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Старый 28-11-2009, 01:35   #381
Alex_SN
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Hi again after a lot of time. Yesterday we play the first multiplayer DWX test. We are impressed with the mod, without doubts it will be the next standar of Simulacionnaval (SN) for the next tournaments. Lately we were playing with Alpha Tau 3 mod that we contribute to his development when it was created, but DWX is the following step, you have made an very very impressive mod. This is what we needed!!!!!! (all need of course)

My personal congratulations and congratulations of all SN guys. In the following posts I will put the impressions of every platform.

A first question: is it possible to accelerate the time x2 in multiplayer games??? We play complex missions and only mp. The acceleration would give him many realistic options to mp games that cannot last any more of 2-3h for obvious reasons. Uhhh, yes, is only a dream, I know all the opposite options, but...

Thks a lot for our effort!!!!
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Старый 30-11-2009, 21:58   #382
dyshman
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any more impressions?)) describe more about your games. it'll help us to find "suprises"))
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Старый 09-12-2009, 02:59   #383
fitzcarraldo
DW Sub Captain
 
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Are there some news about the new update?

Regards

Fitz
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Старый 09-12-2009, 05:41   #384
Fearless
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Yes, It will be handy to know what the status is and if a release date is on the horizon.
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Старый 09-12-2009, 20:16   #385
kpv1974
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Сообщение от fitzcarraldo Посмотреть сообщение
Are there some news about the new update?

Regards

Fitz
The group of Santa Clauses works hard to release DWX_1.1 to the New Year!
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Старый 09-12-2009, 22:45   #386
fitzcarraldo
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The group of Santa Clauses works hard to release DWX_1.1 to the New Year!
Great Santa!!! All we watch that update for Chritsmas

Thanks...

Fitz
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Старый 14-12-2009, 19:58   #387
goldorak
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Thumbs up

Hi Guys,

Thanks for updating the Victor class and making the Victor I and II series playables. Its a great thing.

Since you're adding new playables, can you consider the possibility of adding another unit ? In this case the french Le Triomphant SSBN class ?
The 3d model is already in the database, and as far as the interface is concerned it could use that of the seawolf, with maybe the launch panel of the virginia.
France is a major navy, and its a pity that it doesn't have a playable SSN or SSBN available.
I would prefer a playable Suffren SSN class boat, but there is no model in the database so it would be a lot of work.
The Triomphant is already there so upgrading it to playable unit shouldn't be very time consuming I hope.

In any case the improvements you guys continue to make to DWX are always welcome. Great stuff. Can't wait to try out the new version.
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Старый 15-12-2009, 03:39   #388
MR.Wood
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You guys rock great to hear were getting more playables anyone feel like making some older ssbn's like 667a yankees
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Старый 18-12-2009, 03:47   #389
Fearless
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The group of Santa Clauses works hard to release DWX_1.1 to the New Year!
Awesome. Looking forward to the Christmas Pressie in the New Year.
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Старый 19-12-2009, 04:29   #390
PJB
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Has anybody used RA with windows 7. A friend has 7 and he can get lwami to work but when he installs RA it corrupts the whole game.
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Старый 19-12-2009, 11:15   #391
CrazyIvan
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Has anybody used RA with windows 7. A friend has 7 and he can get lwami to work but when he installs RA it corrupts the whole game.
You should correctly install RA.
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Старый 19-12-2009, 15:08   #392
PJB
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You should correctly install RA.
We did correctly install. We tried it with the JGSME and we tried it without either way it does not work. We even tried it as a dual install, when installed this way when starting the game he gets a bitmap error and no splash screen. He had it on the same PC with XP but now has Windows7 and it wont work right. He is going to go back to XP he was just trying to aviod re installing everything again. Also found another person that has many game problems with windows 7. Therefore i believe RA mod is not the problem.
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Старый 20-12-2009, 03:54   #393
goldorak
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We did correctly install. We tried it with the JGSME and we tried it without either way it does not work. We even tried it as a dual install, when installed this way when starting the game he gets a bitmap error and no splash screen. He had it on the same PC with XP but now has Windows7 and it wont work right. He is going to go back to XP he was just trying to aviod re installing everything again. Also found another person that has many game problems with windows 7. Therefore i believe RA mod is not the problem.

Windows Vista and 7 do not install writable files in the program files directory (contrary to xp). So you can't install the same way you would on xp, either you put the DW installation directory somewhere outside the program files folder or else you have to chase where 7 puts all the files.
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Старый 20-12-2009, 11:41   #394
JGr124_MUTbKA
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Сообщение от goldorak Посмотреть сообщение
Windows Vista and 7 do not install writable files in the program files directory (contrary to xp). So you can't install the same way you would on xp, either you put the DW installation directory somewhere outside the program files folder or else you have to chase where 7 puts all the files.
... or start install script under the superuser privilegies.
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Старый 20-12-2009, 16:07   #395
PJB
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We or i should say a friend figured it out. The only way he could get it to work was to turn off the UAC(whatever that is). Then everything worked fine. This is with lwami 3.09 installed and using the JGSME.
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Старый 20-12-2009, 23:38   #396
goldorak
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Feature Request : increase helo projection distance

Hi all,

As frigate skippers know all too well (perry and udaloy) the maximum distance over which you lose control of your helos is around 20 nm. This is a very short distance, and all in all not very effective in "rolling back" enemy subs in ASW operations. Can the maximum distance be increased to 50-60 nm ? That should provide a very good "bubble" around the frigate and the ships it is protecting against stray subs. Right now the ability to project force is hampered by this ridiculous short distance. For all pratical purposes the frigates maximum weapon range is inferior to even the most inferior of torpedos.
That is 20nm maximum for remote controlled helo + range of helo launched torpedo. This is so wrong at a basic level that it has to be corrected.
If possible the RA mod team should definitely consider increasing projection distance to 50-60 nm.
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Старый 21-12-2009, 00:05   #397
PJB
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Hi all,

As frigate skippers know all too well (perry and udaloy) the maximum distance over which you lose control of your helos is around 20 nm. This is a very short distance, and all in all not very effective in "rolling back" enemy subs in ASW operations. Can the maximum distance be increased to 50-60 nm ? That should provide a very good "bubble" around the frigate and the ships it is protecting against stray subs. Right now the ability to project force is hampered by this ridiculous short distance. For all pratical purposes the frigates maximum weapon range is inferior to even the most inferior of torpedos.
That is 20nm maximum for remote controlled helo + range of helo launched torpedo. This is so wrong at a basic level that it has to be corrected.
If possible the RA mod team should definitely consider increasing projection distance to 50-60 nm.
I agree 100% with Goldorak. Also noticed it has to do with the horizion when helo is at higher altitiude it can be controlled farther away but as soon as it drops below the horizion its no longer controlable. When dipping sometimes control is even less than 20 NM. 50 to 75 NM would be a realistic distance.
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Старый 21-12-2009, 00:06   #398
Alex_SN
Aircraftsman
 
Регистрация: Dec 2008
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I have waited to having enough tests to write again in this forum

In addition to the differences of sensors for some platforms (FFG x ex) the most important thing is that we have experienced problems with the weapons. But this happens ONLY in multiplayer games!!! In single mode everything is perfect.

SS-N-19 Shipwreck in standar (default) mode: flies normally to the target. Detects the target and changes the course, launching countermesures, but not attack and hit; bypases the target fiying over and then it gets lost away. We tested other modes including target specification (CV) with the same ressults. In single player games the weapon works perfectrly!!!

Sea Lance: the missile goes correctly towards the target, but the torpedo is not activated with an enemy at least of 400 yards. This is the same for SS-N-27 and Stallion.

the searching device of wired torpedos works as sea lance/Alpha. Playing with show true I did not achieve that an ugmt manually directed was detecting one virginia. The only torpedo that works correctly but with limited search it is the adcap.

if you want I can send to you some saved replays with the test mission.

if the doctrines are the same for single and multy, that can be happening??? It is very strange
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Старый 21-12-2009, 11:02   #399
JGr124_MUTbKA
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but as soon as it drops below the horizion its no longer controlable. When dipping sometimes control is even less than 20 NM. 50 to 75 NM would be a realistic distance.
That would require expanding the Earth. I really doubt that developers are able to do it.
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Старый 21-12-2009, 14:34   #400
CrazyIvan
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I have waited to having enough tests to write again in this forum

In addition to the differences of sensors for some platforms (FFG x ex) the most important thing is that we have experienced problems with the weapons. But this happens ONLY in multiplayer games!!! In single mode everything is perfect.

SS-N-19 Shipwreck in standar (default) mode: flies normally to the target. Detects the target and changes the course, launching countermesures, but not attack and hit; bypases the target fiying over and then it gets lost away. We tested other modes including target specification (CV) with the same ressults. In single player games the weapon works perfectrly!!!

Sea Lance: the missile goes correctly towards the target, but the torpedo is not activated with an enemy at least of 400 yards. This is the same for SS-N-27 and Stallion.

the searching device of wired torpedos works as sea lance/Alpha. Playing with show true I did not achieve that an ugmt manually directed was detecting one virginia. The only torpedo that works correctly but with limited search it is the adcap.

if you want I can send to you some saved replays with the test mission.

if the doctrines are the same for single and multy, that can be happening??? It is very strange
http://www.subsim.com/radioroom/show...466#post961466
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