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Старый 05-05-2018, 04:34   #2841
seadog0514
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thx for quick reply.

I notice that when MG-74 was hit by a torpeto, you will not receive wire-broken message, I am not sure player still can control it or not. only when you close the muzzle door, the wire-broken message will be received.
maybe this is what you said "control the cord by torpedo".

one more thing:
no matter what speed you set before launch(in my case 1 or 2 kts), before enable, the minial speed of UUV is 3kts, which make it very noisy, not just easy to be detected, also an easy target for WAA. this really limint it's tactical use.(of course in practice, I always set uuv speed 1kts and once launched I will enable it imediately to avoid the backfire. with 1kts, it's maneuverability is very poor, you need to calculate sub's heading just before launching uuv)
but I really can't figure out following:
the uuv is running on battery and very noisy, is it reasonable? and also UUV has no narrow band noise profile.
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Старый 05-05-2018, 18:09   #2842
CrazyIvan
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UUV is not loud.
Such a noise profile has:

0 kts -55
1 - 60
2 - 60
3 - 61
4 - 62
5 - 62
6 - 63
7 - 63
8 - 63
9 - 63
10 - 64
11 - 64
12 - 64
13 - 66
14 - 67
15 - 70

The frequency profile is absent - because the type of MINE for UUV (preventing TIW msg).
Also, the frequency profiles will not be of the BIO type (whale Shrimp etc) and the Oil-Rig type (since the LAND class)
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Старый 06-05-2018, 09:16   #2843
seadog0514
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Smile

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UUV is not loud.
Such a noise profile has:

0 kts -55
1 - 60
2 - 60
3 - 61
4 - 62
5 - 62
6 - 63
7 - 63
8 - 63
9 - 63
10 - 64
11 - 64
12 - 64
13 - 66
14 - 67
15 - 70

The frequency profile is absent - because the type of MINE for UUV (preventing TIW msg).
Also, the frequency profiles will not be of the BIO type (whale Shrimp etc) and the Oil-Rig type (since the LAND class)
today I tested again, found out that, it's not that uuv is very noise, it's Virginia-class's ball sonar is very good.
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Старый 08-05-2018, 04:53   #2844
seadog0514
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suggestion

during mission design, there is a EMCON option for surface ship. if this option is ticked, the ship will activate radar and sonar all the time. however for battle ship, this will cause a big problem, since AI-warship will keep "ping" no matter what speed it's runing at, which will give out it's bearing at long distance and bring zero benifit to itself.
is it possible to tell the AI-warship to stop "ping" when it's speed too high, and resume "ping" after slow down. (for example 8 kts ?).
in summary, to make AI-warship to use active sonar properly.
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Старый 09-05-2018, 20:58   #2845
CrazyIvan
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This can be done in doctrine, but this will work with an error.
Since - in the doctrine, it is impossible to determine the parameter EMCON - it was ON initially at the start of the mission or OFF.

Suppose EMCON is OFF. When the ship is at high speed, in the doctrine we turn OFF the active sonar. When the ship slows down - then turn it ON.
But initially - the ship was in the status of inactive EMCON. And we will translate this status into active EMCON. This is the bug.
The ship, instead of remaining secretive, will issue its location with active pings.
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Старый 09-05-2018, 22:17   #2846
pepe
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Is it possible to active/deactive EMCON via script in mission editor (making new script type)?

It would be better solution than messing with speed
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Старый 09-05-2018, 23:36   #2847
CrazyIvan
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Through the script - most likely impossible. Since the flag of the EMСON command is loaded only at the start of the scenario, and during the simulation, the game engine no longer refers to this section of the code.

But in addition - EMCON status implies the inclusion of Active sonar and RADARs.
In this case - we require ONLY the ACTIVE SONAR.

This option can be implemented only if the doctrine can receive the EMCON flag - it is ON at the mission start or OFF.
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Старый 27-05-2018, 16:08   #2848
seadog0514
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suggestion

is it possible to reduce the bearing error for bow/hull sonar?
In my senario, for a 8-20kts ship, within 20nm, it's really difficult to get accurate solution using mannul TMA with bow/hull sonar bearing only. The bearing error is too large.
Of course the best choise should be TA, but I prefer to assign TA auto-tracker to target interesting only . for nearby no-interesting/civilian target, I want to use the ball/hull sonar to get the solution.
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Старый 06-06-2018, 02:58   #2849
CrazyIvan
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Exclamation Version 1.45 - arrives

Released Patch for 1.44 version.

This package, upgrade current version 1.44 to version 1.45.

Install instructions into the file “!_How_Install.TXT” in patch folder:



==============================================
Installation Steps

*************** Patch # 1 for -Reinforce Alert- version 1.44 *************

1. Placed unzip this add-on [ "!_PATCH_#1_for_144" Folder Name and "!_Patch#1_Install.bat" file ] at root directory Your game [ C:\...\Dangerous Waters ].

2. Launch "!_Patch#1_Install.bat" file for install pack.

3. When the CMD window closes, patching is completed. All installation files and folders will be automatically deleted.

4. New version 1.45 will be installed. (Old LOD files has automatically delete)

IMPORTANT !: To successfully install this add-on you in the root directory of the game after unpacking the archive, should be: Folder "!_PATCH_#1_for_144" and the file "!_Patch#1_Install.bat".

Changes in patch:

1 - Akula-I SSN: Special Forces added for user sub.
2 - Bergamini User platform: fix bug when 127 mm gun unable to shoot the front sector.*
3 - fixed bug when Ataka missile in Helo controlled from user Udaloy, with ASUW loadout. unable attack LAND based targets.
4 - Some cosmetic alterations in the interface of the launch panel of Akula's - more contrast readable text in the windows.*
5 - Fixed a bug at the pilot's station of the helicopter - DDI display, where the scale is specified in nautical miles instead kiloyard.*
6 - KA-27 User platform: Pilot and ATO DDI display scales has been increased.
7 - AI helos controlled from user ship: The transit speed is increased to the maximum when the player does not specify programmable modes.
Removed active ping option, when the player does not specify programmable active-passive dipping modes.
8 - KA-27 User: Dipping sonar cable fix to real length value. (150 m. 505 ft)
9 - Removed bug when weapons hit the corvettes Kotor Beograd Koni, game gets CTD.
10 - The distance of the blast wave from the detonation of the weapon was reduced.*
11 - Torpedo-Rockets ( Shkval and other ): an additional option is added to the weapon preset. The setting of the preset depth is 0005 (mode 0) or 1005 (mode 1),
sets the depth of the Shkval to the current launch depth. This allows for quick activation of the weapon.
12 - ESM meter level gauges (include periscope station): has been fix.*
13 - Collins Towed Array - lendth fix to 340 meters.
14 - Some Object added: Kashin DD, Chengdu FFG, Riga FF, Shershen PT, SU-57, Bastion SSM Site.
15 - User Viking: Fix bug with weapon reload in multiplayer game.
16 - Non Nuke Sub (AIP), Kilos - noise profile was corrected.
17 - Some propeller blades for surface platform set to real values.
18 - USNI DATA: RBU reference section added.
19 - User Udaloy: External view for helo and gun camera was redone.*
20 - Akulas IceTV (HF Sonar Station) was redone.*
21 - Some ASR Radars was redone.
22 - HF Sonar mark bug - potentially fix.*
23 - Udaloy User: UGST torpedoes replaced to SET-65 Torpedoes.
24 - Udaloy User: graphics Acoustic Display Station was redone.*
================================================== =
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Старый 06-06-2018, 04:30   #2850
seadog0514
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thanks very much
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Старый 06-06-2018, 10:32   #2851
pepe
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Thank you! I will check it after work
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Старый 06-06-2018, 19:04   #2852
pepe
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16 - Non Nuke Sub (AIP), Kilos - noise profile was corrected.
Can you give more inormations about it?
Is it means that old values from "RA_NOISE_Submarine" are not correct in RA 1.45?
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Старый 06-06-2018, 20:38   #2853
CrazyIvan
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This applies to diesel engines, since the previous noise on the diesel engine at a speed of 8 knots (Kilos), was less noise on the electric motor at 8 knots. later I measure levels and inform data.

PS: I was informed that the SHKVAL causes some players BSOD (Blue Screen Of Death)
Someone has a similar?
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Старый 06-06-2018, 20:39   #2854
pepe
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thx

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PS: I was informed that the SHKVAL causes some players BSOD (Blue Screen Of Death)
Someone has a similar?
I did not test it yet. I can test it in MP session today at evening

Последний раз редактировалось pepe; 06-06-2018 в 21:00.
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Старый 06-06-2018, 23:58   #2855
pepe
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Shkvals tested in simple mission - only ALFAs and shkvalls - replay included

Second session was with udaloys vs LA - all works good
Вложения
Тип файла: 7z replay.7z (17.5 Кб, 19 просмотров)
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Старый 10-06-2018, 10:13   #2856
kyte
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PS: I was informed that the SHKVAL causes some players BSOD (Blue Screen Of Death)
Someone has a similar?
Hello! Yesterday I had hit the "Akula I Imp" with shkvall and akula's driver has game crash. It was LAN game.
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Старый 12-06-2018, 02:56   #2857
pepe
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Hmm crashes after destroying player platform are quite often - no matter what weapon you used.
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Старый 13-06-2018, 22:21   #2858
CrazyIvan
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Who crashes?
Who killed or who is dead?
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Старый 13-06-2018, 22:25   #2859
CrazyIvan
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Exclamation

micro patch added for 1.45

http://www.redrodgers.com/forums/sho...&postcount=310
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Старый 13-06-2018, 22:47   #2860
kyte
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Who crashes?
Who killed or who is dead?
The driver of the damaged boat (by Shkvall) had a critical error, game crashed.
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