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Старый 21-02-2017, 23:13   #2401
pepe
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I appreciate your advice
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Старый 24-02-2017, 00:51   #2402
CrazyIvan
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I appreciate your advice
You are going to switch the status from the neutral, to status hostile at some point ? This will work with large errors. Now in your scenario, all objects are neutral relative to each other.
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Старый 24-02-2017, 02:16   #2403
pepe
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This is only temporary for tests but i will plan to change ROE via script [ICBM launch ROE]. I didn't observe erros for script "set ROE" in earlier missions but i used it not too often. If changing ROE causes errors i will change this - thx for good advice

I will sit above this mission on saturday or sunday, now i have no time

One of ideas was to create scenario with "close" atomic explossion where player starts inside destruction zone.
This could be first mission of small campaign but with lacking of time campaign is only my sweet dream.
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Старый 10-03-2017, 23:20   #2404
jadervason
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Hello Ivan.

I am enjoying all the hard work you have put forth to make this mod.

Will it be possible to use wire-guided torpedoes in all tubes of the Alfa class?

Also, I am having a problem in 1.41 that I did not have in 1.39. When I launch a TEST-71, it finds the target, runs to it and passes it without exploding. Surface ship or submarine.

Thanks again.
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Старый 11-03-2017, 15:51   #2405
CrazyIvan
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Hello Ivan.

I am enjoying all the hard work you have put forth to make this mod.

Will it be possible to use wire-guided torpedoes in all tubes of the Alfa class?

Also, I am having a problem in 1.41 that I did not have in 1.39. When I launch a TEST-71, it finds the target, runs to it and passes it without exploding. Surface ship or submarine.

Thanks again.
To find out why is not working torpedo TEST-71, should I have the scenario. Also I need to know what presets you set before launching torpedoes.
It is possible that the presence of the layer does not induced the torpedo - it reduces its search capability if the target is on the opposite side of the layer. There may be many factors.
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Последний раз редактировалось CrazyIvan; 14-03-2017 в 19:34.
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Старый 11-03-2017, 22:35   #2406
CrazyIvan
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Cool

just for reference - the history development and construction of the project 705 Lira (Alfa).
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Старый 12-03-2017, 04:46   #2407
jadervason
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If I have a torpedo malfunction again I will try to save everything for you. The first time it happened it may have been attacking a towed decoy from a FFG. The second time it happened it was attacking a diesel submarine and my guess is the active sonar return is very small and it did not "decide" to detonate.

I appreciate very much the documents you have provided. I have always liked the Alfa (Lira) very much. Although I do not speak Russian even the pictures are very interesting in the files.

From an engineering point of view I feel sad that the Lead-cooled reactor was not successful. I feel an alternate heating method (heater coils instead of steam) might have been better. But for the United States it is a good thing Alfa did not work better.

Perhaps you will continue to tweak the settings for this submarine. I know it has a 5 blade propeller so it is probably bad for cavitation in reality. I usually reset crush depth to 900m when I play because in my experience cavitation for the Reinforce Alert Alfa is

17 knots -> ~140m
27 knots -> ~350m
37 knots -> ~690m
43 knots -> ~890m

I appreciate you providing a loadout file just because I asked. Thanks again Ivan. In return for documents about one of my favorite military vehicles, here is what I hope will be a treat for you.

The Silent Deep: The Royal Navy Submarine Service Since 1945
By James Jinks, Peter Hennessy

Description of Royal Navy Submarine encounter with Soviet Submarines Yankee and Alfa
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Старый 12-03-2017, 14:43   #2408
CrazyIvan
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Alpha is not able to dive below 500 meters. 900 meters - it's fiction. The only one sub which can dive to 900 meters and below - Mike Class.
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Старый 12-03-2017, 15:32   #2409
pepe
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just for reference - the history development and construction of the project 705 Lira (Alfa).
Very nice looking document - thx
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Старый 12-03-2017, 23:57   #2410
jadervason
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Alpha is not able to dive below 500 meters. 900 meters - it's fiction. The only one sub which can dive to 900 meters and below - Mike Class.
This debate goes on forever, sort of like the MiG-25 Foxbat top speed. I think the Alfa could almost certainly go very deep, 900m+ especially early in their careers but like an airplane rated for 8g, pulling 10g, the lifetime is shortened drastically. Ultimately you cannot launch torpedoes below 400m anyway. I did notice SS-N-16 Stallion (Victor III) missile says variously in the reference it can be launched 350m or 150m but in the game does not seem to let you launch below ~60m.

In my personal opinion (I can be right or wrong) the power of most torpedoes is not high enough. Especially full size heavyweight torpedoes. Some ships take many torpedo hits to sink. Often I may hit a ship with 3 torpedoes and it still runs at 30 knots. Perhaps this was intentional. Does DW model under-keel torpedo kill vs side impact?

In my personal opinion (I can be right or wrong) sonar washout speeds are a little too low, based on the book I sent and things I hear from others about submarines drifting and listening while they slow down from 25+ knots. Or in the specific case of using active sonar to maintain contact with the enemy sub at flank speed. Maybe for gameplay balance this is necessary. I do notice with the bow torpedo tube doors open I have a lot of noise even when not moving.

With the Alfa loadout file you provided there is a small error. Loadout screen works fine but cannot use all tubes.





Overall I have to say you have done a very good job on Reinforce Alert. There are too many good things about it to list them all. I can only imagine how many hours you must have worked to get everything right. Clearly a lot of research and testing and scripting and so on. Big teams of video game developers don't do as good of a job as one man sometimes
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Старый 13-03-2017, 12:35   #2411
CrazyIvan
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try these files
Вложения
Тип файла: 7z ALFA_New_Loadout_v2.7z (93.7 Кб, 489 просмотров)
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Старый 14-03-2017, 05:19   #2412
jadervason
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New loadout works and allows use of all tubes.
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Старый 06-04-2017, 10:42   #2413
seadog0514
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question

from time to time, the MG-74 failed(disappeared from the map at once) once was launched.PLS check the screenshoot(I intented to use mode 1).
is there any requirement regarding OS's depth/spd before launch MG-74, what's the MG-74's max depth? there's no info about all these.

I test many times. for the first 2 or 3 MG-74, they works properly. after that, all the MG-74 once was launched, it's wire will automatically be cut off, and the MG-74 disappeared at once!

by the way, is it possible to add more tacker for a sub?(for example:8 tacker for narrowband)

russian torpeto UGST's max depth is only 515 m!!! can't catch seawolf...........
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Последний раз редактировалось seadog0514; 06-04-2017 в 14:40.
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Старый 06-04-2017, 17:36   #2414
pepe
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Bug

Platform: S-3 Viking
Weapon: AGM-88 HARM

When AGM-88 HARM is on WING pylon all works correct:



... but in BOMB BAY:



... it have settings for depth charge.

I have checked some versions:
- In RA 1.40 was like in current version (with error)
- In RA 1.36 + Betamod AGM-88 HARM was only possible on WINGS

BTW: is it possible to load AGM-88 HARM to bomb bay?

Последний раз редактировалось pepe; 06-04-2017 в 23:12. Причина: Update
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Старый 07-04-2017, 00:13   #2415
CrazyIvan
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Inform what your setup is on the display of a loadout weapon.

I can't load HARM in the bomb bays.
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Старый 07-04-2017, 00:29   #2416
pepe
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All configurations with "heavy" pylon





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Старый 07-04-2017, 01:02   #2417
CrazyIvan
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Reinstall addition.
Your DLL files for the Viking – was crushed.
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Старый 07-04-2017, 14:26   #2418
pepe
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I have this bug in two different versions: RA 1.40 and RA 1.41 (different folders and databases).
I will ask some more people for tests and give you short report.
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Старый 07-04-2017, 20:38   #2419
pepe
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Ok it was my fault. After reinstall everything is correct.
Thx for quick help and sorry for the trouble.
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Старый 14-04-2017, 14:54   #2420
ichor
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Hi all, great work as always, i have a litlle problem, i m playing the earn my dolphins campaign and there is a problem with the tlams, only the first waypoint is useable and i can't avoid the anti air units in missions 3 and 8. I notice the same problem also in the seawolf camp.
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