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The numerous sources at all do not mention this feature - wakehome. |
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It is impossible to make the fixed meaning of quantity of the weapon. The player always can load a maximum quantity of one type of the weapon - 50 units Mk48 or 50 units TASM. If you know true meaning of quantity of the weapon - and establish his each time before mission. |
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If you doubt this, then you have to doubt that the torpedo will have a fiber optic cable, that it will not use fibre-optics gyro etc... |
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Thank you for the reply, I work it out just after I posted that message, FYI here is a screen print so you can see what I done. Here the Original Weapon Loadout of the Seawolf SSN221. http://i562.photobucket.com/albums/s...ponLoadout.jpg Here the New Weapon Loadout of the Seawolf SSN221. http://i562.photobucket.com/albums/s...ponLoadout.jpg Now I know you would never get a 10066329 capacity of missiles and torpedoes on any Submarine of today, I'm not sure any one Nations has got so many Sub base weapons, may be the USA or Russia has. |
And certainly sonalysts too has taken care that we have not made correctly - replace their dirty work.
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Its a shame the Interfaces limits what can be added. :152: May I ask when you are releasing the next version? :) |
Already in a final stage of test.
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I'm willing to help with your mod if you would like. :) |
I am too!
I currently work on a new Trailer, did you have any wishes for it? |
Yeah..... how bout an RA update, that would be nice! Do we have any time frames at the moment? I remember when in "MARCH" it was , yeah yeah its just around the corner..
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The cosmetic part concerning player sensors, masts in help (USNI) the information is necessary to make.
Also - are established ALL added new units for ability of generation in quick missions. Though - here again SCS have not made work up to the mark (standard ASUW - Intercept for SUB) - is generated only French couriers. Also it does not turn out yet to make well hunting for aircraft carriers. (And probably what is it it is impossible correctly to repair...) :- ( Only a few days, guys… |
Hi CrazyIvan,
Take all the time you and your team need to polish the mod. :D Don't worry about us players, we have waited several months, we can wait some more time. |
Yeah...
cantwaitcantwaitcantwait...:bud: The Trailer (Countdown 2) is already in a advanced stadium...but if the mod comes up in a few days, i think, ill wait for it! |
Please help.
I am looking forward to installing the RA mod when it is complete. Can you please put an installer in it that will not require me to make a seperate install?
Or. Could someone tell me how to get it into the JSGME tool so it will work like the LWAMI and Alpha Tau 3 mod?.. If someone could then I would be all too happy to start making maps specificaly for the RA mod. |
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-Goldorak- at Subsim has explained in detail as it can be made. Look for it on SubSim. |
Graney Class
Are you going to include the Graney class sub in the RA mod?
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На данный момент обнаружены следующие жуки:
1) TyphoonU вызывает вылет в быстрых миссиях 2) Если у лодок 212, 212А, Collins и Harushio при выдвинутом ГПБА на навкарте кликнуть прав. кнопкой на любой цели и вызвать PlatformReference, затем закрыть это окно, то данные со шнура на станции F2 "застывают". 3) "Тупость" AI-лодок связана с ошибочной доктриной. Ждём новых посылок с насекомыми... Будем препарировать. At the moment found the following bugs: 1) TyphoonU crashes the game in quick missions. 2) If you extend TA on 212, 212А, Collins or Harushio, then right click on any target and choose PlatformReference, close PlatformReference window, then the data from the Broadband and Narrowband stations be "paralyzed." 3) "Stupidity" of AI-subs connected with erroneous doctrine. Be corrected. We are waiting for new shipments of insects... |
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