09-02-2017, 20:30 | #2381 | |
Bugcatcher
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Цитата:
2. CM's launched from drop menu (Passive Shallow or Active Shallow) - this hover mode, and a slight rise. CM's launched from drop menu (Passive Deep or Active Deep) - hover 1 min, at launch depth, then diving below 200 meters FROM Depth Launch. CM's launched from button FIRE (for CM's launch) - diving below 200 meters FROM Depth Launch, without any hovering.
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Only the dead have seen the end of the war. Последний раз редактировалось CrazyIvan; 09-02-2017 в 21:03. |
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11-02-2017, 03:19 | #2382 |
Leading Aircraftsman
Регистрация: Feb 2017
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Great thanks!
I did some testing and I think I figured out the CM and why it was so confusing. If you first launch with fire button, it will go deep immediately. If you launch from meny first, the next time you fire the same CM from the same CM tube it will do the same as when you fired from meny. Ex: you fire a shallow active CM from meny and it is CM tube nr 1 that is used. Then if you reload CM tube 1 with a active CM and fire with fire button it will go shallow. If you however reload with a passive CM and use fire button, it will go deep immediatly |
11-02-2017, 04:55 | #2383 |
seadog
Регистрация: Aug 2016
Адрес: China
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expecting official no2 fix coming soon.......
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12-02-2017, 04:55 | #2384 |
seadog
Регистрация: Aug 2016
Адрес: China
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bug report
RA mod is great, played with friends a lot recently, some bug report.
I install 141 with fix1 and uuv fix. 2 after install UUV fix, for some subs(akula) , no uuv. 3 the UUV is more sensive than TA!!!(test with virginia against seawolf) 4 some model error, check the chinese shang/093 class. 5 for most of time, active torpeto, it's really difficult to change it's searching depth(up and down layer). I read the RA-weapon-info, knowing how to operate. 6 uuv working at passive mode, preset speed 4 nts, once launched, the uuv starts detecting even without be enabled. Последний раз редактировалось seadog0514; 12-02-2017 в 07:12. |
12-02-2017, 13:13 | #2385 |
Leading Aircraftsman
Регистрация: Feb 2017
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2. The akulas didnt have the UUV before the fix
3. Yes I notice that to. Too sensitive in my opinion, but I dont know anyting about UUV so... 5. You probably are aware of this but you cant change the depth of an active torpedo, you have to shut down the active sonar first (preenable) and then change the depth. 6. I think that is supposed to work like that. Here is form the RAweapmanual: If the device is launched on cruise speed of 4 knots or less, passive sonar will begin returns immediately (as the speed is within the limits of 4 kts and less). At activation of the button ENABLE, will begin to work active sonar Последний раз редактировалось Swampy; 12-02-2017 в 20:01. |
14-02-2017, 15:01 | #2386 |
seadog
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in RA, there's no more TIW for torpedo launch, instead, once a torpedo closing in 3nm, the player will get a alarm regarding the bearing.
I am wondering, is it possbile to random the alarm range (for example 2-7nm)? if can't, how to disable this alarm? reason for this is for experience player (being aware of this alarm range), he could easily estimate the range of launching platform. |
14-02-2017, 15:13 | #2387 |
Leading Aircraftsman
Регистрация: Feb 2017
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DW_Veterans_Edition.exe in the game folder - game version without TIW, Underwater missile launch and sonobuoys splashes text and audio messages
I would also prefer random range if possible |
14-02-2017, 17:10 | #2388 |
seadog
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15-02-2017, 13:39 | #2389 |
Leading Aircraftsman
Регистрация: Feb 2017
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Tiny bug:
You dont get any briefing if you choose the Seawolf in mission 3 of the sub command campagin, Missile test |
18-02-2017, 08:35 | #2390 |
seadog
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18-02-2017, 15:29 | #2391 |
Aircraftsman
Регистрация: Dec 2016
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Hello again,
yesterday playing on Bergamini I got an issue with Heli. The "TORPEDO" button is not active. Therefore I can not program the heli (NFH-90). Look at the attached screen. Loadout is ASW. For Udaloy and OH Perry everything works perfectly. Can you check that please ? |
18-02-2017, 16:48 | #2392 |
Leading Aircraftsman
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This doesnt solve the main problem, but you can still program the heli using sonobuoy waypoint, it is the same as the torpedo waypoint.
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18-02-2017, 20:22 | #2393 |
Sergeant
Регистрация: Jul 2016
Сообщений: 235
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Even with using sonobuoys for "helo programming" helo behavior is not correct.
Some errors: 1) LA Flt I active sonar station after ping is still black (like before ping) 2) AI LA Flt I launch ADCAP version of Mark 48 torpedo - not Mark 48 mod4 3) Russian Molynia PT pinging with checked EMCON (in mission editor) 4) Sometimes (not always) SIRENA and Military Divers works weird: 5) Is it possible to change weapon on Russian Project 61 (Kashin) ASW destroyer? I think variant with Kh-35 URAN was not common version. In my opinion more acurate is P-20M TERMIT (SS-N-2D), like on Indian early version. Indian version looks good but have no aft gun 6) Errors on NB scale was not fixed BTW, what is maximum but optimal values for wav files: - bitrate (kb) - sample rate (Hz) - bits per sample - codec - encoding - etc I want to add sound of nuke explosion but cant make it without errors. Последний раз редактировалось pepe; 19-02-2017 в 00:25. |
21-02-2017, 00:15 | #2394 |
Bugcatcher
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To Pepe:
It has been fix: #1 #2 #4 Sirena, Divers - fix. # 3: In the database, is the doctrine of AUX – for small ships. Upon detection of an unknown underwater contact, doctrine will automatically turn on active sensors, since the other classification no. No passive sonar. Also, the doctrine will make the ship move in the direction of this contact, the speed at which the ship is NOT "blind" (Active Washout Speed). Without active sonar, the ship will can't attack the target. This doctrine includes a active sonar ping for such vessels. EDIT: HELO PRESET ISSUES. Modes are set always correct. And even with SONOBUY instead of TORPEDO. Graphically abbreviation on ASTAC station indicated has only 12 modes. It has regular 16 modes, instead of 12. These are the details: Modes Presets Code: IF REJIM == 0 Then { OpSpd = MxSpd RadarMode = 0 SBS = 0 OpAlt = 300 AcousticMode = 1 AutoAttack = 0 Variant = "W-W-W-W" } ELSEIF REJIM == 1 Then { OpSpd = MxSpd RadarMode = 0 SBS = 1 OpAlt = 300 AcousticMode = 1 AutoAttack = 0 Variant = "W-W-W-T" } ELSEIF REJIM == 2 Then { OpSpd = MxSpd RadarMode = 0 SBS = 0 OpAlt = 300 AcousticMode = 2 AutoAttack = 0 Variant = "W-W-T-W" } ELSEIF REJIM == 3 Then { OpSpd = MxSpd RadarMode = 0 SBS = 1 OpAlt = 300 AcousticMode = 2 AutoAttack = 0 Variant = "W-W-T-T" } ELSEIF REJIM == 15 Then { OpSpd = 40 RadarMode = 1 SBS = 0 OpAlt = HighAlt AcousticMode = -1 AutoAttack = 0 Variant = "T-T-T-T" } ELSEIF REJIM == 14 Then { OpSpd = 50 RadarMode = 1 SBS = 0 OpAlt = 6560 AcousticMode = -1 AutoAttack = 0 Variant = "T-T-T-W" } ELSEIF REJIM == 13 Then { OpSpd = 60 RadarMode = 1 SBS = 0 OpAlt = 3280 AcousticMode = -1 AutoAttack = 0 Variant = "T-T-W-T" } ELSEIF REJIM == 12 Then { OpSpd = 65 RadarMode = 1 SBS = 0 OpAlt = 1640 AcousticMode = -1 AutoAttack = 0 Variant = "T-T-W-W" } ELSEIF REJIM == 4 Then { OpSpd = MxSpd RadarMode = 0 SBS = 0 OpAlt = 300 AcousticMode = 1 AutoAttack = 1 Variant = "W-T-W-W" } ELSEIF REJIM == 5 Then { OpSpd = MxSpd RadarMode = 0 SBS = 1 OpAlt = 300 AcousticMode = 1 AutoAttack = 1 Variant = "W-T-W-T" } ELSEIF REJIM == 6 Then { OpSpd = MxSpd RadarMode = 0 SBS = 0 OpAlt = 300 AcousticMode = 2 AutoAttack = 1 Variant = "W-T-T-W" } ELSEIF REJIM == 7 Then { OpSpd = MxSpd RadarMode = 0 SBS = 1 OpAlt = 300 AcousticMode = 2 AutoAttack = 1 Variant = "W-T-T-T" } ELSEIF REJIM == 11 Then { OpSpd = MxSpd RadarMode = 1 SBS = 0 OpAlt = HighAlt AcousticMode = -1 AutoAttack = 0 Variant = "T-W-T-T" } ELSEIF REJIM == 10 Then { OpSpd = MxSpd RadarMode = 1 SBS = 0 OpAlt = 6560 AcousticMode = -1 AutoAttack = 0 Variant = "T-W-T-W" } ELSEIF REJIM == 9 Then { OpSpd = MxSpd RadarMode = 1 SBS = 0 OpAlt = 3280 AcousticMode = -1 AutoAttack = 0 Variant = "T-W-W-T" } ELSEIF REJIM == 8 Then { OpSpd = MxSpd RadarMode = 1 SBS = 0 OpAlt = 1640 AcousticMode = -1 AutoAttack = 0 Variant = "T-W-W-W" } ENDIF LOG Info For Set preset “W-T-W-T” with “SONOBUOY” button, insetead “TORPEDO”: [3056] NSE: W-T-W-T [3056] NSE: [3056] NSE: W-T-W-T [3056] NSE: [3056] NSE: W-T-W-T
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Only the dead have seen the end of the war. Последний раз редактировалось CrazyIvan; 21-02-2017 в 01:04. |
21-02-2017, 12:11 | #2395 | |
Sergeant
Регистрация: Jul 2016
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I have properly installed all patches: first and second (with all updates - last 09 feb 2017) from here:
Link ... and all errors above appears. Maybe problem with SIRENA was caused by too high time compression because it is very rare. Цитата:
==== Problem on Bergamini with NFH-90 is when you try to drop manual torpedo or depth charges. When you have only waypoint/sonobuoys buttons active, only way is engage from map. But after those method of attack, torpedo is droped too far from target. Engaging with depth charges causes flying helo to ownship direction. It is error only on Bergamini. Perry and Udaloy works fine ==== And what about #5 and #6? I know #5 isn't error, but it would be nice to change weapon of Proj. 61 from "unique" to "common" because it will help to design "vintage" scenarios. ==== Last little things: Breakwaters are very nice addon for RA. Small error with this object: They disappear on on 3d view when you look to end farer than curved one. I think they should be shorter: - one left curved - one right curved - one stright My mission [WiP] where Molniya pinging and breakwaters disappear when you look on opposite to curved end: |
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21-02-2017, 16:20 | #2396 |
Bugcatcher
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Kashin - removed SS-N-25, and set SS-N-2D Styx.
Wave (Microsoft) Uncompressed, 22050 Hz, 16 Bit, Mono. EDIT: ASTAC Bergamini - Button "TORPEDO" now available, if "ASW" Loadout selected by User. At the moment - quite a lot of changes. Therefore, the patch is not practical, because too many files are replaced. Everything will be made to the new version 1.42. I hope very soon.
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21-02-2017, 17:17 | #2397 | |
Sergeant
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great
I need it for "Atomic Run" scenario - thx Цитата:
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21-02-2017, 20:36 | #2398 |
Bugcatcher
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To Pepe: About Scenario Atomick Run.
Small Hint: For objects that cannot be fired, or things that are purely decorative in nature, it is necessary to remove the flag “INCLUDE IN SIM” . It's just a useless load to the engine of the game and slows down performance. This is the all necessary contacts ? : [4940] NSE: Breakwater_L detected by Tarantul III FSG with Visual at rng 794 [4940] NSE: Breakwater_R detected by Tarantul III FSG with Visual at rng 1244 [4940] NSE: ShipYard detected by Tarantul III FSG with Visual at rng 7951
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21-02-2017, 22:19 | #2399 |
Sergeant
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Atomic Run is in early stage and i need to find good nuke explosion sound (not real). Some object have unchecked “INCLUDE IN SIM” but other are important for collisions (only simulated) and for visible destructions (show dead platforms ON).
I plan two version for this scenario: - mainly single player (more simulated objects, others playable platforms will be removed) where you can choose 1 platform for playing (Udaloy recommended) and maybe: - multiplayer (less simulated object for better stability) Breakwater is nice looking decorative element, but also i need it for collisions. For example Petropavlosk-Kamchatsky is a mix of simulated (2) and non-simulated (4) object only for decorative purpose. But after explosion i need some parts of this city visible as destroyed*. Afterall it is early stage and i have time for considering some ideas. You have point about slowing performance but it is not too important in SP mode. Actualy this scenario is suspended because i had problem with conversion of wave. Without good sound this mission is pointless In SP mode when player take american sub or surf, playable Udaloy will be change to Udaloy AI with 2 random versions of waypoints. Actualy all playable US platforms are only for testing. * - I have made some tests with several "quadcon" objects and "add fire" scripts but game was often crashed. |
21-02-2017, 22:53 | #2400 |
Bugcatcher
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I just gave a hint.
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