25-01-2011, 10:45 | #1381 | |
Senior Aircraftsman
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Цитата:
Is the problem severe? Is there a way to resolve that? Could we hope that RA team to fix this? If it wasn't for RA team I'd have already uninstalled the game a long time ago. Crazy Ivan can the patch for DWX 1.3 be expected anytime soon? The external sound of the Tu-95 bear is just weird. It sounds like a static than a rotor wing aircraft. Последний раз редактировалось Castout; 25-01-2011 в 11:15. |
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26-01-2011, 18:04 | #1382 |
Aircraftsman
Регистрация: Jan 2011
Сообщений: 3
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running red october
Is there any way to engage the Caterpillar on Red October ? Where can i found Information about?
btw its a great Mod! |
26-01-2011, 19:15 | #1383 |
Leading Aircraftsman
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Look at this one here Castout:
http://www.sonalystscombatsims.com/p...tistation#7383 I don't think there will be improvements to this, and especially not done by RA-Mod |
26-01-2011, 20:17 | #1384 |
Corporal
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Адрес: Bremen, Germany
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26-01-2011, 20:40 | #1385 | |
Aircraftsman
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Цитата:
... I' ve not overlooked it, because Red October does not appear in the OS - Section of the Browser. It can be found in the Russia - Section and is there redmarked, but there only apears: RED OCTOBER SSBN Hypothetical submarine from motion picture - "Hunt For Red October". Has 32 VLS Silo. Advanced Propulsion System. For Game Purpose modelled as: Speed: 26 knots Depth:400 meters (1312 feet) Photo and 3D appear properly. Any Idea what went wrong? I'm running the Sim under Win7 and it runs very stable, also if you often use CRTL-I and letting it halfadays in Pause mode. Последний раз редактировалось Nihil; 26-01-2011 в 21:39. |
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27-01-2011, 05:04 | #1386 |
Senior Aircraftsman
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Thanks Snipt.
Not that I play MP with DW often. Lack of opponent and timezone difficulty are the main cause. |
27-01-2011, 14:34 | #1387 | ||
Corporal
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Цитата:
Цитата:
I think there is no need for 32 SLBMs 16 are far enough... Perhaps it is hard to code so many VLS in a sub, so thats why the RA-Team didn't add this feature. |
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27-01-2011, 19:41 | #1388 |
Sergeant
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TLAM bug?
It seems that the cruise missiles have following problems:
1) Only one waypoint available, even during programming 2) crash into the high ground, some trouble with terrain following This did not seem to happen with 1.2, any idea? |
27-01-2011, 21:48 | #1389 | |
Corporal
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Цитата:
On Seawolf I can still set 4 Waypoints for TLAM, but point 2) seems to be the same trouble over here. They just explode at first waypoint. It works with Attack over Menu, because Auto Crew only sets one single waypoint. I already compared the database object files of RA 1.2's and RA 1.3's TLAM. They are identical. Possible its a bug in the doctrines. Последний раз редактировалось Panzermensch; 27-01-2011 в 22:17. |
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27-01-2011, 21:55 | #1390 |
Corporal
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-delete me-
Последний раз редактировалось Panzermensch; 27-01-2011 в 22:00. Причина: double post sry |
27-01-2011, 22:22 | #1391 | |
БЧ-2
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Цитата:
When you program waypoints from TargetDisplay, then you must properly set "DestructRange" value. If you set "DestructRange" value correctly, as described in RA_Weapon_Info_rev3.pdf, then write what type of missile is not working properly. If not - RTFM!!! 2) It is necessary to install the missile waypoints so that it skirted the steep slopes. |
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27-01-2011, 22:36 | #1392 | |
Corporal
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Цитата:
It works properly now |
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28-01-2011, 02:33 | #1393 |
Sergeant
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Thanks Jaf, transmitted to the French team, just one question, could you tweak the doctrine to be able to cope with steeper slopes, or is it hardcoded in the Game or Navsim engine?
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28-01-2011, 10:56 | #1394 |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
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[BUG] Possible bug on multistation session
Dear RA team, we experienced some troubles in starting a multiplayer session with the same unit class used multiple times (I insert the Akula II Improved for 3 players, 2 on the same side).
You can find attached the scenario that we were not able to start on a multistation session due to message "Not all station assigned" for side 0: obviously we are sure that every player selected all the stations, assigning them to itself or to its partner in case of effective multistation, but it did not work; everything works fine if you play the scenario in single player. Can you please check to give us further directions for missions editing? Thanks in adance for help. |
28-01-2011, 14:18 | #1395 | |
Senior Aircraftsman
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Цитата:
That's a relief. |
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29-01-2011, 01:30 | #1396 |
Senior Aircraftsman
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The problem with wakehoming not working against human controlled surface combatant is still relevant right?
I'm asking just to get confirmation. Played an online game without realizing this until mid game. :-) Had CTD in the middle of session. So wouldn't know for sure. Последний раз редактировалось Castout; 29-01-2011 в 07:52. |
29-01-2011, 12:19 | #1397 | |
Sergeant
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Цитата:
Its been like that since the original DW, so nothing has changed in this respect. Just bypass this limitation by using wireguided torpedos. |
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31-01-2011, 11:54 | #1398 |
Senior Aircraftsman
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Thanks Goldorak too bad since many Russian submarines depends on wakehoming guidance to attack surface combatants. This renders 65-76 torpedo useless to human controlled surface combatants and that's a big loss.
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31-01-2011, 12:27 | #1399 | |
Sergeant
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Цитата:
The only human controlled ships are the udaloy and frigate and these can be sunk by a combination of UGSTs (which are quite powerful) and sub launched missiles. Against all other suface ships wakehoming torpedos work flawlessly. And in the event it were possibile to use wakehoming torpedos against the udaloy and frigate, they could be spoofed quite easily just by reducing speed so as to eliminate the wake. So in the end you're still going to be more productive with wireguided torpedos than with any other weapon in your arsenal. |
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31-01-2011, 17:37 | #1400 | |
Bugcatcher
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