: system damage - link11.
How it works ? I'm asking because when I set it to my platform I was still able to see all units provided by link11.

It - duplicated option.

Actually, the damage LINK 11, in DLL files has the same key, which operates damage of a Mast of Radio.

Completely to switch off communication, you should apply 2 scripts:
1. To damage LINK 11 or RadioMast (this same) on the given time (in script language, time put in seconds - 600 (1 Hour ), if value = -1, then damages will be actually forever ).
2. To damage Floating Wire on the given time.

The previous contacts received on LINK 11 - will remain still on nav.map, but new contacts - to act any more will not be.
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Последний раз редактировалось CrazyIvan; 04-12-2011 в 00:36.
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Старый 04-12-2011, 23:34   #1762
NavyUSA
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Сообщение от CrazyIvan Посмотреть сообщение
1. This problem was eliminated for release v. 1.34

2. Use CIWS. His efficiency high enough for the player.

3. FC Radar is capable to hold the small seaskimmer missile on distance 14.8 Nmi.
However - you should receive previously contact.
Use Air Search Radar (ADT - button on radar ship station) for primary detection inbound "vampire".

4. If the Countermeasure ABOVE water (or its part) - it is active.
In general - its height concerning water is compared.
If the Countermeasure center not in negative height, she works.
Thank you.

I wanted to point out another problem.
When the ADT detects missile the crew does not report this!
This event is very important and should be reported.
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Старый 05-12-2011, 09:03   #1763
CrazyIvan
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I do not see any problems with the Radar Station report.

I receive both textual and voice message.
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Старый 05-12-2011, 17:57   #1764
NavyUSA
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In my Test with this mission http://www.mediafire.com/?14tb73zbs1rgdvg i don't receive any message.

Regards
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Старый 05-12-2011, 21:56   #1765
CrazyIvan
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In my Test with this mission http://www.mediafire.com/?14tb73zbs1rgdvg i don't receive any message.

Regards

1. This problem was eliminated for release v. 1.34
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Старый 06-12-2011, 01:36   #1766
NavyUSA
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1. This problem was eliminated for release v. 1.34
I'm sorry, but you've encountered the problem of the ADT in my testing mission?

Two other questions:

1) With the FFG hull sonar, you can mark contacts that do not show any trace. This is strange!

2) Why in the panel of sonobuoy, in the right side I can not select the Mode button of sonobuoy. This right side is set as a Ship control, should be used with sonobuoy launch by FFG.

Последний раз редактировалось NavyUSA; 06-12-2011 в 02:19.
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Старый 06-12-2011, 13:20   #1767
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MIM-23B HAWK SAM
MIM-23B SAM

missing texture "green2.bmp"
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Старый 07-12-2011, 10:14   #1768
sertore
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Question Project 885 Yasen / Graney class

Any chance to have the Severodvinsk (and further Kazan) in RA 1.34, maybe controllable?
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Старый 07-12-2011, 15:18   #1769
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MIM-23B HAWK SAM
MIM-23B SAM

missing texture "green2.bmp"
Tnx Cayman!

Has been fixed.
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Старый 09-12-2011, 23:41   #1770
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Exclamation

ONLY FOR INFO:

For some variety, we decided to make minor changes to the game Sub Command - about correcting errors in the most recent addition (SCX-2C).

Here are the preliminary changes.

1. Added SS-N-27 ASM: 2-stage supersonic missile.
-----------------------------------------
2. PMR and PMT russian mine complex has been added.
-----------------------------------------
3. Downed Pilot Now has small emergency signal, and allowed for ESM search.
-----------------------------------------
4. Subwrecks has emergency buoy (if not "transit tactic") - allowed for ESM search.
-----------------------------------------
5. Minesweeper helos added. (Really cleaning minesfields)
-----------------------------------------
6. Sonobuoys Models Added (Planes And Helos Now Dpor Sonobuoys at Unknown MAD Contact).
-----------------------------------------
7. Fixed Problem with AAW Missile - bug with CounterMeasures {

Sample: ( Debugger LOG info )

[2720] ECMJammer detected by AA-11 Archer AAM with Infrared at rng 1945 ??
[2720] AA-11 Archer AAM
[2720] Homing On
[2720] Electronic Counter Measures

[2720] Chaff detected by AA-11 Archer AAM with Infrared at rng 4357 ??
[2720] AA-11 Archer AAM
[2720] Homing On
[2720] Chaff
[2720] AA-11 Archer AAM
[2720] Acquired
[2720] Chaff

[2720] IRFlare detected by AA-10 Alamo AAM with FCRadar at rng 10675 ??
[2720] AA-10 Alamo AAM
[2720] Homing On
[2720] Infrared Flare
[2720] AA-10 Alamo AAM
[2720] Acquired
[2720] Infrared Flare
}
These bugs were eliminated.
Now:
Flare - will be detected only IR-Missiles,
Chaff - it is found out Visual and FCRadar sensors,
Electronic Counter Measures - FCRadar and ESM (AntiRadar Missiles - HARM, Kegler ,etc.).
-----------------------------------------
8. Loadouts on Akula-I Improved has been changed: Torpedo 53-65M replaced on torpedo USET-80.
-----------------------------------------
9. Depth And Speed On Topredoes has been fixed:
UGST: Max Depts - reduced to 515 meters (1689 feet).
USET-80: Max Depts - 1000 meters (3280 feet), Max Speed - 48 kts.
-----------------------------------------
10. KA-31 Helix AEW Helo: Removed Torpedoes.
-----------------------------------------
11. Active Sonar cue - no more sound-echo, without mark at display. (By Krabb)
-----------------------------------------
12. Added MGT-1, MPT-1UE, UMGT Torpedo. (Changed some Loadouts on Russian aviation).
-----------------------------------------
13. Soviet mobile mine speed increased to 42 kts.
-----------------------------------------
14. Physics weapons has been fixed: Torpedo and missiles now damaged with icebergs collision. (By Krabb)
-----------------------------------------
15. IOWA BB Class, max.speed has been fixed.
-----------------------------------------
16. EMCON bug fixed - radars on AI Ships now spontaneously is not switch-on when counterdetect occured.(By Krabb)
-----------------------------------------
17. MAD sensors on ASW aviation changed to limited max. depth detection.
-----------------------------------------
18. KILO SS - Loadouts, has been replaced:
Kilo RUS; Kilo IRAN; Kilo China: SS-N-16 Stallion has been reload to SS-N-15 Starfish.
Kilo INDIA: SS-N-16 Stallion has been reload to SS-N-27 ASW
-----------------------------------------
19. Udaloy-II DDG Added.
-----------------------------------------
20. Old SSG; SSGN; and SSBN launch missiles only in surfaced position.
-----------------------------------------
21. SSM Missiles now have a different altitude cruises.
-----------------------------------------
22. Chinese Huchuan PHT forgotten 3D model restored.
-----------------------------------------
23. Charli SSGNs - Loadouts, has been replaced:
Removed 65-76 Torpedoes.
SS-N-15 Starfish only in Charlie-II now.
-----------------------------------------
24. Long Range Coastal SSM -Redut- Launcher added.
-----------------------------------------
25. AGM-65 Maverick,AS-4 Kitchen, AS-12 Kegler,AGM-88 HARM etc... now work correctly (not dive in the water after launch)
-----------------------------------------
26. Akulas - fixed coordinates TT muzzle
-----------------------------------------
27. Player wakehoming torpedoes have been fixed - targeting only when crossing the wake of the stream. (with the bow side - no more targeting)
-----------------------------------------


Maybe someone still loves Sub Command, and it will please him.

PS: The list is not finished - some more fixes and adding the most interesting battles units to be added.
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Последний раз редактировалось CrazyIvan; 16-12-2011 в 11:33.
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Старый 15-12-2011, 23:51   #1771
whiskey111
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CrazyIvan - thank you for the answer.

However, how can be Link11 disabled for the aircrafts ?
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Старый 16-12-2011, 00:51   #1772
CrazyIvan
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CrazyIvan - thank you for the answer.

However, how can be Link11 disabled for the aircrafts ?

For what?

For AI - does not block the communication.
For platform under player control - have the same option in the script "Damage Link 11" to aviation.
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Старый 17-12-2011, 03:47   #1773
whiskey111
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But this option does not work for the aircrafts. Script is enabled by the trigger (I got the message) and I receive new contact updated by the Link11.

Последний раз редактировалось whiskey111; 17-12-2011 в 15:27.
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Старый 17-12-2011, 18:13   #1774
CrazyIvan
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Сообщение от whiskey111 Посмотреть сообщение
But this option does not work for the aircrafts. Script is enabled by the trigger (I got the message) and I receive new contact updated by the Link11.
You are right.

As I wrote above that, the link 11 in a submarine is associated with breakage of the mast. On board plane or helo, there is no mast, and hence communication does not break.

That is - in the plane THERE IS NO STATION of communication as such.
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Старый 17-12-2011, 19:43   #1775
whiskey111
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Is there any chance to fix it ? I mean, to make controlable aircraft to have working "Link11 demage" script.

What is the maximum range for guns (Udaloy and OHP) ? Can I find a reference somwehere ?
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Старый 18-12-2011, 17:17   #1776
hawkeye
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Hi, first of all thanks a lot for the mod.

I'd have two questions:
- Do you have any further plans for the RA Mod or is it now considered more or less finished (aport from minor fixes)?
- Any chance that you could fix the bug with the 'Suicide Attack' script? It cannot be canceled by using the 'Script off'.
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Старый 19-12-2011, 07:13   #1777
CrazyIvan
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Hi, first of all thanks a lot for the mod.

I'd have two questions:
- Do you have any further plans for the RA Mod or is it now considered more or less finished (aport from minor fixes)?
- Any chance that you could fix the bug with the 'Suicide Attack' script? It cannot be canceled by using the 'Script off'.
Cancelled of work.
another thing is that the platform after the abolition of scripts are not executed before the prescribed tactics.

As well as ships - after the tactics of evasion in the missile attack, the ship is no longer using the prescribed route.
Вложения
Тип файла: rar Scenario.rar (1.9 Кб, 531 просмотров)
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Старый 20-12-2011, 09:16   #1778
CrazyIvan
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Is there any chance to fix it ? I mean, to make controlable aircraft to have working "Link11 demage" script.

What is the maximum range for guns (Udaloy and OHP) ? Can I find a reference somwehere ?

The problem with LINK 11, was solved. (for next version 1.34 )

Udaloy 100 mm gun - 21.000 m
Perry 76 mm gun - 14.460 m
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Старый 20-12-2011, 13:50   #1779
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This is great news - about fixed Link11.

Could you please attached the information of gun's range to the weapon manual ?
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Старый 20-12-2011, 16:51   #1780
CrazyIvan
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OK

This has been added in platform description (For O.H.Perry and Udaloy) - USNI Data.
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Последний раз редактировалось CrazyIvan; 21-12-2011 в 01:22.
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