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04-12-2008, 12:14 | #1 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
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Hi guys!
The latest version of addition - on mine PC. May 2008 is a very old version. I think that the doctrines are ready on 98 %. There can be a feedback will give hints that it is necessary to change. SuBB, concerning transient of process - if we shall do it for the message TIW, we break work CIWS for the player by the controlled ship, against such rockets. Where here true? |
04-12-2008, 16:55 | #2 | |
Senior Aircraftsman
Регистрация: Nov 2008
Сообщений: 31
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Цитата:
well, the idea of detectable transients were part of a feature of another mod called LWAMI for DW. I'm sorry, i need to be clear, what i meant to say is detectable launch transients of missiles fired by submarines only!!! And truthfully I don't know if they should be detectable or not, but it kind of makes sense. I could only imagine that the process of firing a submarine launched rocket isn't quiet by any means, yet loud enough to show up on BB for a brief moment. So, the idea really came from another mod, but i appreciate anything from the mod that makes sense and enhances realism. |
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04-12-2008, 17:00 | #3 |
Sergeant
Регистрация: Dec 2008
Сообщений: 250
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Hi,
and thanks for making available a forum where we can discuss this stunning mod. Thank you very much. CrazyIvan is correct, if you make it so it is possibile to receive TIW from transients, the cwis becomes totally useless against tsam missiles. This is a bug of the game engine. It is present in lwami, but not in AT (where you don't get TIW from transients). I think that for gameplay purposes this is a case where we should do with no TIW from transients. Otherwise players on the frigate (and not everyone plays the subs) will be sitting ducks in every mission. |
04-12-2008, 18:31 | #4 |
Aircraftsman
Регистрация: Dec 2008
Сообщений: 7
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привет!
Thanks for repying about the current version. I'm looking forward to the next one Meanwhile, I want to make some comments about the interfaces: The Oscar II is one of my favourite units, but in RA it is based in the Akula, having 8 tubes for normal load (That's correct) but only 6 for the SSN-19 In Alfa Tau 3, the base unit used is the 688, and that allows the Oscar to have 4 torpedo tubes only, but 12 VLS for the SSN-19 The problem with the option taken by RA is that 8 SSN-19 are clearly not enought to penetrate an american task force and reach a carrier if there are AEGIS units present. (Sometimes not even in AT3!!) There are two possible solutions you can consider: 1) Using the 688 as base, and giving the Oscar the 12 VLS tubes. I think that is a good solution because the torpedo tubes of the Oscar are mainly defensive, so a big firepower is not needed. 2) Modifying the SSN-19 penetration capacity, so that those 8 missiles have the same chances of getting through that 24 of the real ones. This last option would also be interesting because in multiplayer with AT3 we have suffered heavy lag if someone plays as the Oscar and puts suddenly the 12 SS-N 19 missiles in the air together. One more thing concerning the interfaces: Would it be possible to equip the Kilo weapons panel (6 tubes) in teh Victor 3, like the Alfa already has got? спасибо!!! Последний раз редактировалось Hitman_SN; 04-12-2008 в 19:34. |
04-12-2008, 22:00 | #5 | |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
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Цитата:
TIW for transient is left only for UGM TLAMs. ASM of a missile have level SL 90 points, and CAN be traced on BB Sonar. |
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04-12-2008, 22:28 | #6 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
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Efficiency SS-N-19 very high -
1. The rocket distinguishes an aircraft carrier in group, 2. Has Countermeasures, 3. Can make maneuverability of evasion on height, 4. Distinguishes Countermeaured from Target-Victim 5. Besides - you can start at once 14 rockets per salvo (8 internal and 6 outside silos) Restart also possible - after reloads. The interface 688 will not give such opportunity. Rather Victor-III. The weapon Stations kilos have one large lack - weapon is limited on depth of start. The torpedos cannot be started below 240 meters (or about it). Probably that it is hardcoded we no can it remove. Certainly to alter interfaces it is possible. However - all have pluss and minuses. |
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