And on what distance the radar can pick up a mast?
Certainly radar can not find out a mast (in DW a mast this virtual device - but not real OBJECT). But we can emulate detection by a radar lifted mast. |
SSN 637 "Sturgeon" - put into update.
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Oh GREAT! Cold war scenarios will look better than ever!!!
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The Play comes short good companies. :(
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its really cool! sturgeon and new sonar on geprard will be good addition for gameplay))))
i heard about mast-problem and how you added new sturgeon? is it replace something 'old'? |
Akula-II improved (Gepard) with advanced digital sonar gear - completed and finally set into add-on.
Respect for Mr. -Jaf-! |
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Good entertainment! |
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Hi,
I was testing the latest beta, the one with the playable typhoons and I noticed that the Trafalgar and Trenchant subs don't carry uuvs. Is this correct or did you forget to put them in ? :52: |
Sorry double post.
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We can not add UUV.
Check up the interface "trafalgar" in SCX-IIC SCU - UUV was not added. Only the replacement of the mine SLMM on UUV is possible. You are ready to remove the SLMM and put UUV Instead of it? |
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Uhm, not having an uuv is a pretty big tactical disadvantage, but on the other hand the inclusion of SLMM gives the Trafalgar the possibility of doing more "varied" missions. So I vote to keep the SLMM mines. One thing about the SLMM, you can't launch them from the fire control station of the Trafalgar/Trenchant because the waypoint doesn't work. You can only launch them from the contextual menu from the navmap. Can this bug be fixed ? :192: Last thing, the weapon inventory onboard the Trafalgar/Trenchant states that they carry 16-17 surface to air missiles (to shoot down helicopters, asw planes, etc...) but if you go in the sail bridge station while on the surface you'll notice that you can only fire one sam. Thats it, even though the inventory correctly indicates that 16 more sams are available you can't launch them. This is a bug (I think) so can it be fixed ? :) |
Waypoints for SLMM - fixed.
SAM - i still solve a problem. NOTE: SAM An "TRAFALGAR" - has returned in a normal condition. now, 17 units present an sailbridge. |
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I have another question :D ,
How do you change the color of the sonar station on the trafalgar ? Right now it uses the same default color as that of the seawolf (orange). I would like to use the color blue, the same used on the sonar station of the virginia. Is there a way to do this in a simple way ? :192: |
@goldorak:
I think that you can do this: 1) Back up the Seawolf interface folder (called SSN21) in "Dangerous Waters/Interfaces" 2) Copy the contents of the folder "SSN774" to the "SSN21" folder EXCEPT all the weaponloadout files: wpnloadout688.ndx wpnloadoutSSN21.ndx wpnloadout.dll wpnloadout688.grp wpnloadoutSSN21.grp FCCM.ndx FCINV.ndx FCP.ndx FCTD.ndx FCCM.dll FCINV.dll FCP.dll FCTD.dll FCCM.grp FCINV.grp FCP.grp FCTD.grp I think that this should give you the Virgina Interface |
The update has established it:
Trafalgar - orange color, Trenchant - blue color. Now simply copy in trafalgar folder three files (from SSN774): SonarBB.DLL SonarNB.DLL SonarDemon. DLL |
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All is good now, I modified the Trafalgar with the blue interface and it is much more pleasing to the eye. Blue is also less stressing than orange or bright green or even red at least for me. |
I was playing with the typhoon and I noticed that in the fire control station, when you go to set the different presets for the torpedos, the RTE (run to enable) field is expressed in Nmi. Shouldn't it be expressed in yards ?
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