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Старый 23-03-2010, 10:13   #1
cayman
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Already done

Great!
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Старый 24-03-2010, 07:54   #2
cayman
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Already done

sexy model!
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Старый 22-03-2010, 19:22   #3
cayman
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Russian friends: Su-32 FN super-sonic ASW fighter
how about its ASW ability? which level is it compare to Tu-142? if this Su-32 actually good at ASW, it might be a great idea to put it in RA-Mod
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Старый 23-03-2010, 18:56   #4
goldorak
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Talking

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Russian friends: Su-32 FN super-sonic ASW fighter
how about its ASW ability? which level is it compare to Tu-142? if this Su-32 actually good at ASW, it might be a great idea to put it in RA-Mod
Supersonic eh ? Then we need one on the blue side also.
Or if its not possibile, then blue side subs should come equipped with surface to air missiles that are launched from under the water. We need some kind of protection to blow out of the sky these pesky supersonic ASW planes.
Manpads in this instance are not sufficient.
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Старый 23-03-2010, 22:22   #5
cayman
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Supersonic eh ? Then we need one on the blue side also.
Or if its not possibile, then blue side subs should come equipped with surface to air missiles that are launched from under the water. We need some kind of protection to blow out of the sky these pesky supersonic ASW planes.
Manpads in this instance are not sufficient.
http://www.globalsecurity.org/milita...ssia/su-32.htm

SU-32 FN section, "Only one prototype had been seen - side number 44 -- by 2007. It was reportedly fitted with a ‘Sea Dragon’ avionics suite and may have MAD gear in the tailboom. It will be able to carry sonobuoys on a centreline pod"

http://unsd.macrossroleplay.org/sukhoisu32fn.html
Designed to attack enemy submarines and surface ships, the Su-32FN/MF can operate in all weather conditions, day or night. For it's assigned role, the fighter is equiped with maritime search radar, a ventral sono-bouy pod with 72 bouys, MAD, laser rangefinder, ECM pods on the wingtips, and a EFIS cockpit with 7 LCD screens. The Su-32FN/MF is armed with one GSh-301 30mm cannon in a starboard wing root extension and 12 hardpoints that can carry missiles, torpeados, bombs, sonobouy pods, mines, or other ordinance
Leninez OKB B004 multi functional phased array terrain following /mapping radar. (Sea Sake maritime search radar ASW)

http://books.google.com.hk/books?id=...%20asw&f=false
sensor: MAD + hydrolocator(sonobyoy processor)
ASW role weapon: carry 72-buoy+4 homing torpedoes(2 under each wing)

rumour said that this project was terminated in 1997, but,who knows?
that's why I ask Russian friends give some lecture

Последний раз редактировалось cayman; 23-03-2010 в 22:47.
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Старый 23-03-2010, 22:58   #6
CrazyIvan
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The guys, we have considerably large mistakes in the engine of game.

These mistakes the games, reserved in the engine, from SCS.

And we give the large importance to this problem, instead of problem of addition new units.

As these additions - anything essentially do not change in game.

The description of the bug:

Be on PD and give itself to find out to a submarine which has Subrocs.

After Subrocs will be at a stage of cruise - give a command go to Surface.

Subrocs - any more do not work.



Can check it on clean 1.04 of the version from SCS - is default bug.

We are engaged with such serious things, instead of problem of addition any new units.
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Старый 23-03-2010, 23:49   #7
goldorak
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The guys, we have considerably large mistakes in the engine of game.

These mistakes the games, reserved in the engine, from SCS.

And we give the large importance to this problem, instead of problem of addition new units.


As these additions - anything essentially do not change in game.

Absolutely.
But you can't blame us poor players if we desire more units.
I think its natural. In any case since the database is finally open, modders from different countries can start to add new units.


Ps: if somehow the bug related to wakehoming torpedoes could be fixed it would be fantastic.

Цитата:
The description of the bug:

Be on PD and give itself to find out to a submarine which has Subrocs.

After Subrocs will be at a stage of cruise - give a command go to Surface.

Subrocs - any more do not work.

Can check it on clean 1.04 of the version from SCS - is default bug.

We are engaged with such serious things, instead of problem of addition any new units.
what a nasty bug this is.
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Старый 22-03-2010, 22:07   #8
Sag75
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Is it normal that my U212 (stopped, 0 kts) had detected a Delta III class at only 3nm running at 5kts towards me?

thx!
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Старый 22-03-2010, 23:45   #9
CrazyIvan
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Is it normal that my U212 (stopped, 0 kts) had detected a Delta III class at only 3nm running at 5kts towards me?

thx!
Use Towed Array for submarine search. (50-1200 Hz bandwidth)

Sphere sonar have only 800-2000 Hz fq also is not primary sensor for sub hunt.
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Старый 23-03-2010, 00:14   #10
Lau
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@Goldorak

I do get your point.

Just for info : F17mod 2 did not even reach the Udaloy as he started to run at about 30 kts, by the time they get at around 2 milles, torp has reached its max range and turns off.

I am happy that your info from Mille Sabord says that F17 mod 2 are more efficient in the game than in reality I hope France will never get in to a war with these torps

Again many thanks for your reply.

Best regards,

Lau
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Старый 23-03-2010, 01:10   #11
goldorak
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@Goldorak

I do get your point.

Just for info : F17mod 2 did not even reach the Udaloy as he started to run at about 30 kts, by the time they get at around 2 milles, torp has reached its max range and turns off.
In this case, correct attack position is paramount to actually scoring a kill.
The same problem afflicts subs (such as kilos for instance) that have torpedoes with small range. This is why using these kind of subs is very very challenging. You are very constrained in the geometry, something that subs with longer range torpedoes are oblivious to.


Цитата:
I am happy that your info from Mille Sabord says that F17 mod 2 are more efficient in the game than in reality I hope France will never get in to a war with these torps

Again many thanks for your reply.

Best regards,

Lau
Yeah I was suprised by the fact that a person in the know basically said how the real torpedoes were not up to the standard of those in DW.
In reality the F17 were originally designed against surface threats. Anyway Lau, since the database is open even if the Redrodger modders won't add new playables it is not inconceavable that some other modders would add a new generation playable french sub (with Blacksharks).
I myself would love to see the new british subs Vanguard and the Astute playable in DW.
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Старый 23-03-2010, 11:04   #12
cayman
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I myself would love to see the new british subs Vanguard and the Astute playable in DW.
right now only one thing is missing: a nice-detail Astute model

built playable Astute 2 years ago base on the SCX's model http://www.subsim.com/radioroom/showthread.php?t=155599
now need a nice-looking model to fuel the desire to build a RA-add on Astute

Последний раз редактировалось cayman; 23-03-2010 в 12:25.
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Старый 23-03-2010, 23:08   #13
Sag75
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yes! and we appreciate very much all your great efforts!

Yesterday I got a TIW message on my Udaloy, but I was running at 30 knots and totally blind on my sensors (bulb sonar and TA). Is this right on surface ships?

thanks!
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Старый 25-03-2010, 15:53   #14
Гена
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fitzcarraldo
I think it doesn't matter or not so important. As CI said: "It's just a game". And there are many more unreal things in DW as russian sonar battlestation, ESM battlestation, 6 false torpedotubes on Akulas, TIW message, etc. Many things are done just for gameplay.
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Старый 25-03-2010, 17:51   #15
fitzcarraldo
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fitzcarraldo
I think it doesn't matter or not so important. As CI said: "It's just a game". And there are many more unreal things in DW as russian sonar battlestation, ESM battlestation, 6 false torpedotubes on Akulas, TIW message, etc. Many things are done just for gameplay.
It´s true. I think the RA team is well oriented to solve the differents bugs of the game, and disregard others aspects of DW, mostly secondaries.

Another question:

I try (for simply test) to edit the database of RA 1.1 "beta", for add a new playable unit to an existent navy (the type 212A to the Argentine navy). Some suggestions? I read the tutorial of the DWEdit by CrazyIvan (from Commanders Accademy), but, sincerely, I don´t know how to make that . If some explication is possible, I will be very grateful

Thanks and regards.

Fitzcarraldo
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Старый 03-04-2010, 15:04   #16
sertore
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Exclamation Bug report for Lada

Hello, found a bug on Lada: start mission, set waypoints, then select again Navigation from NavMap and the relative menu is corrupted.

Please find attached test mission and screen with the corrupted menu.

Thanks for support.
Вложения
Тип файла: zip buglada.zip (386.0 Кб, 560 просмотров)
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Старый 03-04-2010, 15:48   #17
Lau
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Periscope

Can AI detect periscope on radar in RA_mod v1.1?

Regards,

Lau
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Старый 03-04-2010, 19:42   #18
cayman
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another DWEdit crashed 3d model

the new chinese frigate "054A", texture like Kuz&Kiev, also crashed in DWEdit
works great in DW and FC
054A.rar
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Старый 06-04-2010, 10:56   #19
Jaf
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Hello, found a bug on Lada: relative menu is corrupted.
A possible reason for this - you have un-English localization of Windows
and you just switched the keyboard layout on the un-English language.
Try to switch the keyboard layout to English (Ctrl+Shift, Alt+Shift or whatever you have) and enter again the corresponding menu.

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Сообщение от Lau Посмотреть сообщение
Can AI detect periscope on radar in RA_mod v1.1?
In DW all masts are non-physical objects, so they are not detected by radar. In RA was modeled detection of masts from user controlled airplane or helo.

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On Amethyste sub, Torpedo station, when you move the pointer on flood equalize muzzle commands you get Ahead 1/3, 2/3 et etc.
Similar things can be found in almost all added units - this is small evil, on which it would not be desirable to waste time and which does not affect gameplay, I hope.

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Сообщение от Sag75 Посмотреть сообщение
Is there a difference between launching the game with Dangerouswaters.exe or LaunchDW.exe?
When I switch between two mods using Jsmge.. if I launch the game via Dangerouswater.exe I still have the previous screen and previous DW! If I launch it via LaunchDW.exe everything is all right as I would expect.. It's weird!
If you have installed multiple versions of DW, it certainly has value.
To run the appropriate version you must change paths in registry and execute exactly the dangerouswaters.exe, which relates to mod or run LaunchDW.exe which makes all of this itself.

Последний раз редактировалось Jaf; 06-04-2010 в 11:52.
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Старый 06-04-2010, 12:52   #20
dd149
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Bug report

1) towed array of Trenchant sub is hanging in the water besides the ship, not connected to the ship
2) menus for control of Red Oktober Typhoon are messed up (commands icon leads to wrong menus)
3) periscope of Seawolf seems short barely comes out of water when ship at periscope depth

French Mille Sabords team has started extensive testing of RA mod, we will keep you informed. Some CTD occurred but we need more investigation before being able to report in detail.
Thanks to RA team
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