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The new patch introduced a few bugs into the database:
1. Burke FL2A cannot launch SM2 missiles because no launchers was assigned. |
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2. A lot of Russian SAM missiles have weight of more than 50 tons!
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3. Ticonderoga cruisers mission priorities are messed up. They are primarily AAW warships with ASUW and ASW as secondary
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4. SA-N-10 cannot be used to intercept missiles?
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5 Same problem with SA-N-21.
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@CrazyIvan. There are more of these little errors. I can fix them and send you a cleaned up version for inclusion into the next update. Do you want to do that?
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Why Udaloy SS-N-14 launcher need reload? The missiles are stored in a 4-shot launcher. They can be launched at the same time.
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In order for the missiles to fire not at once 4 pieces in one salvo.
All 4 missiles will go to the same splashdown point (very close toeach other). The effectiveness of such an attack is low. Therefore, the ASROCs will be fired in pairs. And after some delay in the interval of 3 - 5 minutes. So that, with a daring second pair of missiles, it can shoot at theplace where you run. :157: |
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for example this: The database is edited specially. As the hard coded physics of game works incorrectly, some inputs in a database were specially edited. That that you see in a Database - not mistakes. For example - if you will put real weight of the helicopter in 3-4 tons, then the helicopter will not be long to fly - he will fall in water. (Or SLBM Missile with real weight of 80.0 tons ) It is simply surprising - having the real characteristics unit in a Data Base - you receive a disabled platform or weapon. (I think some guy from SCS has made the is very dirty own job.) |
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Some tests
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@CrazyIvan. I did a thorough check and investigation of all the SAM missiles and surface ships and modified the object database to fix some of the blatant errors and inconsistencies. I have attached my database folder and along with an explanation of what I did for you or your colleagues to use. Also, I did NOT touch any of the submarines.
Some of the highlights: 1. SA-n-10 and 21 can now engage antiship missiles. 2. Increase Sa-n-10 and sa-n-6 speeds to Mache 6 and Mache 4 respectively 3. All VLS capable ships can now launch missiles vertically as normal I have attached some test scenarios for SAM missile antiship and anti-aircraft. You will see they all work. Installation instruction: 1. Database: unzip and replace the old one (make sure you make a backup copy) 2. Test scenario: unzip into your "scenario" folder. |
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Example of automatic landing procedure on water surface: 1. place manual solution on water region (CTRL+ENTER) 2. change solution type to "static" 3. rmb click and select from context menu: "land on this platform" |
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Wow it looks even simpler than i expected :D
What is maximum sea state for safe landing? |
Sea State 3, must be safely.
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Thank you, CrazyIvan and your team for 1.50 Rev 3. I'm enoying it a lot.
I was wondering if any of these suggstions for future versions would be helpful? * Allow LA Flt1 ability to launch TLAM? * Add ability for Perry to launch special forces boat? (even 2?) * Add a 'camera station' to the Perry, similar to the P3's Camera station? * Set all props speed on the 3d models to 9 (or -9) - I think that looks more realistic * Replace the 'infernal computers' sound when you launch a BT with the old sound * Replacing the Russian speaker sound of 'Meters!' with silence, so it will sound better on Western subs that use metric depths * Adding playable Vietnamese Kilos - Russian weapons (Klub, TEST-71M-NK and Type-53K-65KE) with Chinese voices ...and, of course, I think a playable Oberon (Aus, Brit, Canadian, etc.) would be cool for Cold War missions. :bud: Anyways, just suggestions - thanks for such a great mod. Stew |
Thanks.
We are missing a lot. I would not be surprised ifyou also say that the galley with the chef is missing. :D |
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