Red Rodgers  

Вернуться   Red Rodgers > Запасная полоса > S.C.S. Dangerous Waters

Ответ
 
Опции темы Опции просмотра
Старый 24-03-2010, 00:16   #721
CrazyIvan
Bugcatcher
 
Аватар для CrazyIvan
 
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
Цитата:
Сообщение от goldorak Посмотреть сообщение
Absolutely.
But you can't blame us poor players if we desire more units.
I think its natural. In any case since the database is finally open, modders from different countries can start to add new units.


Ps: if somehow the bug related to wakehoming torpedoes could be fixed it would be fantastic.



what a nasty bug this is.

The problem of sufficiency of controlled platforms - can be never covered completely.

Always there will be a man which wants to test Korean Mod Fishing Boat or South Afriacan -Avro Shackleton- Maritime Plane....

And we owe shall add immediately it

In game of hundred units which can be controlled. And everyone wants...
CrazyIvan вне форума   Ответить с цитированием
Старый 24-03-2010, 00:20   #722
CrazyIvan
Bugcatcher
 
Аватар для CrazyIvan
 
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
Цитата:
Сообщение от fitzcarraldo Посмотреть сообщение
What is the usable editor for making mods to the database, for addition of a navy, for example?

I´m testing with the editors (used with Lwami and ALFA TAU) and all of that give me errors and errors.

Is there some special editor for RA?

Many thanks!

Fitzcarraldo
We use Ludger Stura DB Editor. And Some Hex Code replace utilites.
CrazyIvan вне форума   Ответить с цитированием
Старый 24-03-2010, 00:50   #723
CrazyIvan
Bugcatcher
 
Аватар для CrazyIvan
 
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
Цитата:
Сообщение от goldorak Посмотреть сообщение
Absolutely.
Ps: if somehow the bug related to wakehoming torpedoes could be fixed it would be fantastic.
what a nasty bug this is.
Wakehoming - serious and difficult mistake.

Even -JSteed- (Subcommand SCX-2c cool modder) this bug could not fixed.

It is especially difficult to remove that bug - into NavalSimEngine and other executed files not existing this event in whole.

It is required to write a new code.

New code to write very difficultly - and thus to insert it into the existing fully completed programm (DW navalsimengine and DLL and EXE files) without presence of the source code.
CrazyIvan вне форума   Ответить с цитированием
Старый 24-03-2010, 01:34   #724
goldorak
Sergeant
 
Регистрация: Dec 2008
Сообщений: 250
Цитата:
Сообщение от CrazyIvan Посмотреть сообщение
Wakehoming - serious and difficult mistake.

Even -JSteed- (Subcommand SCX-2c cool modder) this bug could not fixed.

It is especially difficult to remove that bug - into NavalSimEngine and other executed files not existing this event in whole.

It is required to write a new code.

New code to write very difficultly - and thus to insert it into the existing fully completed programm (DW navalsimengine and DLL and EXE files) without presence of the source code.

Damn to SCS for not correcting such an important bug in the first place.
Wakehoming torpedoes are such powerfull weapons, that by not being able to use them in this mode against playable units is just a waste.
goldorak вне форума   Ответить с цитированием
Старый 24-03-2010, 02:23   #725
CrazyIvan
Bugcatcher
 
Аватар для CrazyIvan
 
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
Цитата:
Сообщение от goldorak Посмотреть сообщение
Damn to SCS for not correcting such an important bug in the first place.
Wakehoming torpedoes are such powerfull weapons, that by not being able to use them in this mode against playable units is just a waste.

Even AI submarine spend wakehoming of a torpedo vainly against the players by the ship.


It is awful evil,... damn it ! damn "cool progrmmers, worked with gover..nt US ( only i no sympathize this employer... )".

Damn it...

Damn it dirty job.

They were never polite with us.


The bug with Subrocs was fixed.

( Any remark no on this bug - anybody it does not see ??? )

We make that it is necessary to do. In first queue.


YouTube- [Наутилус Помпилиус - Дыхание][Bluesubmarin5][AMV]

Последний раз редактировалось CrazyIvan; 24-03-2010 в 03:18.
CrazyIvan вне форума   Ответить с цитированием
Старый 24-03-2010, 07:54   #726
cayman
Corporal
 
Аватар для cayman
 
Регистрация: Sep 2009
Сообщений: 116
Цитата:
Сообщение от Jaf Посмотреть сообщение
Already done

sexy model!
cayman вне форума   Ответить с цитированием
Старый 24-03-2010, 08:15   #727
cayman
Corporal
 
Аватар для cayman
 
Регистрация: Sep 2009
Сообщений: 116
Цитата:
Сообщение от CrazyIvan Посмотреть сообщение
Wakehoming - serious and difficult mistake.

Even -JSteed- (Subcommand SCX-2c cool modder) this bug could not fixed.

It is especially difficult to remove that bug - into NavalSimEngine and other executed files not existing this event in whole.

It is required to write a new code.

New code to write very difficultly - and thus to insert it into the existing fully completed programm (DW navalsimengine and DLL and EXE files) without presence of the source code.
I tried to crack the shell of DW dll&exe files years ago, but without access the entrance module of the exe(another word: source code program), that is a mission impossible. so, only thing left to do is replacing code with Hex tool, little by little, that's tough and ineffective job

Does anybody have some good idea how to do it more effectively, like some dll reversed program?
cayman вне форума   Ответить с цитированием
Старый 24-03-2010, 08:55   #728
cayman
Corporal
 
Аватар для cayman
 
Регистрация: Sep 2009
Сообщений: 116
about source code, just a thought

anybody recall that on the early release of DW, there were 2 version, military and civilian, back then there was a thread in subsim.com introduce military version with some screencaptures, multi-station control in one unit(some like Lan-Multi play stations,more sophisticate),all-angle of view(one picture show a man stand in hangar watching a helo being retracted). but now I can't found it

off course, all of us are playing with civilian version. but I wonder in a military version, may be those dll&exe files have no shell, all open source......
(if you crack out those dlls of sonar,weaponloadout,bridge, you )

anybody familiar with this matter could offer some help?

there are too many "if" , just a thought
cayman вне форума   Ответить с цитированием
Старый 24-03-2010, 13:39   #729
Jaf
БЧ-2
 
Аватар для Jaf
 
Регистрация: Nov 2008
Сообщений: 255
Цитата:
Сообщение от goldorak Посмотреть сообщение
Hi Guys,
Is it possibile to mod the game so that the wrecks of ships and subs that are sunk, do not disappear after x minutes from the bottom of the ocean ?
Once I sink a sub, the wreck should always stay on the ocean floor.
Is it possibile to mod such a behaviour ?
I really don't understand why DW eliminates sunken contacts after a certain number of minutes.
Yes, it is possible!
Only need to check will the loading whether increase by the game engine and will not whether occur any side effects.

Is it necessary to do it? What do you say, comrades?
Jaf вне форума   Ответить с цитированием
Старый 24-03-2010, 14:20   #730
goldorak
Sergeant
 
Регистрация: Dec 2008
Сообщений: 250
Цитата:
Сообщение от Jaf Посмотреть сообщение
Yes, it is possible!
Only need to check will the loading whether increase by the game engine and will not whether occur any side effects.

Is it necessary to do it? What do you say, comrades?

Side effects like what ?

I was asking about this possibility because wrecks could potentially "spoof" torpedoes in active mode. Say that I launch a torpedo against target 1. If a wreck is between me and target 1 and I don't resteer the torpedo it becomes possibile for it to acquire the wreck instead of the real target. This is interesting in shallow waters of course like in the persian gulf or in the adriatic. In deep ocean it doesn't matter at all. But if you play near to the coast, on the continental shelf then yes having wrecks not disappearing adds a new tactical challenge for players.

Edit : just to be clear, the wreck shouldn't disappear from the game but obviously you shouldn't have to see it on ther navmap.
goldorak вне форума   Ответить с цитированием
Старый 24-03-2010, 15:18   #731
Jaf
БЧ-2
 
Аватар для Jaf
 
Регистрация: Nov 2008
Сообщений: 255
Цитата:
Сообщение от goldorak Посмотреть сообщение
Side effects like what ?
Who knows what kind of side effects may occur when I change the code :)
For example, all ships will start to bomb wrecks, or anything else.
Wrecks do not lie quietly, but oscillates on the bottom, sometimes it looks very ugly.

Цитата:
Сообщение от goldorak Посмотреть сообщение
I was asking about this possibility because wrecks could potentially "spoof" torpedoes in active mode.
I checked, this works.

Цитата:
Сообщение от goldorak Посмотреть сообщение
just to be clear, the wreck shouldn't disappear from the game but obviously you shouldn't have to see it on ther navmap.
You will not see it on the map if you disable the option "Show Dead Platform"

Последний раз редактировалось Jaf; 24-03-2010 в 15:38.
Jaf вне форума   Ответить с цитированием
Старый 24-03-2010, 16:26   #732
fitzcarraldo
DW Sub Captain
 
Аватар для fitzcarraldo
 
Регистрация: Sep 2009
Сообщений: 41
Цитата:
Сообщение от CrazyIvan Посмотреть сообщение
We use Ludger Stura DB Editor. And Some Hex Code replace utilites.
That editor is in subguru.com.

Many thanks!

Fitzcarraldo

Последний раз редактировалось fitzcarraldo; 24-03-2010 в 16:48.
fitzcarraldo вне форума   Ответить с цитированием
Старый 24-03-2010, 16:31   #733
fitzcarraldo
DW Sub Captain
 
Аватар для fitzcarraldo
 
Регистрация: Sep 2009
Сообщений: 41
Цитата:
Сообщение от Jaf Посмотреть сообщение
Yes, it is possible!
Only need to check will the loading whether increase by the game engine and will not whether occur any side effects.

Is it necessary to do it? What do you say, comrades?
I like that! If it´s possible, please make it!

Many thanks!

Fitzcarraldo
fitzcarraldo вне форума   Ответить с цитированием
Старый 24-03-2010, 17:20   #734
Jaf
БЧ-2
 
Аватар для Jaf
 
Регистрация: Nov 2008
Сообщений: 255
Цитата:
Сообщение от fitzcarraldo Посмотреть сообщение
I like that! If it´s possible, please make it! :)
As I said, it is possible, but as a result of a known bug in the code side effect is that the ship is at the bottom with 0% damage (or other <100%)
Therefore, the inclusion of this in 1.1 remains questionable...
Is that still need to fix and this bug also.
Jaf вне форума   Ответить с цитированием
Старый 24-03-2010, 17:21   #735
cayman
Corporal
 
Аватар для cayman
 
Регистрация: Sep 2009
Сообщений: 116
@Jaf

what are you going to do with the SSN23 multi-mission platform (MMP), more specialforce unit, more weapon? enhance sonar system? perhaps?

compare to other two Seawolf, the MMP make her louder by two dB at 20 knots. It reduced her speed by two knots.
cayman вне форума   Ответить с цитированием
Старый 24-03-2010, 17:30   #736
cayman
Corporal
 
Аватар для cayman
 
Регистрация: Sep 2009
Сообщений: 116
Benefits From FC add-on
Su-33
Нажмите на изображение для увеличения
Название: su33.PNG
Просмотров: 915
Размер:	226.3 Кб
ID:	8431

Su-34
Нажмите на изображение для увеличения
Название: su32.PNG
Просмотров: 830
Размер:	60.3 Кб
ID:	8432

Su-32 FN
Нажмите на изображение для увеличения
Название: su32FN.PNG
Просмотров: 934
Размер:	104.3 Кб
ID:	8433

what do you think? would you like them be useful in DW?
cayman вне форума   Ответить с цитированием
Старый 24-03-2010, 18:18   #737
goldorak
Sergeant
 
Регистрация: Dec 2008
Сообщений: 250
Цитата:
Сообщение от cayman Посмотреть сообщение
what do you think? would you like them be useful in DW?

Even as non playable units these models are great.
The database of DW has a lot of 3d models that are just plain UGLY and it would need a massive overhaul. They are UGLY even for 1998 standards (when Falcon 4 came out). Did you see the 747 model ? An abomination.
goldorak вне форума   Ответить с цитированием
Старый 25-03-2010, 00:42   #738
fitzcarraldo
DW Sub Captain
 
Аватар для fitzcarraldo
 
Регистрация: Sep 2009
Сообщений: 41
Цитата:
what do you think? would you like them be useful in DW?
I like that...but: are they realistic on actual naval warfare? Are they in use today?

Regards.

Fitzcarraldo
fitzcarraldo вне форума   Ответить с цитированием
Старый 25-03-2010, 01:02   #739
MR.Wood
Senior Aircraftsman
 
Аватар для MR.Wood
 
Регистрация: Dec 2008
Адрес: Columbus,Ohio
Сообщений: 34
They are all 3 used today. What about torpedo presets being changeable. Is it possable to steer the uuv's. Can anyone tellme how to add a dsrv to the Ohio class ssbn that is controlable ?
MR.Wood вне форума   Ответить с цитированием
Старый 25-03-2010, 15:53   #740
Гена
Senior Aircraftsman
 
Регистрация: Aug 2009
Сообщений: 50
fitzcarraldo
I think it doesn't matter or not so important. As CI said: "It's just a game". And there are many more unreal things in DW as russian sonar battlestation, ESM battlestation, 6 false torpedotubes on Akulas, TIW message, etc. Many things are done just for gameplay.
Гена вне форума   Ответить с цитированием
Ответ


Здесь присутствуют: 8 (пользователей: 0 , гостей: 8)
 
Опции темы
Опции просмотра

Ваши права в разделе
Вы не можете создавать новые темы
Вы не можете отвечать в темах
Вы не можете прикреплять вложения
Вы не можете редактировать свои сообщения

BB коды Вкл.
Смайлы Вкл.
[IMG] код Вкл.
HTML код Выкл.

Быстрый переход


Часовой пояс GMT +4, время: 02:09.


Red Rodgers official site. Powered by TraFFa. ©2000 - 2024, Red Rodgers
vBulletin Version 3.8.12 by vBS. Copyright ©2000 - 2024, Jelsoft Enterprises Ltd. Перевод: zCarot