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#1 |
Corporal
Регистрация: Sep 2009
Сообщений: 116
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#2 |
Corporal
Регистрация: Sep 2009
Сообщений: 116
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#3 |
Corporal
Регистрация: Sep 2009
Сообщений: 116
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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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#4 | |
Sergeant
Регистрация: Dec 2008
Сообщений: 250
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![]() Цитата:
![]() 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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#5 | |
Corporal
Регистрация: Sep 2009
Сообщений: 116
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Цитата:
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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#6 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
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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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#7 | ||
Sergeant
Регистрация: Dec 2008
Сообщений: 250
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Цитата:
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:
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#8 |
Leading Aircraftsman
Регистрация: Mar 2010
Сообщений: 22
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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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#9 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
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#10 |
Senior Aircraftsman
Регистрация: Feb 2010
Сообщений: 53
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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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#11 | ||
Sergeant
Регистрация: Dec 2008
Сообщений: 250
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Цитата:
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:
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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#12 | |
Corporal
Регистрация: Sep 2009
Сообщений: 116
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Цитата:
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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#13 |
Leading Aircraftsman
Регистрация: Mar 2010
Сообщений: 22
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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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#14 |
Senior Aircraftsman
Регистрация: Aug 2009
Сообщений: 50
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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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#15 | |
DW Sub Captain
Регистрация: Sep 2009
Сообщений: 41
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Цитата:
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 ![]() Thanks and regards. Fitzcarraldo ![]() |
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#16 |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
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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. |
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#17 |
Senior Aircraftsman
Регистрация: Feb 2010
Сообщений: 53
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Periscope
Can AI detect periscope on radar in RA_mod v1.1?
Regards, Lau |
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#19 | ||
БЧ-2
Регистрация: Nov 2008
Сообщений: 255
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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. 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. Цитата:
Цитата:
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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#20 |
Sergeant
Регистрация: Jan 2009
Адрес: North France
Сообщений: 155
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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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