21-04-2009, 00:54 | #121 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,018
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Bad news, guys.
The attempts of modeling of real job of torpedos, completely have killed gameplay of game. It to become at the absolutely other level. We are inclined to think, that we should make TWO versions. The first version - will be adapted to game opportunities. The second version - will be adapted to the advanced players. We ascertain - it is impossible to combine PLAYABILITY vs REALISM. We are compelled to divide these two types of game. In one game, we can not combine these two contrasts. The modeling of the advanced behaviour, completely changes game features. |
06-05-2009, 04:15 | #122 |
Aircraftsman
Регистрация: May 2009
Сообщений: 1
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Hello,
There is any way for testing the beta of your mod? i would like to help with some beta testing Thanks |
08-05-2009, 22:48 | #123 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,018
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We In Alert
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10-05-2009, 16:50 | #124 |
Leading Aircraftsman
Регистрация: Jan 2009
Сообщений: 20
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Hi there,
I've been hearing seeing alot of posts about submarines in the soon to be released update, but I was hoping you could tell me what additions had been made to surface vessels? (1) Has the Udaloy been upgraded to UdaloyII so that ASM's are standard armament (2) If so, have there been refinements to allow the main guns to actually face towards a target when it has been assigned? (3) Has there been re-allocated SAM launchers at both the front and back of the ship? Currently the missiles just all launch from the same place. (4) Has there been any other surface vessels incorporated? Type 45? Spruance? Arleigh Burke? Bremmen? (5) When in control of a surface ship, is it possible to have the helo display it's weapons load-out? Currently the only time you get to see the weapons on the user controlled helo's is when you are in control of it, AI helo's launched from a user controlled ship do not show anything. I understand alot of this game is about sub-surface warfare, but i haven't seen a single person asking about surface ships, so I thought i'd ask myself. Captcav |
14-05-2009, 09:39 | #125 |
Leading Aircraftsman
Регистрация: Jan 2009
Сообщений: 20
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Hi there,
Just wondering if there had been any rendering work done on the water in DW? Is there any way of adding a simple multiplying texture to the swell? Captcav |
17-05-2009, 15:56 | #126 |
Leading Aircraftsman
Регистрация: Jan 2009
Сообщений: 20
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Hi guys,
Just wanted to know if the RA modders have taken the Mk13 Launcher off the Perry Class Frigate? as none of them carry this capability now unless modding it for Turkey, or Australia, in which case you would need to add a 8 cell VLS box ahead of the MK13 Launcher. Captcav Последний раз редактировалось timcav; 18-05-2009 в 11:52. |
26-05-2009, 12:12 | #127 |
Leading Aircraftsman
Регистрация: Jan 2009
Сообщений: 20
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HMMM, very quiet in here of late??? what's the go?
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26-05-2009, 12:47 | #128 |
Sergeant
Регистрация: Nov 2008
Адрес: Minsk, Belarus
Сообщений: 217
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Much works in RA !
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03-06-2009, 05:01 | #129 |
Leading Aircraftsman
Регистрация: Jan 2009
Сообщений: 20
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Hey guys,
Do we have an estimate release date yet? Could someone give us an update on where the process is up to at the current time? Captcav |
04-06-2009, 15:29 | #130 | |
Sergeant
Регистрация: Nov 2008
Адрес: Minsk, Belarus
Сообщений: 217
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Цитата:
Opened up new opportunities. We are working on this. (For example - the attack periscopes in modern submarines.) |
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04-06-2009, 20:06 | #131 |
Senior Aircraftsman
Регистрация: Nov 2008
Сообщений: 31
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please, don't rush... you guys are doing a great job
based on the screenshots I've seen recently, obviously you guys are very busy and thorough about detail. please continue to stay focused, take your time and make it great!!!! waiting patiently... make turns for 0 kts... |
05-06-2009, 07:38 | #132 | |
Sergeant
Регистрация: Dec 2008
Сообщений: 250
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Цитата:
Great job guys, really great job. I hope its not to late to consider a new feature, maybe its possibile to simulate and include in RA or maybe not. Thats up to you guys. In any case this feature request is about torpedo expulsion. Most submarines use compressed air to expulse the torpedo from the torpedo tube. Of course doing this creates a lot of sound and an enemy sub can pick up the sound. New subs such as the Type 212 and maybe others have an hydraulic mechanism that expulses the torpedo from the torpedo tube very quietly. Much more quietly than the traditional compressed air mechanism. Can this system be simulated in RA ? It would make counter detection of torpedo launches much more difficult. |
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05-06-2009, 17:28 | #133 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,018
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Yes it is possible.
It is enough to translate a torpedo in a type "MINE". TIW will cease to come to the player. To react to this behaviour AI sub - also it is possible to provide in the doctrines. [ Certainly - probably can be and latent defects from such replacement is is investigated by practical consideration. ] However - I think not everyone will support such decision. It strictly will establish necessity of the constant control by the player of acoustic stations. Though for the multiplayer I certainly consider this decision. Let us know the guys - if it will be maintained by community, we shall try it to produce in add-on. |
05-06-2009, 17:44 | #134 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,018
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We have heard reasonings about modern periscope systems.
Now - with laser finger. No more LOB of a line of length in 10 miles. The distance up to the target - now is exact up to meter (feet). Последний раз редактировалось CrazyIvan; 05-06-2009 в 18:07. |
05-06-2009, 18:14 | #135 |
Sergeant
Регистрация: Dec 2008
Сообщений: 250
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05-06-2009, 18:20 | #136 |
Sergeant
Регистрация: Nov 2008
Адрес: Minsk, Belarus
Сообщений: 217
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05-06-2009, 18:22 | #137 | ||||
Sergeant
Регистрация: Dec 2008
Сообщений: 250
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Цитата:
But they are deadly quiet. Moreso than nuclear subs. Цитата:
Цитата:
Цитата:
Better to have a centrally managed mod if thats ok with you. That is if you guys want to maintain the mod after you release it. |
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10-06-2009, 06:04 | #138 |
Leading Aircraftsman
Регистрация: Jun 2009
Сообщений: 29
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Это очень крутой модем, могу ли я спросить, как вы главы РА в Группе удалось сделать более проигрываемый платформу?
Я надеюсь, что мои российские права. This is a super cool mod, can I ask how you chaps in the RA Team manage to make more playable platform? I hope my Russian is right. |
10-06-2009, 18:22 | #139 | |
Sergeant
Регистрация: Nov 2008
Адрес: Minsk, Belarus
Сообщений: 217
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Цитата:
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11-06-2009, 05:10 | #140 |
Leading Aircraftsman
Регистрация: Jun 2009
Сообщений: 29
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Здравствуйте, kpv1974
Сначала выключить Благодарим Вас за ответ niceone. Я хотел бы добавить некоторые новые наличие воспроизводимых платформы с новых моделей, вот некоторые из моделей, Я получили вдаваться в хранилище данных. Тип 42, тип 45, тип 82, эсминцы, КОРАБЛЯ Гуд, Arleigh Бёрк класса эсминца, Spruance класса эсминца, Айова (броненосец), Платформа Орлан Кировская класса интерактивной ракет крузер, Krasina слава класса интерактивной ракет крузер. Эти модели необходимо некоторых edting, делает их прежде чем они будут работать в игре, поскольку 3D экспортером Studio более R3.1, использующих Я получил ограничение поли максимального, которые могут быть экспортированы. Я хотела добавить эти модели DW долгое время, но мышления невозможно сделать новые наличие воспроизводимых платформы, не делать, затем Я обнаружил этот большой ра mod, который добавляет новые ПП в подумал прохладный Я бы люблю знать, как добавить новый PP's. Любая помощь будет быть высоко. Что касается, FCCC. Hello kpv1974 First off thank you for the reply niceone. I would like to add some new playable platform with new models, here are some of the models I have got to go into DW. Type 42, Type 45, Type 82, destroyers, HMS Hood, Arleigh Burke class destroyer, Spruance class destroyer, Iowa Battleship, Orlan Kirov class Guided Missile Cruiser, Krasina-Slava class Guided Missile Cruiser. These models need some edting doing to them before they will work in the game, because the 3D Studio Max R3.1 exporter, that I use has got a maxium poly limit that can be exported. I wanted to add these models to DW a long time, but thinking it impossible to make new playable platform I didn't do it, then I found this great RA mod that adds new PP'S I thought cool I would love to know how to add new PP'S. Any help would be greatly appreciated. Regards, FCCC. |
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