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Старый 22-07-2017, 21:03   #2641
CrazyIvan
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In multistation MP games players can not change weapon loadout (even with all stations asignet to 1 player). Is it fixable?
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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Старый 22-07-2017, 21:18   #2642
pepe
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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
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Старый 22-07-2017, 21:53   #2643
CrazyIvan
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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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Последний раз редактировалось CrazyIvan; 23-07-2017 в 11:48.
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Старый 23-07-2017, 03:17   #2644
Red_88
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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?
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Старый 23-07-2017, 12:44   #2645
pepe
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Maybe the sonalysts just did not do it for SHIP platform ?
Looks like only surf units have this problem.

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:

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EDIT: Has been fix.
Thx

Последний раз редактировалось pepe; 23-07-2017 в 12:53. Причина: note
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Старый 23-07-2017, 16:03   #2646
CrazyIvan
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Arrow

Version 1.42-B released.

Russian Voices Pack - has been update.
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Старый 23-07-2017, 16:27   #2647
seadog0514
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Version 1.42-B released.

Russian Voices Pack - has been update.
142b? just bug fixing or some new feature?
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Старый 23-07-2017, 16:41   #2648
CrazyIvan
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142b? just bug fixing or some new feature?
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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Старый 23-07-2017, 20:19   #2649
pepe
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Thx

P.S. Check again links in first post
(missing "[" in /url)
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Старый 24-07-2017, 03:50   #2650
OrangeFr3ak
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Do you have any plans for controllable Arleigh Burke destroyers and Indian Navy Sindhughosh/Kilo submarines?
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Старый 25-07-2017, 00:09   #2651
USA~Driver
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Red face

Another "clean install"?


Making the game better so, thanks.
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Старый 25-07-2017, 00:59   #2652
pepe
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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
Вложения
Тип файла: 7z = TEST =.7z (546 байт, 632 просмотров)
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Старый 25-07-2017, 01:26   #2653
CrazyIvan
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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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Последний раз редактировалось CrazyIvan; 25-07-2017 в 11:40.
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Старый 25-07-2017, 01:49   #2654
pepe
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You should turns harder
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Старый 25-07-2017, 01:54   #2655
CrazyIvan
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You should turns harder
Military platforms are dangerous. The weapon does its job.
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Старый 26-07-2017, 20:36   #2656
CrazyIvan
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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 different tasks, this weapon uses completely different ammunition with different warheads. And these weapons do not work - just into the target.
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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Последний раз редактировалось CrazyIvan; 26-07-2017 в 21:38.
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Старый 26-07-2017, 21:32   #2657
pepe
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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
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Старый 26-07-2017, 22:16   #2658
CrazyIvan
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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
Any ship that gets into the area of gunfire will be damaged.

This the game engine works.
I installed real data for the weapon in the database.
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Старый 27-07-2017, 01:16   #2659
pepe
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I installed real data for the weapon in the database.
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.
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Старый 28-07-2017, 07:51   #2660
Swampy
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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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