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Старый 16-09-2011, 01:59   #1741
sertore
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Has been fixed, and updated with latest patch.

For version 1.33 from 01/09/2011 - produced separate patch: DWX_Update_1_33_A. Download available from first page.
Got it, thanks!
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Старый 03-10-2011, 17:14   #1742
Panzermensch
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Hey guys,
I've got a simple question about the DSRV/SpecialForces Launcher in playable subs:
Is there any chance to launch dsrv/seals in multistation game without adding several triggers in map editor?



edit: DWX v1.33 will be tested with multistation soon! report follows!
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Старый 04-10-2011, 03:47   #1743
CrazyIvan
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Сообщение от Panzermensch Посмотреть сообщение
Hey guys,
I've got a simple question about the DSRV/SpecialForces Launcher in playable subs:
Is there any chance to launch dsrv/seals in multistation game without adding several triggers in map editor?



edit: DWX v1.33 will be tested with multistation soon! report follows!

Probably you choose a sub not established default in scenario.

In a file scenario (*.mu), there is a line which identifies number DSRV and SEALs from a database:

For AKULA:
AIRLOADOUT 95
AIRCRAFT 1722 1 Alert5 0: Alert15 1: 0 Alert30 0:

1722 (Special Forces User Launch RU) - ENTITY number.

If you instead of AKULA will choose SSN21, then the line should look so:

AIRLOADOUT 94
AIRCRAFT 1721 1 Alert5 0: Alert15 1: 0 Alert30 0:

1721 - Special Forces User Launch US.

But as this unique number is specified in files DLL (Akula - 1722, SSN21 - 1721), it will not coincide with number ENTITY in a file of the scenario - 1722.

This also influences the ships.

In a file !_DWX_RA_1_33_OPFOR_INFO.TXT, there is an explanation to this bug:
* "UDALOY" - At creation of mission, do not allow ability for an opportunity of a " Player Has Choice of Platform " for surface units [FFG or DDG] in mission. Each surface controlled platform is unique - If mission should task complete "O.H.Perry" Class " choice for play ships only O.H.P Class [Any Ship Class O.H.P]. [If to choose instead of O.H.P - UDALOY, the helicopter KA-27 will not be accessible to start for UDALOY, and on the contrary].

However, Perry's or Udaloy's allowed in missions in any quantity, but unique name, without choice another country platform!]
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Старый 06-10-2011, 23:36   #1744
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To: Panzermensch

Its is True ?

Default Bug with internal loadouts (Seals & DSRV) ?
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Старый 10-10-2011, 16:01   #1745
sertore
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Hello, italian surface Minerva class seems to have the texture missing: can you please check? Thanks
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Старый 10-10-2011, 18:09   #1746
CrazyIvan
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Hello, italian surface Minerva class seems to have the texture missing: can you please check? Thanks
The model was received from FleetCommand - NWP Mod.

There is no texture for this model.
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Старый 11-10-2011, 01:27   #1747
Panzermensch
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To: Panzermensch

Its is True ?

Default Bug with internal loadouts (Seals & DSRV) ?

Well, we dont have detected any bugs, but we just cant launch DSRV/Seals in Multistation game. No player has the option on Nav-Map to launch it u know?
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Старый 12-10-2011, 02:17   #1748
sertore
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Well, we dont have detected any bugs, but we just cant launch DSRV/Seals in Multistation game. No player has the option on Nav-Map to launch it u know?
Try with speed lower than 3 knots at (or near) surface: it should works!
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Старый 12-10-2011, 02:18   #1749
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The model was received from FleetCommand - NWP Mod.

There is no texture for this model.
OK, thanks CrazyIvan
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Старый 12-10-2011, 23:53   #1750
CrazyIvan
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Well, we dont have detected any bugs, but we just cant launch DSRV/Seals in Multistation game. No player has the option on Nav-Map to launch it u know?
I today has checked up this option - had no any problems with DSRV or Seals.

It works perfectly and in simply multiplay (platform for one player), and also in multistation mode
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Старый 13-10-2011, 02:36   #1751
Panzermensch
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Ok thanks,

I'll give it another try on weekend! Report follows...!
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Старый 14-10-2011, 14:32   #1752
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Exclamation [BUG] 688 STORES SCREEN

Hello, we report a bug on Los Angeles FLT II in stores screen during initial setup before mission starts: the green arrows are not aligned to the weapons available and it is not possible select TLAMs and TASMs for internal tubes. Thanks
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Старый 15-10-2011, 20:30   #1753
CrazyIvan
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Hello, we report a bug on Los Angeles FLT II in stores screen during initial setup before mission starts: the green arrows are not aligned to the weapons available and it is not possible select TLAMs and TASMs for internal tubes. Thanks
There is no such problem...

TLAM and TASM are used only in VLS.
Torpedo tubes - not allowed for this missiles.

Loadouts 688 - Flt I ; 688 - Flt II and 688 - Flt III made similar SCX-IIc mod for SubCommand Game.
Миниатюры
Нажмите на изображение для увеличения
Название: LoadOut_1.jpg
Просмотров: 1791
Размер:	117.5 Кб
ID:	9753   Нажмите на изображение для увеличения
Название: LoadOut_2.jpg
Просмотров: 1802
Размер:	111.5 Кб
ID:	9754   Нажмите на изображение для увеличения
Название: LoadOut_3.jpg
Просмотров: 1828
Размер:	119.6 Кб
ID:	9755  
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Последний раз редактировалось CrazyIvan; 16-10-2011 в 09:48.
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Старый 17-10-2011, 09:28   #1754
sertore
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There is no such problem...

TLAM and TASM are used only in VLS.
Torpedo tubes - not allowed for this missiles.

Loadouts 688 - Flt I ; 688 - Flt II and 688 - Flt III made similar SCX-IIc mod for SubCommand Game.
OK, understand.
Therefore do you mean that in FLT III the Los Angeles get the ability to launch TLAM and TASM from torpedo tubes (because for FLT III stores TLAM and TASM for internal tubes are enabled)?
Thanks in advance for help.

Последний раз редактировалось sertore; 17-10-2011 в 15:12.
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Старый 26-10-2011, 23:26   #1755
sertore
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Exclamation RA 1.33 download links disabled

Hello RA team, download links for RA 1.33 are not working. Can you please take a look and fix the problem? Thanks
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Старый 16-11-2011, 01:24   #1756
sertore
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Exclamation Recurrent CTD

Please note this recurrent CTD in multiplayer session after the launch of TLAM from NavMap for Akula-I Improved:

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 66 63 74 64 in fctd
0038: 2e 64 6c 6c 20 30 2e 31 .dll 0.1
0040: 2e 30 2e 32 20 61 74 20 .0.2 at
0048: 6f 66 66 73 65 74 20 30 offset 0
0050: 30 30 30 37 37 30 37 0d 0007707.
0058: 0a


Thanks! .
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Старый 27-11-2011, 01:00   #1757
whiskey111
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In script options we can choose: system damage - link11.
How it works ? I'm asking because when I set it to my platform I was still able to see all units provided by link11.
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Старый 27-11-2011, 05:20   #1758
NavyUSA
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Hello Ra team
I have a couple of questions to ask:
1) I do not understand why aboard the FFG does not receive the message, missile in the water? I get only torpedo in the water.Test:MIW not receive any type of missile.
2) It is possible to escape an attack by the Anti-Ship Missile SuperSonic Russians?
3) The SM-1 MR can be launched only when the missile is within 5 nm from ownship! only after that the radar detects the missile you can throw them. right?
I'm not sure how to make, make effective air defenses with these surface-to-Air Missile.
Can I have some information about it?
4)countermeasures (Chaff and Flares) often end up in water. Despite this, the countermeasures are still active? in 3d does not appear countermeasures when this happens.

Thanks, and congratulations for the wonderful work.

Последний раз редактировалось NavyUSA; 28-11-2011 в 01:18.
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Старый 28-11-2011, 06:05   #1759
Theta Sigma
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For each instllation of RA we make sure the mods folder is deleted prior to installation. Or use a virgin DW so far we have had no problems at seawolves, I personally have 4 different version of RA all in 1 DW install also have Lwami there too and i have never had any DB issues, but like i said i make sure Mods folder is deleted prior to an install.
Thanks for the confirmation.
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Старый 30-11-2011, 19:01   #1760
CrazyIvan
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Hello Ra team
I have a couple of questions to ask:
1) I do not understand why aboard the FFG does not receive the message, missile in the water? I get only torpedo in the water.Test:MIW not receive any type of missile.
2) It is possible to escape an attack by the Anti-Ship Missile SuperSonic Russians?
3) The SM-1 MR can be launched only when the missile is within 5 nm from ownship! only after that the radar detects the missile you can throw them. right?
I'm not sure how to make, make effective air defenses with these surface-to-Air Missile.
Can I have some information about it?
4)countermeasures (Chaff and Flares) often end up in water. Despite this, the countermeasures are still active? in 3d does not appear countermeasures when this happens.

Thanks, and congratulations for the wonderful work.


1. This problem was eliminated for release v. 1.34

2. Use CIWS. His efficiency high enough for the player.

3. FC Radar is capable to hold the small seaskimmer missile on distance 14.8 Nmi.
However - you should receive previously contact.
Use Air Search Radar (ADT - button on radar ship station) for primary detection inbound "vampire".

4. If the Countermeasure ABOVE water (or its part) - it is active.
In general - its height concerning water is compared.
If the Countermeasure center not in negative height, she works.
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Последний раз редактировалось CrazyIvan; 30-11-2011 в 19:16.
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