Red Rodgers  

Вернуться   Red Rodgers > Запасная полоса > S.C.S. Dangerous Waters

Ответ
 
Опции темы Опции просмотра
Старый 14-04-2010, 21:06   #821
Drakken
Leading Aircraftsman
 
Аватар для Drakken
 
Регистрация: Mar 2010
Адрес: Italy
Сообщений: 28
Lightbulb

Hi CrazyIvan,
I see in the simulation that the "AI" SURFACE warship use the CM (active or passive) when a enemy Torpedo are incoming...
my question: Is possible to add at the PERRY and UDALOY *User* the CM...
they can add "for example" to list where are loaded the sonoboy.
In my test the NIXIE is not very good against incoming torpedo... 0%

Another question about DDG Udaloy.
I see that in this 1.1 there is only one CIWS station... in the slot free is possible to add the RBU 6000 system or the UDAV-1 anti-torpedo system ...

The system consists of:

A KT-153 remotely controlled multi-barrel automated rocket launcher with indirect elevation/traverse stabilisation;
111SG depth-charge rockets with HE warhead and impact-time fuze to engage underwater targets;
111SZ mine-laying rockets with hydroacoustic proximity fuze for remote mining of a water area to make a barrier for incoming torpedoes;
111SO decoy rockets to divert homing torpedoes from the surface ship by creating false acoustic target;
fire control devices;
an ammunition loading device;
ground support equipment.

What do you think about ???
Drakken вне форума   Ответить с цитированием
Старый 15-04-2010, 03:40   #822
Sag75
Leading Aircraftsman
 
Аватар для Sag75
 
Регистрация: Mar 2010
Сообщений: 22
yes, I also observed AI surface units can deploy CMs against torpedoes. I always asked to myself why player units doesn't have this capability.
Sag75 вне форума   Ответить с цитированием
Старый 15-04-2010, 14:31   #823
goldorak
Sergeant
 
Регистрация: Dec 2008
Сообщений: 250
Цитата:
Сообщение от Sag75 Посмотреть сообщение
yes, I also observed AI surface units can deploy CMs against torpedoes. I always asked to myself why player units doesn't have this capability.
The player has the nixie which fulfills exactly that role.
goldorak вне форума   Ответить с цитированием
Старый 15-04-2010, 16:56   #824
CrazyIvan
Bugcatcher
 
Аватар для CrazyIvan
 
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
Цитата:
Сообщение от Drakken Посмотреть сообщение
Hi CrazyIvan,
I see in the simulation that the "AI" SURFACE warship use the CM (active or passive) when a enemy Torpedo are incoming...
my question: Is possible to add at the PERRY and UDALOY *User* the CM...
they can add "for example" to list where are loaded the sonoboy.
In my test the NIXIE is not very good against incoming torpedo... 0%

Another question about DDG Udaloy.
I see that in this 1.1 there is only one CIWS station... in the slot free is possible to add the RBU 6000 system or the UDAV-1 anti-torpedo system ...

The system consists of:

A KT-153 remotely controlled multi-barrel automated rocket launcher with indirect elevation/traverse stabilisation;
111SG depth-charge rockets with HE warhead and impact-time fuze to engage underwater targets;
111SZ mine-laying rockets with hydroacoustic proximity fuze for remote mining of a water area to make a barrier for incoming torpedoes;
111SO decoy rockets to divert homing torpedoes from the surface ship by creating false acoustic target;
fire control devices;
an ammunition loading device;
ground support equipment.

What do you think about ???
If to remove sonobuoy, then the helicopter will lose it sonobuoy.
For modeling UDAV - it is necessary to alter ALL torpedo doctrines.
I think this doubtful improvement
CrazyIvan вне форума   Ответить с цитированием
Старый 15-04-2010, 18:58   #825
Sag75
Leading Aircraftsman
 
Аватар для Sag75
 
Регистрация: Mar 2010
Сообщений: 22
Цитата:
Сообщение от goldorak Посмотреть сообщение
The player has the nixie which fulfills exactly that role.
I know Goldorak, but isn't the nixie only against passive torpedoes? is it?
Sag75 вне форума   Ответить с цитированием
Старый 15-04-2010, 20:33   #826
Drakken
Leading Aircraftsman
 
Аватар для Drakken
 
Регистрация: Mar 2010
Адрес: Italy
Сообщений: 28
Wink

Цитата:
Сообщение от CrazyIvan Посмотреть сообщение
If to remove sonobuoy, then the helicopter will lose it sonobuoy.
For modeling UDAV - it is necessary to alter ALL torpedo doctrines.
I think this doubtful improvement
Is not possible simply to add CM in the list of sonobuoy of the ship ???
Attention not replace... but add the CM at the sonobuoy list...

for UDAV you can use the doctrine of MINEs ... already there are...
simply the new launcher system release MINEs...

Is not true that NIXIE is good against active torpedo... 0% ratio.
Please test it.

Thanks for your attention...
Drakken вне форума   Ответить с цитированием
Старый 15-04-2010, 22:39   #827
goldorak
Sergeant
 
Регистрация: Dec 2008
Сообщений: 250
Цитата:
Сообщение от Sag75 Посмотреть сообщение
I know Goldorak, but isn't the nixie only against passive torpedoes? is it?
The point of the 2 playable surface units is this.
Since wakehoming against playable units doesn't work (damn SCS), the torpedoes will be fired in snaphsot.
If passive the nixie can take care of it.
If they are active, then your best bet is to drop a sonobuoy to get a fix on the weapon and then get out of the way before you fall inside its acquisition cone.
In either case they are not much of a threat.

The situation is a little bit different against torpedoes launched from playable units. But even here, you can't use the wakehoming ability. So you have to use either active or passive and steer the torpedo on the correct course. For the player on the frigate, the best tactic is the same, drop the nixie and an active sonobuoy.

Having countermesures as on the subs doesn't really change that much the situation. Although if they were available it would be a little "plus".

@ Drakken : losing the ability to drop sonobuoys from the helicopters is a feature that should not be eliminated. They have their uses.
goldorak вне форума   Ответить с цитированием
Старый 20-04-2010, 13:43   #828
dd149
Sergeant
 
Регистрация: Jan 2009
Адрес: North France
Сообщений: 155
Counter detection and layer, torpedo behaviour

Test mission

French Amethyste (player) vs. Lada (AI)
Lada 300ft
Layer 500ft
Amethyste 800ft
Amethyste distance 8 nm
Launches 2 F17 mod 2 torpedoes under the layer at 800ft

Question 1): As soon as torpedoes point towards Lada, it counter detects and accelerates, the layer should normally mask the noise? Or is it in some way linked to the detection of muzzle doors opening?
Question 2): The torpedoes arrive under the Lada at 800ft as soon as they are activated they acquire and sink the Lada, it seems the layer again does not have any influence.
Question 3): Lada at 16kts 300 ft seems to cavitate (graphic view show bubble trail), is it normal.

We are running several other tests, we will report. (it seems in some case TIW warning still happens at 12nm, is it reduced in all cases?)
Multiplayer very satisfactory on the other hand.
Thanks to the Russian team

Added: Tonight 7-8 players on a test mission designed for RA1.1
Russian side Two Akulas, 1 Typhoon, 1 Lada
US side: 688, Seawolf, Ohio
1 Orion and 1 MH 60 + OH Perry
Theme: attack of San Diego including possible nuclear strike to employ possibilities of Typhoon for the Russian side, defence for the US side.
We will report the results and behaviour, it should be a good proof of stability if we get no crash, as it is quite complex with a number of AI and playable units.

Последний раз редактировалось dd149; 21-04-2010 в 00:11.
dd149 вне форума   Ответить с цитированием
Старый 21-04-2010, 09:42   #829
sertore
Sergeant
 
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
RA 1.1 on multiplayer

Thanks to french DW addicted for good report.

I would like to say that at Betasom we already played some multiplayer games (usually from 4 to 8 players, all from Italy, host and client on XP) without any blocking issue, just minor bugs already adviced.

Nuclear weapons tried with full success, and we are now creating mission with complex triggers structure to test game stability.

Last mission we had bad behaviour of sonars on Akula I Improved: it seems that during the major part of the game the spheric and conformal acted like the towed array, showing target and mirror contact, but letting the player able to mark just one of them.
I mean that when we marked the target on spheric or conformal, we were able to see even its mirror, but when we marked it the marker on original target disappear, and so on in a unlimited chain!

We are trying to reproduce the issue, that is not the first time that someone of us see, but it seems to be related to more than one event, that have to happen to switch on the mirron contact on spheric and conformal.

We will let you know something more on this issue as soon as possible.

Thanks again to RA team for superb MOD!

Последний раз редактировалось sertore; 21-04-2010 в 23:30.
sertore вне форума   Ответить с цитированием
Старый 21-04-2010, 15:05   #830
dd149
Sergeant
 
Регистрация: Jan 2009
Адрес: North France
Сообщений: 155
Цитата:
Сообщение от sertore Посмотреть сообщение
Thanks to french DW addicted for good report.

I would like to say that at Betasom we already played some multiplayer games without any blocking issue, just minor bugs already adviced.

Nuclear weapons tried with full success, and we are now creating mission with complex triggers structure to test game stability.

Last mission we had bad behaviour of sonars on Akula I Improved: it seems that during the major part of the game the spheric and conformal acted like the towed array, showing target and mirror contact, but letting the player able to mark just one of them.
I mean that when we marked the target on spheric or conformal, we were able to see even its mirror, but when we marked it it the marker on original target disappear, and so on in a unlimited chain!

We are trying to reproduce the issue, that is not the first time that someone of us see, but it seems to be related to more than one event, that have to happen to switch on the mirron contact on spheric and conformal.

We will let you know something more on this issue as soon as possible.

Thanks again to RA team for superb MOD!
I have reported you information on the French forum, we are presently investigating an issue with sonar as well, it might be related. Parameter report accuracy has been changed from 2 to 3 and it seems to cause some trouble between TA and sphere, less between sphere and lateral.
We will let you know after some more investigation.

Thanks to RA team

Последний раз редактировалось dd149; 21-04-2010 в 18:11.
dd149 вне форума   Ответить с цитированием
Старый 21-04-2010, 20:39   #831
dd149
Sergeant
 
Регистрация: Jan 2009
Адрес: North France
Сообщений: 155
More info on multiplayer test

Host on Vista & Hamachi 6 players total

Total 2 Seawolves (one on host computer), 2 Akula II improved (Win 7), 1 Typhon (XP Pro) and 1 Ohio. plus some AI P3, Lada, OH Perry. Games mostly in windowed mode.5 players in France, one in Serbia.
Game crash seemingly occurred when player on host (Seawolf platform) closed torpedo tubes in order to reload after missing one Akula.
Mission has been slightly redesigned in order to improve playability, we will try again. Also added more civilian traffic, it is supposed to be San Diego bay!
Besides that, apparently no sonar issue, detection seemed to work ok.
dd149 вне форума   Ответить с цитированием
Старый 22-04-2010, 19:35   #832
dd149
Sergeant
 
Регистрация: Jan 2009
Адрес: North France
Сообщений: 155
Цитата:
Сообщение от dd149 Посмотреть сообщение
I have reported you information on the French forum, we are presently investigating an issue with sonar as well, it might be related. Parameter report accuracy has been changed from 2 to 3 and it seems to cause some trouble between TA and sphere, less between sphere and lateral.
We will let you know after some more investigation.

Thanks to RA team
We had similar issue on sonar i.e. mirror on conformal array on Virginia platform during multiplayer session. (ended up in game crash but maybe not related)
dd149 вне форума   Ответить с цитированием
Старый 24-04-2010, 05:48   #833
Castout
Senior Aircraftsman
 
Регистрация: Nov 2008
Сообщений: 43
IS there a chance that a super holiday cruiser be included I found the original too small an appetizer .

A loong big super holiday cruiser makes an absolutely enormous sinking
Castout вне форума   Ответить с цитированием
Старый 24-04-2010, 18:43   #834
dd149
Sergeant
 
Регистрация: Jan 2009
Адрес: North France
Сообщений: 155
TA parameters

We see that for some towed arrays you have changed the parameter "reporting accuracy" from 2 to 3. It seems to create some trouble to merge tracks between sphere and TA. Can you explain what was the reasoning to do that?

RA 1.1. is a great mod, what is cooking for the new release 1.1 bis or 1.2?

Последний раз редактировалось dd149; 25-04-2010 в 13:45.
dd149 вне форума   Ответить с цитированием
Старый 03-05-2010, 19:48   #835
Lau
Senior Aircraftsman
 
Аватар для Lau
 
Регистрация: Feb 2010
Сообщений: 53
Hi RA modders,

Seems a bit quiet on your side, how are you doing? Busy with other things...?

Kind regards,

Lau
Lau вне форума   Ответить с цитированием
Старый 04-05-2010, 23:44   #836
dd149
Sergeant
 
Регистрация: Jan 2009
Адрес: North France
Сообщений: 155
Same question here, please let us know about latest news.
dd149 вне форума   Ответить с цитированием
Старый 12-05-2010, 17:00   #837
CrazyIvan
Bugcatcher
 
Аватар для CrazyIvan
 
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
We almost that have finished job rather icebergs problems.

Now behavior more correct: they are seen on HF sonars.
(In original game HF sonars are broken, you can not see on them icebergs [malicious gift from SCS - ] )

Physics more RL: The torpedos and missiles - not can penetrate icebergs, as through butter piece.

Now, at collision with iceberg, the submarine crashed, instead of iceberg.

But some tests are required still.

It will make battle under polar cap, extremely realistic and difficult.
CrazyIvan вне форума   Ответить с цитированием
Старый 12-05-2010, 17:26   #838
dd149
Sergeant
 
Регистрация: Jan 2009
Адрес: North France
Сообщений: 155
If you want some testers, we can maybe arrange with Millsab team, especially if you have some clear areas that you want to test. The offer stands... just let us know if it can be of help.
dd149 вне форума   Ответить с цитированием
Старый 13-05-2010, 14:08   #839
sertore
Sergeant
 
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
Цитата:
Сообщение от CrazyIvan Посмотреть сообщение
We almost that have finished job rather icebergs problems.

Now behavior more correct: they are seen on HF sonars.
(In original game HF sonars are broken, you can not see on them icebergs [malicious gift from SCS - ] )

Physics more RL: The torpedos and missiles - not can penetrate icebergs, as through butter piece.

Now, at collision with iceberg, the submarine crashed, instead of iceberg.

But some tests are required still.

It will make battle under polar cap, extremely realistic and difficult.
Dear CrazyIvan,
I am a quite confused: we are playing polar scenarios in the last three weeks, and we experienced a good behaviour with icebergs: when a submarine collide, it sink even if iceberg is damaged too.

Torpedo and missile cannot penetrate iceberg too: I can see the missiles exploding when try to penetrate the iceberg, but I did not tried with torpedo.

Are you sure that the bugs you fixed were always present or were related to a particular conditions?

Thanks in advance for help.
sertore вне форума   Ответить с цитированием
Старый 13-05-2010, 15:33   #840
CrazyIvan
Bugcatcher
 
Аватар для CrazyIvan
 
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
@Sertore

As a whole, I speak concerning the original version.

Rather, the additions -RA-, were partially corrected these bugs, however icebergs did not keep ordered depth. In 20-30 minutes after of a beginning of the mission, they rise on a surface.

Now it was corrected.

Also - now icebergs the damages will not take at collision with a submarine or weapons.
CrazyIvan вне форума   Ответить с цитированием
Ответ


Здесь присутствуют: 9 (пользователей: 0 , гостей: 9)
 
Опции темы
Опции просмотра

Ваши права в разделе
Вы не можете создавать новые темы
Вы не можете отвечать в темах
Вы не можете прикреплять вложения
Вы не можете редактировать свои сообщения

BB коды Вкл.
Смайлы Вкл.
[IMG] код Вкл.
HTML код Выкл.

Быстрый переход


Часовой пояс GMT +4, время: 23:04.


Red Rodgers official site. Powered by TraFFa. ©2000 - 2024, Red Rodgers
vBulletin Version 3.8.12 by vBS. Copyright ©2000 - 2024, Jelsoft Enterprises Ltd. Перевод: zCarot