18-02-2011, 09:20 | #1441 |
Leading Aircraftsman
Регистрация: Jan 2009
Сообщений: 16
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Thanks for the work you've put in.
cпасибо!
__________________
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18-02-2011, 14:00 | #1442 |
Leading Aircraftsman
Регистрация: Jul 2010
Сообщений: 21
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Thank you Crazy Ivan for your work, your patience and your help.
Good luck!! |
18-02-2011, 17:02 | #1443 |
Sergeant
Регистрация: Jan 2009
Адрес: North France
Сообщений: 155
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CrazyIvan, it is with sadness that the French team learned that you are leaving, thanks again for your fantastic work, all the best and good luck for your coming challenges!
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18-02-2011, 18:16 | #1444 |
Corporal
Регистрация: Apr 2009
Сообщений: 64
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Thanks for all CrazyIvan !!!
Good luck !! |
19-02-2011, 04:02 | #1445 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,019
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Thanks by all, boys!
One more improvement - the problem WAKE of torpedos was solved. It was the result of heavy job -Krabb's-. Big tnx for -Krabb-. A file can be downloaded from post №1. Replace an existing file - NavalSimEngine in a folder with game. |
19-02-2011, 12:50 | #1446 | |
Leading Aircraftsman
Регистрация: Mar 2010
Адрес: Italy
Сообщений: 28
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Цитата:
I hope to see you in this forum in the next future, and if you want to play a game please contact me o visit our forum www.betasom.it . Thanks for all CrazyIvan !!! Good luck !! |
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20-02-2011, 18:03 | #1447 |
Aircraftsman
Регистрация: Feb 2011
Сообщений: 1
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Hi, i just want so say this mod is great, looks like you team worked hard on this mod indeed.
So many great improvements, i have lots of fun playing DW with RA Mod, thank you for making sutch an awsome mod. Although i though i might bring this to your attention, with the latest 1.31 patch there is a problem apears to affect all diesel electric subs, the batteries will not charge. When you go to snorkel depth and raise the snorkel mast and click on the engine knobs, you can hear the engines turn on and the charge rate gauge shows a charge but only for a brief moment then it immediately drops to no charge, and the batteries do not gain charge. If this could be fixed that would be just awesome. Mod is still awesome, keep up the great work |
20-02-2011, 23:11 | #1448 |
Sergeant
Регистрация: Dec 2008
Сообщений: 250
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Yep confirm the bug relating to the diesel electrics (kilo, kilo improved, alrosa).
No way to charge batteries. |
21-02-2011, 23:39 | #1449 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,019
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ОК.
This file assumes check of diesel engines for a charge of batteries. I am addressed to the most active fleet - Italian in particular. Check up please, it is a file in job. It would be desirable to receive the report: it is maximal controlled diesel Subs in the mission (5-6 units). And one controlled ship. It is required to check up - whether all diesel Subs have a charge of batteries, whether and work wakehoming of a torpedo against the controlled ship. (Test-71) |
21-02-2011, 23:45 | #1450 |
Sergeant
Регистрация: Dec 2008
Сообщений: 250
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Hey Guys,
I don't know if in the future you will add new units to the mod. But if you do please consider adding one of the most fascinating type of machines ever to be designed. Ekranoplanes, a soviet specialty. A mix between an airplane and a ship. You could model it as an airplane constraining its maximum altitude to 5 meters above sea level. How about an ekranoplane with missile launchers ? |
22-02-2011, 00:35 | #1451 | |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
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Цитата:
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22-02-2011, 00:37 | #1452 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,019
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To: Sertore.
Tnx, Comrade! We expect the report... |
22-02-2011, 17:11 | #1453 |
Leading Aircraftsman
Регистрация: May 2010
Сообщений: 19
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Thank's for all Crazy Ivan, you did a great job
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23-02-2011, 00:06 | #1454 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,019
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It is necessary to remove the arisen mistakes.
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23-02-2011, 01:57 | #1455 |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
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Test RA 1.31a with diesel fix
Dear Crazy Ivan, here is the report for test mission (please find attached test mission used):
Let me take this opportunity to arise another problem: when HELI from FFG is request to attack an enemy unit, it starts to attack the more near target, without following the order to attack a specific unit but attacking the more near one. Last, sometimes when wakehoming torpedo hits a unit the game CTD, but it is not sistematic; the error trace in this case is: 0000: 41 70 70 6c 69 63 61 74 Applicat 0008: 69 6f 6e 20 46 61 69 6c ion Fail 0010: 75 72 65 20 20 64 61 6e ure dan 0018: 67 65 72 6f 75 73 77 61 gerouswa 0020: 74 65 72 73 2e 65 78 65 ters.exe 0028: 20 30 2e 31 2e 30 2e 34 0.1.0.4 0030: 20 69 6e 20 6e 61 76 61 in nava 0038: 6c 73 69 6d 65 6e 67 69 lsimengi 0040: 6e 65 2e 64 6c 6c 20 30 ne.dll 0 0048: 2e 31 2e 30 2e 35 20 61 .1.0.5 a 0050: 74 20 6f 66 66 73 65 74 t offset 0058: 20 30 30 30 39 34 64 35 00094d5 0060: 62 0d 0a b.. Thanks for support. |
23-02-2011, 02:15 | #1456 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,019
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Tnx!
How much was in game of controlled subs? It would be desirable to learn ID, which was on improved Kilo (On which there is no charge). first playable unit in game it always ID - 1001 second - 1301 3 - 1601 4 - 1901 5 - ???? With what ID at fifth playable unit ? CTD at detonate wakehoming - in single or multiplay ? How there is a lot of wakehoming of torpedos is launched, when happens CTD? Последний раз редактировалось CrazyIvan; 23-02-2011 в 03:17. |
23-02-2011, 10:29 | #1457 | |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
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Цитата:
About ID, I have to check: where I can find this information? Running the debugger? CTD always on multiplayer, happens even in the past: host crash as soon as the wakehoming hit the target, but not always. Strange issue: when the issue is present the game exit to desktop, BUT the thread continue to run in background, and it is possible kill the process only with task manager. We had at least 3 wakehomig running at CTD, and one of them hits a player submarine surfaced instead of the targeted FFG (error of a player that puts its unit on torpedo run!) Please note In the last mission we played we had 5 wakehoming running and we sinked the FFG without any problem or CTD! |
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23-02-2011, 16:49 | #1458 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,019
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The marks ownship on a navigating map interests.
1001 - ID first player (Ownship ID) 1301 - ID second player (Ownship ID) 1601 - ID third player (Ownship ID) etc. up to 30-th player... 1901 2201 2501 2801 3101 3401 3701 4001 4301 4601 4901 5201 5501 5801 6101 6401 6701 7001 7301 7601 7901 8201 8501 8801 9101 9401 9701 - ID 30 Player (Ownship ID) Such ID numbers are true? |
23-02-2011, 17:02 | #1459 |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
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We will have a multiplayer with more than ten players tomorrow evening: we will check and report.
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23-02-2011, 17:20 | #1460 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
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OK.
Check up this ЕХЕ a file NOTE: Only ensure his presence at ALL players: HINT Wakehoming Tordedo: Run To Enable for wakehoming torpedoes, should be not less than 1 km. Differently torpedo will be is induced on a subs which has launch this torpedo. |
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