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cayman 08-07-2010 09:58

Цитата:

Сообщение от CrazyIvan (Сообщение 112686)
Probably we shall refrain from it...

why is that? it can only effect active sonar which is true, no harm to realism and more fun

Jaf 08-07-2010 11:36

Цитата:

Сообщение от whiskey111 (Сообщение 112687)
What you mean by it ? Sunk ships will be detectable by active sonar, for example ?

I mean, that sunk units are visible on the HF and active sonars and affect the behavior of the torpedoes.

Цитата:

Сообщение от cayman (Сообщение 112692)
why is that? it can only effect active sonar which is true, no harm to realism and more fun

I think that all the same we shall add it :)

CrazyIvan 08-07-2010 16:55

Цитата:
Сообщение от CrazyIvan http://www.redrodgers.com/forums/sty...u/viewpost.gif
Probably we shall refrain from it...

Цитата:

Сообщение от cayman (Сообщение 112692)
why is that? it can only effect active sonar which is true, no harm to realism and more fun


The damaged platform does not remain in a point where she has reached bottom (seabed).

There is a constant displacement of a dead platform.

In 20 minutes - the platform can be displaced on 1 mile (or even more).

As though her carries away by underwater stream.


Any ideas?

goldorak 08-07-2010 17:20

Цитата:

Сообщение от CrazyIvan (Сообщение 112699)
The damaged platform does not remain in a point where she has reached bottom (seabed).

There is a constant displacement of a dead platform.

In 20 minutes - the platform can be displaced on 1 mile (or even more).

As though her carries away by underwater stream.


Any ideas?

Why is the sunken unit displaced by the navalsimengine ? Does the engine assign a non zero speed where instead it should be 0 (not something approximately zero) ?

The mod already has s sunken sub (i think its a sunken xia) object in the database that can be placed in missions. I don't remember this object moving all over the seabed during the 2 or 3 hours of the game.

Why does it work for one kind of object but not the other ? :52:

CrazyIvan 08-07-2010 17:35

Цитата:

Сообщение от cayman (Сообщение 112692)
why is that? it can only effect active sonar which is true, no harm to realism and more fun

Цитата:

Сообщение от goldorak (Сообщение 112700)
Why is the sunken unit displaced by the navalsimengine ? Does the engine assign a non zero speed where instead it should be 0 (not something approximately zero) ?

The mod already has s sunken sub (i think its a sunken xia) object in the database that can be placed in missions. I don't remember this object moving all over the seabed during the 2 or 3 hours of the game.

Why does it work for one kind of object but not the other ? :52:

XIA SSBN Sunk: Separate object in DataBase - and it in mission real ALIVE object.

Damage SHIP (or SUB) - real DEAD object. (grey mark on Nav. map)

Besides, XIA SSBN Sunk - in a database WITHOUT THRUST and with max spd = ZERO.

Therefore also is not displaced...

cayman 08-07-2010 21:08

Цитата:

Сообщение от CrazyIvan (Сообщение 112699)
Цитата:
Сообщение от CrazyIvan http://www.redrodgers.com/forums/sty...u/viewpost.gif
Probably we shall refrain from it...




The damaged platform does not remain in a point where she has reached bottom (seabed).

There is a constant displacement of a dead platform.

In 20 minutes - the platform can be displaced on 1 mile (or even more).

As though her carries away by underwater stream.


Any ideas?

ocean currents effect. you might uncheck the "enable currents" in game options, and give it another try , see how that works

CrazyIvan 08-07-2010 23:52

Цитата:

Сообщение от cayman (Сообщение 112703)
ocean currents effect. you might uncheck the "enable currents" in game options, and give it another try , see how that works

Water region - is absent by default in the scenario.

goldorak 09-07-2010 00:52

Цитата:

Сообщение от CrazyIvan (Сообщение 112701)
XIA SSBN Sunk: Separate object in DataBase - and it in mission real ALIVE object.

Damage SHIP (or SUB) - real DEAD object. (grey mark on Nav. map)

Besides, XIA SSBN Sunk - in a database WITHOUT THRUST and with max spd = ZERO.

Therefore also is not displaced...


So the navalsimengine does not set THRUST and max speed to ZERO to sunked units. Is this the problem ?
Even if it were somehow impossibile to set these values to zero, how about a very small value so even if the units move, they move what several hundred feet during a typical multiplayer mission (that almost never goes beyond 4 hours) .
Would this be an acceptable compromise ?

CrazyIvan 09-07-2010 04:52

Цитата:

Сообщение от goldorak (Сообщение 112710)
So the navalsimengine does not set THRUST and max speed to ZERO to sunked units. Is this the problem ?
Even if it were somehow impossibile to set these values to zero, how about a very small value so even if the units move, they move what several hundred feet during a typical multiplayer mission (that almost never goes beyond 4 hours) .
Would this be an acceptable compromise ?

>> So the navalsimengine does not set THRUST and max speed to ZERO to sunked units. Is this the problem ?

Yes.

I shall measure moving - for one hour.

Then the displacement of a platform will be precisely known (in kts).

Drakken 10-07-2010 09:32

Russian's Torpedo Problems
 
Hi all,
Hi, CrazyIvan
I'm a player of BETASOM Groups, in the last game we have noticed some
problem of acquisition about Russian Torpedo (UGST, TEST71, and SET series) respect the MK48s .

This is the report of last our game:

ENVIRONMENTAL CONDITIONS:
Sea State: 2 - Bottom type: Mud - Weather: Overcast - SSP Type: Bottom Limited - Ice Coverage: 92%


TABLE N.1 HRS 13.00.08 zulu (show TRUTH)

http://img688.imageshack.us/img688/9...aimmagineb.png


TABLE N.2 HRS 13.00.10 zulu (without show TRUTH)

http://img708.imageshack.us/img708/2...immagine1t.png

As the TMA can be seen it was very precise, rather it set us the nearest sub... therefore my torpedos are activated well before..


TAVOLA N.3 HRS 13.00.33 zulu (show TRUTH)

http://img266.imageshack.us/img266/3...aimmagine2.png

Test of the happened activation is the progress to zig-zag of the torpedos... (series TEST-71)


TABLE N.4 ORE 13.00.51 zulu (show TRUTH)

http://img295.imageshack.us/img295/7...aimmagine3.png

Attention, the two torpedos (here in evidence the first one to the left) they find under the 200 yards of distance...) the first one doesn't hook a Long target more than 100 meters..


TABLE N.5 ORE 13.00.51 zulu (show TRUTH)

http://img708.imageshack.us/img708/9...immagine4o.png

the second draws near to almost 100 yards but also this doesn't see the target...

it seems that the cone of more acquisition draws near to the more target is inefficient...
in fact to the maximum distance of acquisition, the torpedo hooks the target, (you see table n° 1) but reached few yards, the torpedo (cause the values of angles reduced of acquisition, and also doctrines) loses the contact... (you see table n° 3)

I ask you to check it. Thank you.

CrazyIvan 10-07-2010 18:34

To: Drakken.

I shall check it.

But I need in original mission - can put it here?.

You have specified SSP Type: Bottom Limited and Bottom type: Mud are most bad acoustic conditions.

The distances of detecting decrease critically. As for sensor controls on controlled platforms, as well for sensor controls of torpedos.

Drakken 10-07-2010 19:50

Вложений: 1
Цитата:

Сообщение от CrazyIvan (Сообщение 112738)
To: Drakken.

I shall check it.

But I need in original mission - can put it here?.

You have specified SSP Type: Bottom Limited and Bottom type: Mud are most bad acoustic conditions.

The distances of detecting decrease critically. As for sensor controls on controlled platforms, as well for sensor controls of torpedos.

Thanks for your support !!! :)

In attachments the multyplayer mission... :pilot

CrazyIvan 11-07-2010 14:25

Вложений: 1
I think game has problems with the network protocol.

Test mission in a single mode.

Test-71M Well enough works.

From 15 test checks, I never have seen the bug at which torpedo no sees target.

Method of shooting - Snapshot 133 degrees. Active Mode, PreEnableSpeed 38 kts. RunTo Enable from 400 to 800 m. Others presets - default.

goldorak 11-07-2010 16:07

Цитата:

Сообщение от CrazyIvan (Сообщение 112741)
I think game has problems with the network protocol.

It is possibile, the betasom community is finding many "strange behaviours" that are simply absent in single player.
I don't know, maybe testing should be done on a lan to see if lag really is creating havoc with the navalsimengine. :152:

PJB 11-07-2010 18:23

We at Seawolves Virtual navy are finding the same problems. Seems mostly to be russian torpedoes, and only in multiplayer, dropped 4 stallions all within 1 nm of target and not 1 aquired target, same mission in single and 2 of torps aquire and make kill. Have tried same mission on a LAN and works fine was only when playing over IPs, we even use hamachi and tunngle and same results in multiplayer.

CrazyIvan 12-07-2010 01:35

Somebody tried service OpenVPN?

http://www.redrodgers.com/forums/showthread.php?t=5728


For a long time, KPV74 me informed, that Hamachi can give similar bugs.

goldorak 12-07-2010 02:21

Цитата:

Сообщение от CrazyIvan (Сообщение 112749)
Somebody tried service OpenVPN?

http://www.redrodgers.com/forums/showthread.php?t=5728


For a long time, KPV74 me informed, that Hamachi can give similar bugs.


Betasom doesn't play with hamachi.
All our matches are through direct public ip.
No virtual networks whatsoever.

CrazyIvan 12-07-2010 11:56

Цитата:

Сообщение от goldorak (Сообщение 112750)
Betasom doesn't play with hamachi.
All our matches are through direct public ip.
No virtual networks whatsoever.


PJB wrote: "Have tried same mission on a LAN and works fine was only when playing over IPs"

One people use IPS and receive good job.
Others at use IPS - receive opposite result.

Where logic?

Or nevertheless - connection problem?

I assume - LAN it within the limits of one houses?

goldorak 12-07-2010 14:37

@ CrazyIvan :

What I meant was that for testing in multiplayer people should do it on a lan.
A real lan, where latency is not a problem. The moment you start playing over the internet, wether through public ip, or recreating a virtual lan as with hamachi you are still subject to lag. Thats the nature of the internet.
Testing on a physical lan is the only way to be sure that latency can influence negatively the new version of the navalsimengine.

The old versions of DW, didn't exhibit such drastic differences between local play and playing over the internet. RA 1.1 seems to suffer badly when there is lag. So much so that "bugs" appear whereas in the local play no such strange behaviour is observed. Maybe some things were tuned in such a way as to assume that no lag would be present. And when there is lag all hell breaks loose.

CrazyIvan 12-07-2010 15:57

Вложений: 2
Mission "ICE-WRECKS_SINGLE2.mu" - was checked up in service OpenVPN.

Any deviations it was revealed not.

LOG of record of session is applied.

On page 8 (LOG file doc.) - can see distance on which TEST-71M has found out the target.

FROM LOG:
[3488] NSE: Improved LA SSN detected by TEST-71M Torpedo with Active Sonar at rng 1489
[3488] NSE: Improved LA SSN ID'd Hostile by TEST-71M Torpedo.

Goldorak - I want to invite you in test mission on service OpenVPN. (In some next days) :-)

Or try OpenVPN in your community. On this service we do not see while any problem.

Torpedo Check for mission ICE-WRECKS_SINGLE2.mu :
Method of shooting - Snapshot 133 degrees
Active Search Mode.
RunToEnable: 2200 m.
Speed - 38 kts.
Other Presets - Default.


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