20-06-2011, 09:03 | #1681 | |
Bugcatcher
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Цитата:
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20-06-2011, 12:37 | #1682 | |
Corporal
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Адрес: Bremen, Germany
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Цитата:
aye, thanks comrade! For now I only tested this with Seawolf. Probably because DTA Display, because TA is controlled in ship control station. Thats even why you cant hear TA-Audio if you have control of Sonar Suite only. Hope this could be solved some day... |
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20-06-2011, 13:18 | #1683 | |
Bugcatcher
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Цитата:
Unfortunately I have no two workstations of the computer for check of defect. Ships noise by on sonar, or also is absent as well as background? Последний раз редактировалось CrazyIvan; 20-06-2011 в 14:11. |
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20-06-2011, 14:52 | #1684 |
Sergeant
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Адрес: Italy
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Hello all, let me add something about this issue: the real problem was that if the same player did not use the ship control and sonar stations in the same time, the TA did not work at all (graphics on NB and BB as TA not deployed). This happened in the past, now I have to check on RA 1.32: I will follow as soon as possible. Cheers
Последний раз редактировалось sertore; 20-06-2011 в 15:23. |
20-06-2011, 14:57 | #1685 |
Corporal
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20-06-2011, 16:11 | #1686 |
Leading Aircraftsman
Регистрация: Nov 2010
Сообщений: 23
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Important note:
The last version of RA (1.32) , not causes CTD with last version of driver Audio realtek Asus. Good work!!!! |
20-06-2011, 17:28 | #1687 |
Senior Aircraftsman
Регистрация: Aug 2009
Сообщений: 50
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First of all great mod as always!
But everytime i play error happens after ~5mins/or just after entering scope station in anymission. I tryed 2 configs: dualcoe E8400 (one core mode), radeon 6850 and athlon 4400+ with integrated radeon X1200 videoadapter. Both WinXP SP3. Same time everything is fine with old celeron (prescott core) and radeon 9250. 3 hours of play without any poblems. Maybe someone knows what's wrong? It is not great to have special old noisy PC for playing DW |
20-06-2011, 19:03 | #1688 | |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
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Цитата:
Try to change to INTEL or NVIDIA graphic cards, available for few tens of EUR on market, as they are really likely to work fine. Hope this help. |
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27-06-2011, 04:17 | #1689 |
Aircraftsman
Регистрация: Jun 2011
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The brass in Global Naval Strike Force doesn't want nuclear torpedoes but the rest is fantastic! and did you fix that bug with the SM-2? it shot into the drink whenever a missile comes in steep.
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29-06-2011, 00:08 | #1690 | |
Bugcatcher
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Цитата:
It is not clear - what means to shoot drink? |
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29-06-2011, 15:08 | #1691 | |
Senior Aircraftsman
Регистрация: Aug 2009
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Just solved the problem:
Цитата:
CrazyIvan Is it possible to make A.I. fire missiles simultaneously (OSCAR II shipwrecks for example), not by one and then wait till fired missile hits the target or is selfdestroyed? |
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29-06-2011, 23:57 | #1692 | |
Aircraftsman
Регистрация: Jun 2011
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Цитата:
Any how, back to the topic. The Mk-13 launcher or the missile its self or both would lead a target both horizontally and vertically into the sea below. Obviously this not the standard criteria for a missile. I recommend the addition of a floor or "hard deck" of 10 to 30 feet or 3 to 9 meters mean sea level. Последний раз редактировалось Patrick; 09-07-2011 в 09:57. |
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04-07-2011, 10:39 | #1693 |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
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[BUG] Wrong physical behaviour
Hello RA team, a Betasom member noticed a strange behaviour in DW: as you know, the sound speed is more fast in warm water than in cold water.
It seems that in DW the behaviour is exactly the opposite: try at least 2 quick missions, and you will find out that sound speed at surface depth is more fast in cold waters than in warm one! It is like the gradiend of sound speed was set in the opposite way than the real one: can you please check and correct the possible bug (in game engine I suppose). Thanks in advance for help. |
08-07-2011, 12:09 | #1694 |
Corporal
Регистрация: Oct 2010
Адрес: Bremen, Germany
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-deleted-
Последний раз редактировалось Panzermensch; 08-07-2011 в 12:11. Причина: solved |
12-07-2011, 02:12 | #1695 | |
Bugcatcher
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Temperature - is not simulated. I have looked at mission in which I has established the fixed layer in 200 meters. One scenario was January, other scenario - July. The diagrams have shown (on SSP Station) - absolutely identical speeds sound propagation. I already wrote when that the diagrams sound propagation - actually useless window-dressing. (When Rubis SSP shows line-figure in feet and the digital value are written in meters.) [Even Convergence Zone does not differ from Surface Duct - only by depth range in which the layer will be established. And though the data on SSP will be different (different meanings of speed), actually range of detection will be almost same.] The most important parameters: depth of a layer, type bottom (sand etc.), Depth Bottom, Sea State. Only on the basis of set of these parameters the range of detection depends. ( For hydroacoustics gauges) Последний раз редактировалось CrazyIvan; 12-07-2011 в 03:00. |
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12-07-2011, 02:40 | #1696 | |
Bugcatcher
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Цитата:
This problem was successfully solved - thanking Krabb. The engine of game (as well as the engine SubCommand) - interferes with normal work of launchers. Actually all SSM and Guns launchers have "Rate Per Minute" (RPM) value 1 missile for every 10 seconds. That is - SSM of a missile can not be launched more than 6 at one minute. Even VLS launchers. Also, such option as " density salvo " is spoiled. The ships do not put mass missile attacks. It was corrected. Launchers now right used RPM value. PS: In multigame I received CTD - as soon as the weapon amazed target. (In Single Player - CTD Not Found !) The reason was audio driver. After I have blocked the driver - CTD, was not present any more. As however and sound |
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14-07-2011, 23:22 | #1697 |
Senior Aircraftsman
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15-07-2011, 00:21 | #1698 |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
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[BUG] SSN Virginia fctd.dll
Hello RA team. Played a multiplayer not multistation with SSN Virginia, launched a TLAM from NavMap against a land target, and at weapon exit from vertical tube got the following CTD:
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 66 63 74 64 in fctd 0038: 2e 64 6c 6c 20 30 2e 31 .dll 0.1 0040: 2e 30 2e 32 20 61 74 20 .0.2 at 0048: 6f 66 66 73 65 74 20 30 offset 0 0050: 30 30 30 37 34 65 37 0d 00074e7. 0058: 0a . CTD happen on switching to FC station from NavMap during TLAM launch. In system events I found: Popup dell'applicazione: S.C.S. - Dangerous Waters: dangerouswaters.exe - Errore di applicazione : L'istruzione a "0x7c921389" ha fatto riferimento alla memoria a "0x4051eb95". La memoria non poteva essere "read". Will try to reproduce the error in single station. Thanks Последний раз редактировалось sertore; 15-07-2011 в 10:09. |
18-07-2011, 12:14 | #1699 |
Corporal
Регистрация: Sep 2009
Сообщений: 116
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hello, RA team
could you post a download link for "CTD analysis software" ? I need to check some CTD in V1.32 Thank you! |
27-07-2011, 14:13 | #1700 |
Leading Aircraftsman
Регистрация: Jan 2011
Сообщений: 20
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Thanks for updating the Mod once again Crazy Ivan and Red Rodgers team.
I have a question right away: I noticed that when i launch MK48 ADCAPs from Seawolf submarines it wont go into search mode "Snake" or "Circle" any more, even when the Mode is set to 0 or 1 in the Weapon Control. Is this by design or is my installation bugged? I observed this since i updated my old 1.31 to 1.32, and initially thought it was due to a faulty installation from all the patches, until i reinstalled it straight with the 1.32 installer. Weapons guide does not point this behaviour out as usual, and although it is good to have straight running torps it be nice to be able to switch back to the old search behaviour sometimes. Cheers |
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