02-10-2009, 14:37 | #321 |
DW & Il2 player
Регистрация: Dec 2008
Сообщений: 140
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About files dw_units_info.zip, dw_act_sonar_list.zip, classif.zip:
dw_units_info.zip, dw_act_sonar_list.zip - external reference. classif.zip - prepared for inserting to usnidata: 1. make backup files Graphics\usnidata.grp and Graphics\usnidata.ndx 2. unzip classif.zip to folder Graphics 3. put to filder Graphics cmpUtil.exe (from rar-archive of mod RA) 4. lunch install.bat from folder Graphics 5. delete all txt-files and file install.bat from folder Graphics For previous version of RA I am made all this info as additional in usnidata. For new verson of RA I am make it some later... |
02-10-2009, 18:59 | #322 |
Sergeant
Регистрация: Nov 2008
Адрес: Minsk, Belarus
Сообщений: 217
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Project RA is open project.
We need assistance in addressing problems in the game engine. List of problems, starting with the highest priority is attached. We recommend you start with simple problems, because complex scare even the most experienced modders And also we invite all those who have experience in 3d modeling. There is no limit to perfection! 1. The Wakehoming torpedos work only against AI ships, but never will be guided on the user controlled ship (OHP, Udaloy). Can you correct it? 2. CIWS is not shoot TASM`s if their class is torpedo. Transfer them to the torpedo-class needed to get the message "torpedo in the water". Is it possible to kill TASM by CIWS or add a message: "detected missile launch"? 3. Is it possible to make launching SM-2 (Perry) for the starting 45deg to the horizon or above to remove the missiles handspring in multiplayer? Or to make in slewing platform a fixed angle to the vertical launch weapons and take it (angle) from the database. 4. Is it possible to correct the Udaloy`s gun dead zone. She can not shoot directly. 5. It is possible now to launch Gauntlet only from [F10] and [F12] stations of Udaloy. Is it possible to make the Gauntlet launching from navmap [F5] with right-click on air objective and select "Engage with..." (now it is only AK-630 and 100ммGunin a choice there)? 6. Modes "Auto" and "FullAuto" not work for starboard AK-630 in navmap [F5] (but switch shows ON). They works only from the Udaloy`s [F12] station. 7. Udaloy have not the window in mission editor, which put check mark whether the towed array is deployed at the beginning of the mission. Similarly a new diesel submarines with towed array. 8. ANY AI sub on periscope depth (except those that can be user controlled), which detects ANY AI ship with the switched OFF radar, or the AI helo with the switched OFF radar, launched from the user controlled ship, makes they radar switched ON. 9. If AI sub have a friendly units in the mission, and they find someone by the radar, the AI sub take this contact at any depth. 10. Is it possible to correct improper execution of LAND command for DSRV? LAND command gives the coordinates of the base-ship to helicopter, but did not give coordinates of base-sub for DSRV. Improper command LAND for helicopters in certain geographic coordinates (helicopters rise to 2 .. 3 km over the ship) 11. Information on new units, which do not belong to the "original" countries is not available in "Platform Reference" (in the dialog box, which goes directly into the game when a player wants to classify the unit in detail with the Navmap). "Nno data" text In the text window, though in USNI this help file is read correctly. 12. The new user controlled platforms based on LosAngeles weapons interface (Typhoon) have 3rd and 4th numbers of torpedo tubes from the database (there are the launcher coordinates, which generate weapons on launch) which interfere a standard set of rows that will be displayed on the presets display of the weapon. Torpedo is generated not in the torpedo tube but somewhere, where are the real coordinates, which are recorded in launcher number 3. Torpedo tube cover number 4 is attached to the cover number 3 (we made therefore cover №4 not opening now) 13. Is it possible to add a launch silos for Delta-IV, OHIO, Oscar-II? 14. Is it possible to put audio and text message when it detects a goal on the submarine mast detection sensor of the Orion and Tu-142 And also in the attack periscope [F10] station (Akula-2i, 212, SSN21)? 15.Is it possible to remove the "unnecessary" window of torpedo tubes in the section "Weapon loadout" at Trafalgar and the Victor-III under Tubes, CMs, and Stores windows. 16. Is it possible to load the file WeaponLoadOut.DLL from controllers.ini and not from the dangerouswaters.exe? 17. Is it possible to add in Doctrine language the possibility of release of weapons or buoy at Orion from launcher without newtrack? 18. Is it possible to make raised masts visible from other players in multiplayer? 19. Is it possible to reduce the distance of visibility in the periscope? It should be about 8km, now is 15 - 20km. 20. Is it possible to debug commands Launch and LaunchWithLoadout for launch aircraft from ships and air stations (currently it is not working and game crashes sometimes). Let the aircraft takes off on command from the doctrines, or at threat. 21. Is it possible to debug the visual horizon and radars horizon? Now shown visually very far and radars do not take into account curvature of the Earth. 22. Is it possible to make visual detection of the contact dependent on weather conditions? 23. Is it possible to make the takeoff air received information about a contact from the calling doctrine? 24. Is it possible to send a signal from HULL-sensor to broadband sonar with the Typhoon (which is not TyphoonU)? Now there just a signal from the Sphere array. 25. Is it possible to make the values of "Narrow" and "Wide" presets of missiles passed on to the doctrine? 26. Is it possible to remove unused buttons "Active-Passive" and "Snake-Circle" at 65-76 torpedoes presets? 27. Is it possible that after the launch of a torpedo presets interface would remain active and accessible to the player? 28. Is it possible to add a preset of height of the missile cruise in rocket interfaces? 29. The button MARK is blocked in the IR-camera on KA-27 |
03-10-2009, 00:30 | #323 |
DW & Il2 player
Регистрация: Dec 2008
Сообщений: 140
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Now available tech info about DW RA units, active sonars freqs and US Navy references (Russian only, cp1251) as addition to usnidata.
dwra_u_s_c.zip - all info dwra_u_s.zip - units and sonars only Installation: 1. make backup files Graphics\usnidata.grp and Graphics\usnidata.ndx 2. unpack zip-archive to folder Graphics 3. run from folder Graphics file MyDBadd.bat (cmpUtil.exe needed for work!) 4. Enjoy |
03-10-2009, 02:25 | #324 | |
Corporal
Регистрация: Sep 2009
Сообщений: 116
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Цитата:
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03-10-2009, 03:20 | #325 |
Corporal
Регистрация: Sep 2009
Сообщений: 116
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SSBNs Main Rack missing "1" amount error ----fixed
To RA team, you might notice that 1 missing stowed in the main rack in SSBNs: Delta IV; Typhoon; Ohio
I made a little fix for that, 3 wpnloadout pack in one, may it be usefull |
03-10-2009, 17:57 | #326 | |
Senior Aircraftsman
Регистрация: Nov 2008
Сообщений: 31
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Цитата:
I've noticed some of your work at subsim and I'm very impressed, especially the custom ship controls screen on the SONG class. It's good to see your skills and ability contributing to RA mod. I really think if you guys work together, the joint effort can make great things happen very quickly in RA mod.. best of luck.. |
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04-10-2009, 01:43 | #327 |
Corporal
Регистрация: Sep 2009
Сообщений: 116
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texture missing report
Italy SPARVIERO PTGH class, missing "usflg.bmp"
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04-10-2009, 01:48 | #328 |
Sergeant
Регистрация: Nov 2008
Адрес: Minsk, Belarus
Сообщений: 217
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04-10-2009, 01:49 | #329 |
Sergeant
Регистрация: Nov 2008
Адрес: Minsk, Belarus
Сообщений: 217
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04-10-2009, 20:49 | #330 |
Corporal
Регистрация: Sep 2009
Сообщений: 116
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05-10-2009, 00:22 | #331 |
DW & Il2 player
Регистрация: Dec 2008
Сообщений: 140
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Version 2 of tech info.
dwra_u_s_c_2.zip - all info (US Navy reference on Russian, codepage 1251) dwra_u_s_2.zip - units and sonars only Changelog: 1. Rockets now not present in torpedoes section 2. Show correct sensors for torpedoes 3. Show sensors for rockets 4. Eliminated duplicate active sensors in active sensors list Installation: 1. make backup files Graphics\usnidata.grp and Graphics\usnidata.ndx 2. unpack zip-archive to folder Graphics 3. run from folder Graphics file MyDBadd.bat (cmpUtil.exe needed for work!) |
05-10-2009, 05:19 | #332 |
Sergeant
Регистрация: Nov 2008
Адрес: Minsk, Belarus
Сообщений: 217
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05-10-2009, 05:41 | #333 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,018
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Some fresh changes for the future updating:
The player now, on start of ASW misiles, can nominate a mode of search to a torpedo - to search in a passive or active mode, and as to nominate depth of search to a torpedo - to search shallow or deeply. AI of a submarine, now more Extremely aggressive. It will answer very quickly incoming threat. And more some surprises are expected. |
05-10-2009, 08:57 | #334 | |
Sergeant
Регистрация: Dec 2008
Сообщений: 250
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Цитата:
I don't know if this is possibile CrazyIvan, but have you thought about the possibility of letting the player set the initial search mode to starboard or port ? So that we can choose when the torpedo enters waters it starts a circular search starboard rather than a port search or viceversa. Последний раз редактировалось goldorak; 05-10-2009 в 09:16. |
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07-10-2009, 22:45 | #335 |
Senior Aircraftsman
Регистрация: Aug 2009
Сообщений: 50
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08-10-2009, 04:54 | #336 |
Corporal
Регистрация: Sep 2009
Сообщений: 116
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to RA team: solution for Typhoon [U] CTD problem
key reason: Sensor Slots arrangement
fulfill "empty slot" under "1194 Typhoon U Hull" with "230 Dummy(Undetectable)", problem solved BTW: a question---whether Typhoon class have a towarray or not? I notice that you've built a Typhoon TA sensor, but it isn't in use, so... Best regard! |
08-10-2009, 11:25 | #337 |
Corporal
Регистрация: Sep 2009
Сообщений: 116
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Typhoon wpnloadout modification
here is the sample.
Typhoon wpnloadout.dll: 1 tube 2 3 4 filled with weapon by default; default weapon is SS-N-27 Alfa ASM 2 SLBM unloadable in main rack; 3 VLS tube only have 1 SLBM choice instead of 2 SLBM 4 default weapon loadout in main rack is 24/24 instead of 14/24 5 add SS-N-27 ASM and UUV, replace USET-80 with UGST 6 CMs total 200; Active equal Passive, 100 each before using this dll file, you must cmputil 1396.bmp and 1536.bmp into wpnloadout688.grp in "SSBN941" folder (1396.bmp and 1536.bmp could be decompressed from wpnloadoutAKULA.grp in "AkulaII" folder) |
08-10-2009, 11:49 | #338 |
Sergeant
Регистрация: Dec 2008
Сообщений: 250
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@ cayman : why did you increase the countermeasures to 200 ?
Thats completely absurd and to much arcade-like 25/25 is more than enough. |
08-10-2009, 12:36 | #339 |
БЧ-2
Регистрация: Nov 2008
Сообщений: 255
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Typhoons do not have UGST and SS-N-27 Alfa ASM
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08-10-2009, 16:53 | #340 |
Corporal
Регистрация: Sep 2009
Сообщений: 116
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@ goldorak
@ Jaf aware of all that. like I said: "here is the sample" It is certainly not the final version. Base on this kind of version, reducing(or replace) weapons and numbers are much easier. the point is grab more manoeuvring rom for future modification same case for Delta IV and Ohio also, for an intact weapons laodout changing in Game not only relate to the wpnloadout.dll, another "*.dll" files should be change the same as well, therefore, wpnloadout.dll alone just for beta test purpose----RA team is familiar with this stuff Последний раз редактировалось cayman; 08-10-2009 в 18:47. |
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