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Старый 18-02-2011, 09:20   #1441
Theta Sigma
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Thanks for the work you've put in.

cпасибо!
__________________

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Старый 18-02-2011, 14:00   #1442
FERdeBOER
Leading Aircraftsman
 
Регистрация: Jul 2010
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Thank you Crazy Ivan for your work, your patience and your help.

Good luck!!
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Старый 18-02-2011, 17:02   #1443
dd149
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Регистрация: Jan 2009
Адрес: North France
Сообщений: 155
CrazyIvan, it is with sadness that the French team learned that you are leaving, thanks again for your fantastic work, all the best and good luck for your coming challenges!
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Старый 18-02-2011, 18:16   #1444
Von Faust
Corporal
 
Регистрация: Apr 2009
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Thanks for all CrazyIvan !!!

Good luck !!
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Старый 19-02-2011, 04:02   #1445
CrazyIvan
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Thanks by all, boys!

One more improvement - the problem WAKE of torpedos was solved. It was the result of heavy job -Krabb's-.

Big tnx for -Krabb-.

A file can be downloaded from post №1.

Replace an existing file - NavalSimEngine in a folder with game.

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Старый 19-02-2011, 12:50   #1446
Drakken
Leading Aircraftsman
 
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Thumbs up

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Thanks by all, boys!

One more improvement - the problem WAKE of torpedos was solved. It was the result of heavy job -Krabb's-.

Big tnx for -Krabb-.

A file can be downloaded from post №1.

Replace an existing file - NavalSimEngine in a folder with game.

Good Job Ivan & Krabb's...
I hope to see you in this forum in the next future, and if you want to play a game please contact me o visit our forum www.betasom.it .

Thanks for all CrazyIvan !!!

Good luck !!
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Старый 20-02-2011, 18:03   #1447
Crush Depth
Aircraftsman
 
Регистрация: Feb 2011
Сообщений: 1
Hi, i just want so say this mod is great, looks like you team worked hard on this mod indeed.
So many great improvements, i have lots of fun playing DW with RA Mod, thank you for making sutch an awsome mod.

Although i though i might bring this to your attention, with the latest 1.31 patch there is a problem apears to affect all diesel electric subs, the batteries will not charge.

When you go to snorkel depth and raise the snorkel mast and click on the engine knobs, you can hear the engines turn on and the charge rate gauge shows a charge but only for a brief moment then it immediately drops to no charge, and the batteries do not gain charge.

If this could be fixed that would be just awesome.

Mod is still awesome, keep up the great work
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Старый 20-02-2011, 23:11   #1448
goldorak
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Регистрация: Dec 2008
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Yep confirm the bug relating to the diesel electrics (kilo, kilo improved, alrosa).
No way to charge batteries.
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Старый 21-02-2011, 23:39   #1449
CrazyIvan
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ОК.

This file assumes check of diesel engines for a charge of batteries.

I am addressed to the most active fleet - Italian in particular.

Check up please, it is a file in job.

It would be desirable to receive the report: it is maximal controlled diesel Subs in the mission (5-6 units).

And one controlled ship.

It is required to check up - whether all diesel Subs have a charge of batteries, whether and work wakehoming of a torpedo against the controlled ship. (Test-71)
Вложения
Тип файла: rar Diesel_TEST.rar (1.26 Мб, 526 просмотров)
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Старый 21-02-2011, 23:45   #1450
goldorak
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Регистрация: Dec 2008
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Hey Guys,

I don't know if in the future you will add new units to the mod.
But if you do please consider adding one of the most fascinating type of machines ever to be designed. Ekranoplanes, a soviet specialty. A mix between an airplane and a ship. You could model it as an airplane constraining its maximum altitude to 5 meters above sea level.
How about an ekranoplane with missile launchers ?

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Старый 22-02-2011, 00:35   #1451
sertore
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Arrow

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ОК.

This file assumes check of diesel engines for a charge of batteries.

I am addressed to the most active fleet - Italian in particular.

Check up please, it is a file in job.

It would be desirable to receive the report: it is maximal controlled diesel Subs in the mission (5-6 units).

And one controlled ship.

It is required to check up - whether all diesel Subs have a charge of batteries, whether and work wakehoming of a torpedo against the controlled ship. (Test-71)
Hi CrazyIvan, message received, fleet engaged: tomorrow evening we will try a quick multiplayer to give you the requested feedback. Cheers
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Старый 22-02-2011, 00:37   #1452
CrazyIvan
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To: Sertore.

Tnx, Comrade!

We expect the report...
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Старый 22-02-2011, 17:11   #1453
MSNemo
Leading Aircraftsman
 
Регистрация: May 2010
Сообщений: 19
Thank's for all Crazy Ivan, you did a great job
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Старый 23-02-2011, 00:06   #1454
CrazyIvan
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It is necessary to remove the arisen mistakes.
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Старый 23-02-2011, 01:57   #1455
sertore
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Post Test RA 1.31a with diesel fix

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To: Sertore.

Tnx, Comrade!

We expect the report...
Dear Crazy Ivan, here is the report for test mission (please find attached test mission used):
  • battery recharge works fine for Kilo RU and probably Kilo Alrosa, does not work for Kilo Improved RU
  • wakehoming torpedo works fine against player unit (USET-80 and TEST-71)
  • harpoon works fine from FFG
Please note that wakehoming torpedos are sensitive to countermeasure released by a submarine, and it should be not.

Let me take this opportunity to arise another problem: when HELI from FFG is request to attack an enemy unit, it starts to attack the more near target, without following the order to attack a specific unit but attacking the more near one.

Last, sometimes when wakehoming torpedo hits a unit the game CTD, but it is not sistematic; the error trace in this case is:

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 6e 61 76 61 in nava
0038: 6c 73 69 6d 65 6e 67 69 lsimengi
0040: 6e 65 2e 64 6c 6c 20 30 ne.dll 0
0048: 2e 31 2e 30 2e 35 20 61 .1.0.5 a
0050: 74 20 6f 66 66 73 65 74 t offset
0058: 20 30 30 30 39 34 64 35 00094d5
0060: 62 0d 0a b..

Thanks for support.
Вложения
Тип файла: zip _test_RA_5.zip (857 байт, 486 просмотров)
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Старый 23-02-2011, 02:15   #1456
CrazyIvan
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Tnx!

How much was in game of controlled subs?

It would be desirable to learn ID, which was on improved Kilo (On which there is no charge).

first playable unit in game it always ID - 1001
second - 1301
3 - 1601
4 - 1901
5 - ???? With what ID at fifth playable unit ?

CTD at detonate wakehoming - in single or multiplay ?
How there is a lot of wakehoming of torpedos is launched, when happens CTD?

Последний раз редактировалось CrazyIvan; 23-02-2011 в 03:17.
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Старый 23-02-2011, 10:29   #1457
sertore
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Регистрация: Sep 2009
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Сообщений: 176
Post

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Tnx!

How much was in game of controlled subs?

It would be desirable to learn ID, which was on improved Kilo (On which there is no charge).

first playable unit in game it always ID - 1001
second - 1301
3 - 1601
4 - 1901
5 - ???? With what ID at fifth playable unit ?

CTD at detonate wakehoming - in single or multiplay ?
How there is a lot of wakehoming of torpedos is launched, when happens CTD?
All subs present in the attached scenario were controlled (5 SSs).

About ID, I have to check: where I can find this information? Running the debugger?

CTD always on multiplayer, happens even in the past: host crash as soon as the wakehoming hit the target, but not always.
Strange issue: when the issue is present the game exit to desktop, BUT the thread continue to run in background, and it is possible kill the process only with task manager.

We had at least 3 wakehomig running at CTD, and one of them hits a player submarine surfaced instead of the targeted FFG (error of a player that puts its unit on torpedo run!)

Please note In the last mission we played we had 5 wakehoming running and we sinked the FFG without any problem or CTD!
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Старый 23-02-2011, 16:49   #1458
CrazyIvan
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The marks ownship on a navigating map interests.

1001 - ID first player (Ownship ID)
1301 - ID second player (Ownship ID)
1601 - ID third player (Ownship ID) etc. up to 30-th player...
1901
2201
2501
2801
3101
3401
3701
4001
4301
4601
4901
5201
5501
5801
6101
6401
6701
7001
7301
7601
7901
8201
8501
8801
9101
9401
9701 - ID 30 Player (Ownship ID)

Such ID numbers are true?
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Старый 23-02-2011, 17:02   #1459
sertore
Sergeant
 
Регистрация: Sep 2009
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Сообщений: 176
Post

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The marks ownship on a navigating map interests.

1001 - ID first player (Ownship ID)
1301 - ID second player (Ownship ID)
1601 - ID third player (Ownship ID) etc. up to 30-th player...
1901
2201
...
9401
9701 - ID 30 Player (Ownship ID)

Such ID numbers are true?
We will have a multiplayer with more than ten players tomorrow evening: we will check and report.
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Старый 23-02-2011, 17:20   #1460
CrazyIvan
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OK.

Check up this ЕХЕ a file
NOTE: Only ensure his presence at ALL players:


HINT Wakehoming Tordedo: Run To Enable for wakehoming torpedoes, should be not less than 1 km. Differently torpedo will be is induced on a subs which has launch this torpedo.
Вложения
Тип файла: rar Diesel_TEST_2.rar (1.26 Мб, 513 просмотров)
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