16-09-2011, 01:59 | #1741 |
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03-10-2011, 17:14 | #1742 |
Corporal
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Hey guys,
I've got a simple question about the DSRV/SpecialForces Launcher in playable subs: Is there any chance to launch dsrv/seals in multistation game without adding several triggers in map editor? edit: DWX v1.33 will be tested with multistation soon! report follows! |
04-10-2011, 03:47 | #1743 | |
Bugcatcher
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Цитата:
Probably you choose a sub not established default in scenario. In a file scenario (*.mu), there is a line which identifies number DSRV and SEALs from a database: For AKULA: AIRLOADOUT 95 AIRCRAFT 1722 1 Alert5 0: Alert15 1: 0 Alert30 0: 1722 (Special Forces User Launch RU) - ENTITY number. If you instead of AKULA will choose SSN21, then the line should look so: AIRLOADOUT 94 AIRCRAFT 1721 1 Alert5 0: Alert15 1: 0 Alert30 0: 1721 - Special Forces User Launch US. But as this unique number is specified in files DLL (Akula - 1722, SSN21 - 1721), it will not coincide with number ENTITY in a file of the scenario - 1722. This also influences the ships. In a file !_DWX_RA_1_33_OPFOR_INFO.TXT, there is an explanation to this bug: * "UDALOY" - At creation of mission, do not allow ability for an opportunity of a " Player Has Choice of Platform " for surface units [FFG or DDG] in mission. Each surface controlled platform is unique - If mission should task complete "O.H.Perry" Class " choice for play ships only O.H.P Class [Any Ship Class O.H.P]. [If to choose instead of O.H.P - UDALOY, the helicopter KA-27 will not be accessible to start for UDALOY, and on the contrary]. However, Perry's or Udaloy's allowed in missions in any quantity, but unique name, without choice another country platform!]
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06-10-2011, 23:36 | #1744 |
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To: Panzermensch
Its is True ? Default Bug with internal loadouts (Seals & DSRV) ?
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10-10-2011, 16:01 | #1745 |
Sergeant
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Hello, italian surface Minerva class seems to have the texture missing: can you please check? Thanks
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10-10-2011, 18:09 | #1746 | |
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Цитата:
There is no texture for this model.
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11-10-2011, 01:27 | #1747 |
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12-10-2011, 02:17 | #1748 |
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12-10-2011, 02:18 | #1749 |
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12-10-2011, 23:53 | #1750 | |
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Цитата:
It works perfectly and in simply multiplay (platform for one player), and also in multistation mode
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13-10-2011, 02:36 | #1751 |
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Ok thanks,
I'll give it another try on weekend! Report follows...! |
14-10-2011, 14:32 | #1752 |
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[BUG] 688 STORES SCREEN
Hello, we report a bug on Los Angeles FLT II in stores screen during initial setup before mission starts: the green arrows are not aligned to the weapons available and it is not possible select TLAMs and TASMs for internal tubes. Thanks
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15-10-2011, 20:30 | #1753 | |
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Цитата:
TLAM and TASM are used only in VLS. Torpedo tubes - not allowed for this missiles. Loadouts 688 - Flt I ; 688 - Flt II and 688 - Flt III made similar SCX-IIc mod for SubCommand Game.
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Only the dead have seen the end of the war. Последний раз редактировалось CrazyIvan; 16-10-2011 в 09:48. |
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17-10-2011, 09:28 | #1754 | |
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Цитата:
Therefore do you mean that in FLT III the Los Angeles get the ability to launch TLAM and TASM from torpedo tubes (because for FLT III stores TLAM and TASM for internal tubes are enabled)? Thanks in advance for help. Последний раз редактировалось sertore; 17-10-2011 в 15:12. |
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26-10-2011, 23:26 | #1755 |
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RA 1.33 download links disabled
Hello RA team, download links for RA 1.33 are not working. Can you please take a look and fix the problem? Thanks
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16-11-2011, 01:24 | #1756 |
Sergeant
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Recurrent CTD
Please note this recurrent CTD in multiplayer session after the launch of TLAM from NavMap for Akula-I Improved:
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 37 30 37 0d 0007707. 0058: 0a Thanks! . |
27-11-2011, 01:00 | #1757 |
Corporal
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In script options we can choose: system damage - link11.
How it works ? I'm asking because when I set it to my platform I was still able to see all units provided by link11. |
27-11-2011, 05:20 | #1758 |
Aircraftsman
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Hello Ra team
I have a couple of questions to ask: 1) I do not understand why aboard the FFG does not receive the message, missile in the water? I get only torpedo in the water.Test:MIW not receive any type of missile. 2) It is possible to escape an attack by the Anti-Ship Missile SuperSonic Russians? 3) The SM-1 MR can be launched only when the missile is within 5 nm from ownship! only after that the radar detects the missile you can throw them. right? I'm not sure how to make, make effective air defenses with these surface-to-Air Missile. Can I have some information about it? 4)countermeasures (Chaff and Flares) often end up in water. Despite this, the countermeasures are still active? in 3d does not appear countermeasures when this happens. Thanks, and congratulations for the wonderful work. Последний раз редактировалось NavyUSA; 28-11-2011 в 01:18. |
28-11-2011, 06:05 | #1759 | |
Leading Aircraftsman
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Цитата:
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30-11-2011, 19:01 | #1760 | |
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Цитата:
1. This problem was eliminated for release v. 1.34 2. Use CIWS. His efficiency high enough for the player. 3. FC Radar is capable to hold the small seaskimmer missile on distance 14.8 Nmi. However - you should receive previously contact. Use Air Search Radar (ADT - button on radar ship station) for primary detection inbound "vampire". 4. If the Countermeasure ABOVE water (or its part) - it is active. In general - its height concerning water is compared. If the Countermeasure center not in negative height, she works.
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Only the dead have seen the end of the war. Последний раз редактировалось CrazyIvan; 30-11-2011 в 19:16. |
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