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Старый 02-10-2009, 14:37   #321
dasOoops
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About files dw_units_info.zip, dw_act_sonar_list.zip, classif.zip:
dw_units_info.zip, dw_act_sonar_list.zip - external reference.
classif.zip - prepared for inserting to usnidata:
1. make backup files Graphics\usnidata.grp and Graphics\usnidata.ndx
2. unzip classif.zip to folder Graphics
3. put to filder Graphics cmpUtil.exe (from rar-archive of mod RA)
4. lunch install.bat from folder Graphics
5. delete all txt-files and file install.bat from folder Graphics
For previous version of RA I am made all this info as additional in usnidata. For new verson of RA I am make it some later...
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Старый 02-10-2009, 18:59   #322
kpv1974
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Project RA is open project.
We need assistance in addressing problems in the game engine.
List of problems, starting with the highest priority is attached.
We recommend you start with simple problems, because complex scare even the most experienced modders
And also we invite all those who have experience in 3d modeling.
There is no limit to perfection!

1. The Wakehoming torpedos work only against AI ships, but never will be guided on the user controlled ship (OHP, Udaloy). Can you correct it?

2. CIWS is not shoot TASM`s if their class is torpedo. Transfer them to the torpedo-class needed to get the message "torpedo in the water".
Is it possible to kill TASM by CIWS or add a message: "detected missile launch"?


3. Is it possible to make launching SM-2 (Perry) for the starting 45deg to the horizon or above to remove the missiles handspring in multiplayer?
Or to make in slewing platform a fixed angle to the vertical launch weapons and take it (angle) from the database.


4. Is it possible to correct the Udaloy`s gun dead zone. She can not shoot directly.

5. It is possible now to launch Gauntlet only from [F10] and [F12] stations of Udaloy.
Is it possible to make the Gauntlet launching from navmap [F5] with right-click on air objective and select "Engage with..."

(now it is only AK-630 and 100ммGunin a choice there)?

6. Modes "Auto" and "FullAuto" not work for starboard AK-630 in navmap [F5] (but switch shows ON). They works only from the Udaloy`s [F12] station.


7. Udaloy have not the window in mission editor, which put check mark whether the towed array is deployed at the beginning of the mission.
Similarly a new diesel submarines with towed array.

8. ANY AI sub on periscope depth (except those that can be user controlled), which detects ANY AI ship with the switched OFF radar, or the AI helo with the switched OFF radar, launched from the user controlled ship, makes they radar switched ON.


9. If AI sub have a friendly units in the mission, and they find someone by the radar, the AI sub take this contact at any depth.


10. Is it possible to correct improper execution of LAND command for DSRV?

LAND command gives the coordinates of the base-ship to helicopter, but did not give coordinates of base-sub for DSRV.
Improper command LAND for helicopters in certain geographic coordinates (helicopters rise to 2 .. 3 km over the ship)

11. Information on new units, which do not belong to the "original" countries is not available in "Platform Reference" (in the dialog box, which goes directly into the game when a player wants to classify the unit in detail with the Navmap). "Nno data" text In the text window, though in USNI this help file is read correctly.

12. The new user controlled platforms based on LosAngeles weapons interface (Typhoon) have 3rd and 4th numbers of torpedo tubes from the database (there are the launcher coordinates, which generate weapons on launch) which interfere a standard set of rows that will be displayed on the presets display of the weapon. Torpedo is generated not in the torpedo tube but somewhere, where are the real coordinates, which are recorded in launcher number 3. Torpedo tube cover number 4 is attached to the cover number 3 (we made therefore cover №4 not opening now)

13. Is it possible to add a launch silos for Delta-IV, OHIO, Oscar-II?

14. Is it possible to put audio and text message when it detects a goal on the submarine mast detection sensor of the Orion and Tu-142

And also in the attack periscope [F10] station (Akula-2i, 212, SSN21)?


15.Is it possible to remove the "unnecessary" window of torpedo tubes in the section "Weapon loadout" at Trafalgar and the Victor-III under Tubes, CMs, and Stores windows.

16. Is it possible to load the file WeaponLoadOut.DLL from controllers.ini and not from the dangerouswaters.exe?

17. Is it possible to add in Doctrine language the possibility of release of weapons or buoy at Orion from launcher without newtrack?

18. Is it possible to make raised masts visible from other players in multiplayer?

19. Is it possible to reduce the distance of visibility in the periscope? It should be about 8km, now is 15 - 20km.

20. Is it possible to debug commands Launch and LaunchWithLoadout for launch aircraft from ships and air stations (currently it is not working and game crashes sometimes). Let the aircraft takes off on command from the doctrines, or at threat.

21. Is it possible to debug the visual horizon and radars horizon?

Now shown visually very far and radars do not take into account curvature of the Earth.


22. Is it possible to make visual detection of the contact dependent on weather conditions?

23. Is it possible to make the takeoff air received information about a contact from the calling doctrine?

24. Is it possible to send a signal from HULL-sensor to broadband sonar with the Typhoon (which is not TyphoonU)? Now there just a signal from the Sphere array.

25. Is it possible to make the values of "Narrow" and "Wide" presets of missiles passed on to the doctrine?

26. Is it possible to remove unused buttons "Active-Passive" and "Snake-Circle" at 65-76 torpedoes presets?

27. Is it possible that after the launch of a torpedo presets interface would remain active and accessible to the player?

28. Is it possible to add a preset of height of the missile cruise in rocket interfaces?

29. The button MARK is blocked in the IR-camera on KA-27
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Старый 03-10-2009, 00:30   #323
dasOoops
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Сообщение от Fearless Посмотреть сообщение
Basically what Fitzcarraldo is asking also.
Now available tech info about DW RA units, active sonars freqs and US Navy references (Russian only, cp1251) as addition to usnidata.

dwra_u_s_c.zip - all info
dwra_u_s.zip - units and sonars only

Installation:
1. make backup files Graphics\usnidata.grp and Graphics\usnidata.ndx
2. unpack zip-archive to folder Graphics
3. run from folder Graphics file MyDBadd.bat (cmpUtil.exe needed for work!)
4. Enjoy
Вложения
Тип файла: zip dwra_u_s_c.zip (535.1 Кб, 511 просмотров)
Тип файла: zip dwra_u_s.zip (377.1 Кб, 487 просмотров)
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Старый 03-10-2009, 02:25   #324
cayman
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Сообщение от kpv1974 Посмотреть сообщение
Project RA is open project.
We need assistance in addressing problems in the game engine.
List of problems, starting with the highest priority is attached.
We recommend you start with simple problems, because complex scare even the most experienced modders
And also we invite all those who have experience in 3d modeling.
There is no limit to perfection!
..
very good conclusions. right now I'm trying the DSRV problem, comparing with SC.exe, the inner doctrine is more complex in DW.exe
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Старый 03-10-2009, 03:20   #325
cayman
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SSBNs Main Rack missing "1" amount error ----fixed

To RA team, you might notice that 1 missing stowed in the main rack in SSBNs: Delta IV; Typhoon; Ohio

I made a little fix for that, 3 wpnloadout pack in one, may it be usefull
Вложения
Тип файла: rar SSBN-wpl-fix.rar (139.0 Кб, 546 просмотров)
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Старый 03-10-2009, 17:57   #326
suBB
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Сообщение от cayman Посмотреть сообщение
To RA team, you might notice that 1 missing stowed in the main rack in SSBNs: Delta IV; Typhoon; Ohio

I made a little fix for that, 3 wpnloadout pack in one, may it be usefull
Hey,

I've noticed some of your work at subsim and I'm very impressed, especially the custom ship controls screen on the SONG class.

It's good to see your skills and ability contributing to RA mod. I really think if you guys work together, the joint effort can make great things happen very quickly in RA mod..

best of luck..
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Старый 04-10-2009, 01:43   #327
cayman
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texture missing report

Italy SPARVIERO PTGH class, missing "usflg.bmp"
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Старый 04-10-2009, 01:48   #328
kpv1974
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Сообщение от cayman Посмотреть сообщение
To RA team, you might notice that 1 missing stowed in the main rack in SSBNs: Delta IV; Typhoon; Ohio

I made a little fix for that, 3 wpnloadout pack in one, may it be usefull
Hi!!!
That you has corrected?
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Старый 04-10-2009, 01:49   #329
kpv1974
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Сообщение от cayman Посмотреть сообщение
Italy SPARVIERO PTGH class, missing "usflg.bmp"
Ok!
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Старый 04-10-2009, 20:49   #330
cayman
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Сообщение от kpv1974 Посмотреть сообщение
Hi!!!
That you has corrected?
yes. give it a try. if you want, I could make some further modify. fulfill the default empty tube2,3,4 with weapons. or make SLBM unloadable in main stock
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Старый 05-10-2009, 00:22   #331
dasOoops
DW & Il2 player
 
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Version 2 of tech info.

dwra_u_s_c_2.zip - all info (US Navy reference on Russian, codepage 1251)
dwra_u_s_2.zip - units and sonars only

Changelog:
1. Rockets now not present in torpedoes section
2. Show correct sensors for torpedoes
3. Show sensors for rockets
4. Eliminated duplicate active sensors in active sensors list

Installation:
1. make backup files Graphics\usnidata.grp and Graphics\usnidata.ndx
2. unpack zip-archive to folder Graphics
3. run from folder Graphics file MyDBadd.bat (cmpUtil.exe needed for work!)
Вложения
Тип файла: zip dwra_u_s_c_2.ZIP (539.4 Кб, 512 просмотров)
Тип файла: zip dwra_u_s_2.ZIP (381.4 Кб, 514 просмотров)
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Старый 05-10-2009, 05:19   #332
kpv1974
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Сообщение от cayman Посмотреть сообщение
yes. give it a try. if you want, I could make some further modify. fulfill the default empty tube2,3,4 with weapons. or make SLBM unloadable in main stock
We Wait anxiously result!!!
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Старый 05-10-2009, 05:41   #333
CrazyIvan
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Some fresh changes for the future updating:

The player now, on start of ASW misiles, can nominate a mode of search to a torpedo - to search in a passive or active mode, and as to nominate depth of search to a torpedo - to search shallow or deeply.

AI of a submarine, now more Extremely aggressive.

It will answer very quickly incoming threat.

And more some surprises are expected.
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Старый 05-10-2009, 08:57   #334
goldorak
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Thumbs up

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Сообщение от CrazyIvan Посмотреть сообщение
Some fresh changes for the future updating:

The player now, on start of ASW misiles, can nominate a mode of search to a torpedo - to search in a passive or active mode, and as to nominate depth of search to a torpedo - to search shallow or deeply.
Yes yes, this is a great feature to have.

I don't know if this is possibile CrazyIvan, but have you thought about the possibility of letting the player set the initial search mode to starboard or port ? So that we can choose when the torpedo enters waters it starts a circular search starboard rather than a port search or viceversa.

Последний раз редактировалось goldorak; 05-10-2009 в 09:16.
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Старый 07-10-2009, 22:45   #335
Гена
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Сообщение от CrazyIvan Посмотреть сообщение
Some fresh changes for the future updating:
AI of a submarine, now more Extremely aggressive.

It will answer very quickly incoming threat.
This is definitely great improvement.
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Старый 08-10-2009, 04:54   #336
cayman
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to RA team: solution for Typhoon [U] CTD problem

key reason: Sensor Slots arrangement

fulfill "empty slot" under "1194 Typhoon U Hull" with "230 Dummy(Undetectable)", problem solved

BTW: a question---whether Typhoon class have a towarray or not? I notice that you've built a Typhoon TA sensor, but it isn't in use, so...

Best regard!
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Старый 08-10-2009, 11:25   #337
cayman
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Typhoon wpnloadout modification

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Сообщение от kpv1974 Посмотреть сообщение
We Wait anxiously result!!!
here is the sample.
Typhoon wpnloadout.dll:
1 tube 2 3 4 filled with weapon by default; default weapon is SS-N-27 Alfa ASM
2 SLBM unloadable in main rack;
3 VLS tube only have 1 SLBM choice instead of 2 SLBM
4 default weapon loadout in main rack is 24/24 instead of 14/24
5 add SS-N-27 ASM and UUV, replace USET-80 with UGST
6 CMs total 200; Active equal Passive, 100 each


before using this dll file, you must cmputil 1396.bmp and 1536.bmp into wpnloadout688.grp in "SSBN941" folder (1396.bmp and 1536.bmp could be decompressed from wpnloadoutAKULA.grp in "AkulaII" folder)
Вложения
Тип файла: rar Typhoon_wpnloadout.rar (46.4 Кб, 474 просмотров)
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Старый 08-10-2009, 11:49   #338
goldorak
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@ cayman : why did you increase the countermeasures to 200 ?
Thats completely absurd and to much arcade-like

25/25 is more than enough.
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Старый 08-10-2009, 12:36   #339
Jaf
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Typhoons do not have UGST and SS-N-27 Alfa ASM
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Старый 08-10-2009, 16:53   #340
cayman
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@ goldorak
@ Jaf

aware of all that. like I said: "here is the sample" It is certainly not the final version. Base on this kind of version, reducing(or replace) weapons and numbers are much easier. the point is grab more manoeuvring rom for future modification
same case for Delta IV and Ohio

also, for an intact weapons laodout changing in Game not only relate to the wpnloadout.dll, another "*.dll" files should be change the same as well, therefore, wpnloadout.dll alone just for beta test purpose----RA team is familiar with this stuff

Последний раз редактировалось cayman; 08-10-2009 в 18:47.
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