22-07-2017, 21:03 | #2641 |
Bugcatcher
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I do not have such a bug. I can reload any weapon. Mayby, our difference in versions? I never use the installation of the Steam version of the game as a distributive. It only gives a headache.
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22-07-2017, 21:18 | #2642 |
Sergeant
Регистрация: Jul 2016
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Are you sure? This bug have all players in lobby before session (only with checked multistation mode )
EDIT: The same is in Vanilla 1.04 version DW - tested while ago |
22-07-2017, 21:53 | #2643 |
Bugcatcher
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Maybe the sonalysts just did not do it for SHIP platform ?
EDIT: This is not modelled. Standart loadout recommended. EDIT: Has been fix.
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Only the dead have seen the end of the war. Последний раз редактировалось CrazyIvan; 23-07-2017 в 11:48. |
23-07-2017, 03:17 | #2644 |
Leading Aircraftsman
Регистрация: Jan 2015
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I just tested my warning sound, dangerous waters not like my wave files.
I made error with sample rate but even when corrected sound still distorted also sound too long, I have shortened it. works now, but still problem sound only in left channel and some distortion. The wave files should have sample rate of 22050hz, 16bit, mono right? or did I get it wrong? |
23-07-2017, 12:44 | #2645 | |
Sergeant
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Цитата:
Standart loadout sometimes is not good choice. For example: in scenarios against SUB (688i) only, i don't need FLARES. CHAFF is my main passive countermeasures against 80-90% ASM attacks. Loadout of launchers i can change during game but SHIP STORES still have 1-1 proportions. In my opinion better stores proportions: flares 1:3 chaffs (In last MP big battle i used all chaffs ) The same with torpedoes. Standard loadout consist for each side: Udaloy UGST UGST USET-80 Perry MK 50 MK 50 MK 54 Bergamini MU-90 MU-90 MU-90 Torpedo launchers can't change type of weapon. Reloading always use previous type but stores always have 1:1 proportions. If this is not fixable, can you change standard loadouts for each SHIP? My proposition: Udaloy loadout and stores: Port/starboard - UGST - UGST - USET-80 Stores (10 max): 6 UGST 4 USET-80 Stores (32 max): 22 CHAFF 10 FLARE Perry loadout and stores: Port/starboard - MK 50 - MK 54 (instead MK 50) - MK 54 Stores (24 max): 8 MK 50 16 MK 54 Stores (36 max): 24 CHAFF 12 FLARE Bergamini loadout and stores: Stores (30 max - increased from 16): 20 CHAFF 10 FLARE (now in RA is 32/16. This is some kind of bug - you can decrease belov 32 but you can't increase above 16) In my opinion torpedoes like USET-80/MK 50 should't be removed from launchers and ship stores - all navies have some reserve of more and less sophisticated torpedoes. EDIT: Hmm, i didn't notice: Thx Последний раз редактировалось pepe; 23-07-2017 в 12:53. Причина: note |
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23-07-2017, 16:03 | #2646 |
Bugcatcher
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Version 1.42-B released.
Russian Voices Pack - has been update.
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23-07-2017, 16:27 | #2647 |
seadog
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23-07-2017, 16:41 | #2648 |
Bugcatcher
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Some important info about add-on "Reinforce Alert" (DWX 1_42-B version).
[ * - Hardcoded fix ] 1 - 3D models 65-76, 53-65K,KE; 53-65M; SET-65M,ME Replaced. 2 - fix CTD bug with Narrowband Kilo and other filter use. 3 - Shkvals: doctrine fix with uncorrect calculate trigonometric function. 3 - User Planes: Maximal speed on high altitude bug fix. 4 - Interfaces SLBM missile presets has been reworked. Only ONE waypoint now in route missile.* 5 - New Document RA_Weapon_Info_rev38.pdf added. 6 - Captor MK60 P-3 Orion User: Added an additional mode - manual installation for shallow mount at deep water. 7 - OwnShip info in USNI: Condition weapon launch added. 8 - Sonobuoys: Malfunction percent was reduced 9 - SSN21: Weaponloadout TASM SSM replaced to UUM-125B "Sea Lance" Subroc. 10 - Behind horizont targeting helos (AEW): Doctrine has been reworked. 11 - Removed the default bug when the use of "CTRL + Enter" option before launching the TLAM of the missile with assigned route causes the CTD when TLAM launching and return to the target display from nav. map. 12 - The brightness of the displays improved KILOs was increased.* 13 - Broadband sound for Dolphin added. 14 - Weaponloadout Akula-III changed: wireguide UGST torpedo now load only internal tubes. MG-74 can be loaded into both internal and external tubes. 15 - CmpUtil.exe Utilite has been replaced. 16 - Akula-III Target Display: Colors Change. 17 - Controlable Ships: Multistation mode, unlocked weaponloadout station. 18 - Stadimeter CTD problem when scrolling through the list of platforms fix (Error with the interpretation of the alpha channel)*. 19 - Sound noise for Ships has been increased in the low-speed area. ================================================== =======================
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23-07-2017, 20:19 | #2649 |
Sergeant
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Thx
P.S. Check again links in first post (missing "[" in /url) |
24-07-2017, 03:50 | #2650 |
Aircraftsman
Регистрация: Jan 2016
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Do you have any plans for controllable Arleigh Burke destroyers and Indian Navy Sindhughosh/Kilo submarines?
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25-07-2017, 00:09 | #2651 |
Corporal
Регистрация: Jan 2011
Адрес: Chicago Il USA
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Another "clean install"?
Making the game better so, thanks. |
25-07-2017, 00:59 | #2652 |
Sergeant
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GRAD LST launcher (UMS-72 Grad) weapon on Ropucha II LST in my opinion is too powerful
During last big MP battle only 1 Ropucha II sank very quick 4 ships (2x Newport + 2x Hanate) and after some time player Perry with high speed. Destroying "untouched" O.H.P takes 5-10 seconds since first hit. All ships was attacked from distance 9-10 NM but very accurate. This weapon in RA is like shotgun in narrow corridor In my opinion firing control for this weapon in "real" is not too accurate to attack fast moving targets. UMS-72 Grad is mainly used for "clearing" beach from mines. Attacking moving targets should have small effectivness. For me ASuW capability is now too powerful. Range for land target is ok but for surfs should be much shorter (4-5 NM) I've made test mission for showing problem: - player O.H.P starts 10 NM from Ropucha with high speed. Try to destroy Ropucha without being hit - good luck My best score: only 35 % of dameges on Perry |
25-07-2017, 01:26 | #2653 |
Bugcatcher
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My Best Resultat - 70 % Damages On Perry Before Destoy LST.
https://ru.wikipedia.org/wiki/А-215_Град-М
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Only the dead have seen the end of the war. Последний раз редактировалось CrazyIvan; 25-07-2017 в 11:40. |
25-07-2017, 01:49 | #2654 |
Sergeant
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You should turns harder
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25-07-2017, 01:54 | #2655 |
Bugcatcher
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Military platforms are dangerous. The weapon does its job.
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26-07-2017, 20:36 | #2656 | |
Bugcatcher
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Цитата:
It's like "carpet bombing" - like the cells of a chessboard. In fact, this is an analogue of a land mobile device BM-21 Grad (Reactive Artillery) This weapon shoots faster than any standart artillery. The ROF (Rate Of Fire) of this weapon is fantastic: 2 shells - per every second, 120 shots per minute. "Sea of fire" around the target.
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Only the dead have seen the end of the war. Последний раз редактировалось CrazyIvan; 26-07-2017 в 21:38. |
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26-07-2017, 21:32 | #2657 |
Sergeant
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Ok, i know that but... now this ship is ship-killer can destroy very quick any other warship, even specialized in ASuW. This is unrealistic for me.
BTW Polish Navy uses Ropucha II class LST and i know (after having a conversation with 2 Polish Navy Officers) that weapon is NOT very effective in long ranges against ships. Main role for that weapon is destroying: - mines laying on beach - strongholds on land |
26-07-2017, 22:16 | #2658 | |
Bugcatcher
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Цитата:
This the game engine works. I installed real data for the weapon in the database.
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27-07-2017, 01:16 | #2659 |
Sergeant
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Real or paper data? Have you data about accuracy against ships. I would love to read it
Why that weapon is not installed on Udaloy, Sovremenny, Kirov or any other ASuW/Multirole designed warships? Only LST? Why this superior weapon is installed only on third line battle veassels? The truth is - that weapon is not very effective against warships. Paper data sometimes looks very nice but real capabilities are not. Naval version of BM-21 Grad was placed on LST for amphibious assault support role. Mainly for mining clearance in front of tanks. |
28-07-2017, 07:51 | #2660 |
Leading Aircraftsman
Регистрация: Feb 2017
Сообщений: 24
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1. When firing the Harpoon it often explodes and causes alot of damage to own FFG. I suspect this is might be a side effect of the weapon malfunction feature?
2. Is it possible to remove or lower the alarm sound when marking a contact for engagement on the FFG radar station |
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