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kyte 03-07-2009 08:55

Цитата:

Сообщение от CrazyIvan (Сообщение 102136)
http://dic.academic.ru/dic.nsf/enwiki/3254569

There is an information that DM2 A4 has wakehoming sensor.

If it is fair, we can give such feature to this torpedo in game.

Any Ideas?

OK, why not?

CrazyIvan 03-07-2009 17:26

Цитата:

Сообщение от kyte (Сообщение 102161)
OK, why not?

I nevertheless think what is it erroneous information.
The numerous sources at all do not mention this feature - wakehome.

fleet command CC 03-07-2009 17:33

Цитата:

Сообщение от fleet command CC (Сообщение 102159)
CrazyIvan

Is there any possibly you could change the default weapon loads amount on the Seawolf SSN21.

MK 48 to 10,
TASM to 15,
TLAM to 15,
Harpoon to 10,

I have found out how to the change the MK 48, TLAM, FIM-92 SAM, by trial and error editing of the .dll files in the Interfaces folder with a Hex Editor, but I haven't the found the TASM or Harpoon yet, if you know where I need to edit could you help me out please.

I would greatly appreciated thank you. :)

I've work it out I think. :)

CrazyIvan 03-07-2009 17:47

Цитата:

Сообщение от fleet command CC (Сообщение 102159)
CrazyIvan

Is there any possibly you could change the default weapon loads amount on the Seawolf SSN21.

MK 48 to 10,
TASM to 15,
TLAM to 15,
Harpoon to 10,

I have found out how to the change the MK 48, TLAM, FIM-92 SAM, by trial and error editing of the .dll files in the Interfaces folder with a Hex Editor, but I haven't the found the TASM or Harpoon yet, if you know where I need to edit could you help me out please.

I would greatly appreciated thank you. :)


It is impossible to make the fixed meaning of quantity of the weapon.
The player always can load a maximum quantity of one type of the weapon -
50 units Mk48 or 50 units TASM.
If you know true meaning of quantity of the weapon - and establish his each time before mission.

goldorak 03-07-2009 18:02

Цитата:

Сообщение от CrazyIvan (Сообщение 102187)
I nevertheless think what is it erroneous information.
The numerous sources at all do not mention this feature - wakehome.

What about this : http://updatedfrequently.com/first-p...to-german-navy

Цитата:

Rear Admiral Henning Hoops of the Naval Office in Rostock declared the U 212A weapon system to be complete and ready for action: “With the torpedo DM2A4 SEAHAKE, the most modern conventional submarine of the class 212A with its great detection range will also carry the most powerful heavyweight torpedo.” Rear Admiral Henning Hoops (Director of Naval Armaments, Rostock), Ministerialdirigent Christian Fischer (Head of Division Naval Armaments, Federal Ministry of Defence), Dr. Ralf Kube (Chairman of the Management Board, ATLAS ELEKTRONIK) at the symbolic handover of the heavyweight torpedo DM2A4 to the German Navy (from left) The DM2A4 is the new high-performance torpedo for German submarines of the 212A class; it differs to an appreciable degree from the predecessor model, the DM2A3.
The innovations include the extremely powerful electrical propulsion system, the control and data transmission via fibre-optic instead of copper cable, the replacement of the mechanical gyro by a strap-down system using fibre-optic gyros, and the wake homing sensors. Ralf Kube went on to say: “With the DM2A4, ATLAS has achieved a quantum leap in torpedo technology. The possible battle range, the speed, the considerably increased resistance against torpedo countermeasures and the decisive enhancement in agility are unmatched worldwide.
I think its safe to assume that the torpedo has a wakehoming sensor.
If you doubt this, then you have to doubt that the torpedo will have a fiber optic cable, that it will not use fibre-optics gyro etc...

fleet command CC 03-07-2009 18:59

Цитата:

Сообщение от CrazyIvan (Сообщение 102190)
It is impossible to make the fixed meaning of quantity of the weapon.
The player always can load a maximum quantity of one type of the weapon -
50 units Mk48 or 50 units TASM.
If you know true meaning of quantity of the weapon - and establish his each time before mission.

Hello CrazyIvan.

Thank you for the reply, I work it out just after I posted that message, FYI here is a screen print so you can see what I done.

Here the Original Weapon Loadout of the Seawolf SSN221.

http://i562.photobucket.com/albums/s...ponLoadout.jpg

Here the New Weapon Loadout of the Seawolf SSN221.

http://i562.photobucket.com/albums/s...ponLoadout.jpg

Now I know you would never get a 10066329 capacity of missiles and torpedoes on any Submarine of today, I'm not sure any one Nations has got so many Sub base weapons, may be the USA or Russia has.

CrazyIvan 03-07-2009 19:39

And certainly sonalysts too has taken care that we have not made correctly - replace their dirty work.

fleet command CC 03-07-2009 19:53

Цитата:

Сообщение от CrazyIvan (Сообщение 102197)
And certainly sonalysts too has taken care that we have not made correctly - replace their dirty work.

Yep a lot of things need to be change, but this RA mod has fix a lot of the problems in DW.
Its a shame the Interfaces limits what can be added. :152:

May I ask when you are releasing the next version? :)

CrazyIvan 06-07-2009 15:03

Already in a final stage of test.

fleet command CC 06-07-2009 19:50

Цитата:

Сообщение от CrazyIvan (Сообщение 102231)
Already in a final stage of test.

That's sound great, do you need any more Beta testers, I have tested and helped in modifying the Fleet Command NWP mod for a few years now.

I'm willing to help with your mod if you would like. :)

falconsix 08-08-2009 21:43

I am too!

I currently work on a new Trailer, did you have any wishes for it?

timcav 11-08-2009 03:07

Yeah..... how bout an RA update, that would be nice! Do we have any time frames at the moment? I remember when in "MARCH" it was , yeah yeah its just around the corner..

CrazyIvan 27-08-2009 02:01

Вложений: 1
The cosmetic part concerning player sensors, masts in help (USNI) the information is necessary to make.
Also - are established ALL added new units for ability of generation in quick missions.
Though - here again SCS have not made work up to the mark (standard ASUW - Intercept for SUB) - is generated only French couriers. Also it does not turn out yet to make well hunting for aircraft carriers. (And probably what is it it is impossible correctly to repair...) :- (

Only a few days, guys…

goldorak 27-08-2009 02:46

Hi CrazyIvan,

Take all the time you and your team need to polish the mod. :D
Don't worry about us players, we have waited several months, we can wait some more time.

falconsix 27-08-2009 17:09

Yeah...

cantwaitcantwaitcantwait...:bud:

The Trailer (Countdown 2) is already in a advanced stadium...but if the mod comes up in a few days, i think, ill wait for it!

Rex Ursus 01-09-2009 07:19

Please help.
 
I am looking forward to installing the RA mod when it is complete. Can you please put an installer in it that will not require me to make a seperate install?
Or. Could someone tell me how to get it into the JSGME tool so it will work like the LWAMI and Alpha Tau 3 mod?.. If someone could then I would be all too happy to start making maps specificaly for the RA mod.

CrazyIvan 01-09-2009 18:46

Цитата:

Сообщение от Rex Ursus (Сообщение 103405)
I am looking forward to installing the RA mod when it is complete. Can you please put an installer in it that will not require me to make a seperate install?
Or. Could someone tell me how to get it into the JSGME tool so it will work like the LWAMI and Alpha Tau 3 mod?.. If someone could then I would be all too happy to start making maps specificaly for the RA mod.


-Goldorak- at Subsim has explained in detail as it can be made.
Look for it on SubSim.

Rex Ursus 03-09-2009 05:10

Graney Class
 
Are you going to include the Graney class sub in the RA mod?

Jaf 15-09-2009 14:41

На данный момент обнаружены следующие жуки:

1) TyphoonU вызывает вылет в быстрых миссиях

2) Если у лодок 212, 212А, Collins и Harushio при выдвинутом ГПБА на навкарте кликнуть прав. кнопкой на любой цели и вызвать PlatformReference, затем закрыть это окно, то данные со шнура на станции F2 "застывают".

3) "Тупость" AI-лодок связана с ошибочной доктриной.

Ждём новых посылок с насекомыми...
Будем препарировать.


At the moment found the following bugs:

1) TyphoonU crashes the game in quick missions.

2) If you extend TA on 212, 212А, Collins or Harushio, then right click on any target and choose PlatformReference, close PlatformReference window, then the data from the Broadband and Narrowband stations be "paralyzed."

3) "Stupidity" of AI-subs connected with erroneous doctrine.

Be corrected.

We are waiting for new shipments of insects...

kpv1974 15-09-2009 15:12

Вложений: 1
Цитата:

Сообщение от Jaf (Сообщение 103622)
На данный момент обнаружены следующие жуки:

1) TyphoonU вызывает вылет в быстрых миссиях

2) Если у лодок 212 и 212А при выдвинутом ГПБА на навкарте кликнуть прав. кнопкой на любой цели и вызвать PlatformReference, затем закрыть это окно, то данные со шнура на станции F2 "застывают".

3) "Тупость" AI-лодок связана с ошибочной доктриной.

Ждём новых посылок с насекомыми...
Будем препарировать.


At the moment found the following bugs:

1) TyphoonU crashes the game in quick missions.

2) If you extend TA on 212 or 212A, then right click on any target and choose PlatformReference, close PlatformReference window, then the data from the Broadband and Narrowband stations be "paralyzed."

3) "Stupidity" of AI-subs connected with erroneous doctrine.

Be corrected.

We are waiting for new shipments of insects...

Доктрины для устранения тупости АИ ПЛ. Скопируйте файлы из этого архива в папку \Dangerous Waters\Doctrine


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