21-09-2015, 14:01 | #2141 |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
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Hello RA team,
just a quick question: is the nixie still working with RA MOD installed? I did some tests and I was not able to detonate a torpedo on nixie deployed: maybe I was not lucky but I have a dubt if this feature is still working or not. Thanks in advance for support! PS: maybe the disable of torpedo detonation on countermeasures can be connected to the possible malfunction of the nixie with the RA MOD installed? Последний раз редактировалось sertore; 21-09-2015 в 15:41. |
23-09-2015, 16:22 | #2142 |
Bugcatcher
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Sertore - It works.
Torpedo compared the power of the signal, reflected from several targets. The torpedo is induced at the target from which receives a big echo. However - under attack, torpedo logic will be able to make recognition the true target from the countermeasures. For older torpedoes - threshold logic low, the logic threshold for the new torpedoes - high, but not 100%. Also, torpedo in wakehoming mode - will not ever respond to the CMs or Towed Decoy. [Chance preset acoustics modes for the AI captain torpedo this - the launch of a torpedo against a ship: 70% wake mode search, 20% passive mode search, and 10% active mode search. To attack submarines AI Captain setting this modes: 60% chance of an active search, and 40% chance of a passive search. Two torpedoes in a salvo, with active and passive search, gives a good chance to attack.] LOG from debugger: [4256] NSE: UGST Torpedo detected by Udaloy DDG with Passive Sonar at rng 17827 [4256] NSE: UGST Torpedo ID'd Hostile by Udaloy DDG [4256] NSE: TowedCM detected by UGST Torpedo with Active Sonar at rng 3144 [4256] NSE: Torp_Homing_Call_Doctrine: [4256] NSE: UGST Torpedo U [4256] NSE: Towed Decoy [4256] NSE: Udaloy DDG detected by UGST Torpedo with Active Sonar at rng 3035 [4256] NSE: Torp_Homing_Call_Doctrine: [4256] NSE: UGST Torpedo U [4256] NSE: Kharlamov [4256] NSE: Torpedo Homing To: [4256] NSE: UGST Torpedo U [4256] NSE: Towed Decoy [4256] NSE: Torpedo Homing To: [4256] NSE: UGST Torpedo U [4256] NSE: Towed Decoy [4256] NSE: Torpedo Homing To: [4256] NSE: UGST Torpedo U [4256] NSE: Towed Decoy [4256] NSE: Torpedo Homing To: [4256] NSE: UGST Torpedo U [4256] NSE: Towed Decoy
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Only the dead have seen the end of the war. Последний раз редактировалось CrazyIvan; 24-09-2015 в 00:38. |
24-09-2015, 00:09 | #2143 |
Sergeant
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OK, thanks for check and reply.
To be honest, I am happy to know that the nixie still works against active torpedo: I will repeat my tests to understand better the logic and the torpedo behaviour vs. the countermeasure. |
24-09-2015, 00:39 | #2144 | |
Sergeant
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Цитата:
Thanks CrazyIvan, I will report this information to Betasom commanders. |
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24-09-2015, 00:42 | #2145 | |
Bugcatcher
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Цитата:
It works the same for passive torpedoes. But not against wake.
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24-09-2015, 17:43 | #2146 |
Aircraftsman
Регистрация: Oct 2014
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In satellite hunt mission i cant find the satellite on broadband sonar and it is very difficult to find it via hf sonar. I am sure i could see it on subcommand but not in ra version of the mission. Is this a bug?
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24-09-2015, 22:14 | #2147 |
Bugcatcher
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Regarding noise opening torpedo muzzle.
Discussed at Subsim forum: http://www.subsim.com/radioroom/show...83#post2346883 Our demo scenario shows how this works in RA Mod:
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24-09-2015, 22:21 | #2148 | |
Bugcatcher
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Цитата:
If you're playing a fixed version of the company's from resources subguru, you will not see the satellite, because the satellite settings in Dangerous Waters at the bottom. It can not be set at a predetermined depth. I will check this mission as soon as possible.
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26-09-2015, 00:23 | #2149 |
Bugcatcher
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To: cemtufekci
Instead of the model satellite,model is used DSRV. You can detect it via high frequency sonar, and approach to this object for pickup. In a pinch, you can use the MF Active Sonar.
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07-10-2015, 18:58 | #2150 |
Bugcatcher
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Version 1.40 has been released.
Some info about add-on "Reinforce Alert" (DWX 1_40 version). 1 - Mobile Mines more stable now at installation - Stay at put place, without any movement. 2 - When mishit the AI torpedoes that can be guided on the wire, will be removed, instead of moving the full distance of the cruise. 3 - Chinese Song SSK: Distributed into 2 classes - Song SSK and Song Mod SSK (less noisy). 4 - CY-I Subroc added to Song SSK as test missile. 5 - Alfa SSN - bug with speed increase removed. 6 - Kilo SS Poland, LA SSN VLS, - doctrine bug removed. 7 - SS-N-27 ASM Missiles: Change the name to Loadout and Target displays. Subsonic missile named 'Club ASM', supersonic 'Sizzler ASM'. 8 - Kartal PTGF added to Turkey. 9 - Frequency Profiles has been reworked. 10 - USNI Data: TPK and BLADES info has been updated. 11 - AI Ships Doctrines: bug behavior vs mobiles mines has been fixed. 12 - Karel Doorman FFGH Added To Netherlands. 13 - Daphne SS return to Portugal 14 - SAM missiles: added capacity to success intercept sea skimming missile and vice versa. 15 - AI SET-72 electric torpedo added. 16 - Some russians sub hulls has been renamed. 17 - User Subroc SS-N-27 ASW: search parameter for under or over layer, and acoustic mode now precisely setting. 18 - AI SuperCavitation Torpedoes (Shkvals): 2 modes detonation - MAD detect, and now allowed new mode, blow by range to target (if target range - is precisely known). Similar as players presets. 19 - Player submarine torpedoes: Launch torpedo with greater depth of the maximum depth of the torpedo, torpedoes cause destruction or even its explosion. 20 - Mobile Mines installation now only on the bottom. In the deep waters of the mine has been no secured near the bottom and will be removed. 21 - Player Air platforms: Planes Captors installation now does not operate in deep waters. The depth of the bottom in the place of captor not be more than 1000 meters (3280 ft). 22 - TU-142 and KA-27 User Platforms: added gunner station (with varied success). 23 - KA-27 User Helix: UMGT-1 Torpedo replaced to PLAB-250 depth bomb. 24 - Grisha-V: Propellers blades fixed to 3, instead 4. 25 - Quick Mission mode - all AI platforms are presented as an opponent. 26 - AI ASW planes: behavior vs Neutral ships has been fixed. 27 - AI Delta-IV Stretch SSAN class added. 28 - AI Project 10831 Losharik SSAN class added. 29 - Scenario added: SSAN HUNT name. 30 - AI Helo controlled from User Ship: Doctrine has been fixed for helo default setting in scenario (helo launch not from deck). 31 - Mistral CVG: In Database,transfered to Egypt from Russia. 32 - Scenario added: SUNSTROKE name.
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Only the dead have seen the end of the war. Последний раз редактировалось CrazyIvan; 07-10-2015 в 19:20. |
12-10-2015, 01:01 | #2151 |
Aircraftsman
Регистрация: Oct 2015
Сообщений: 3
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Are SLBM's supposed to be working ?
When I launch them, they just circle around endlessly (yes I did designate a land target |
12-10-2015, 08:27 | #2152 |
Corporal
Регистрация: Jan 2011
Адрес: Chicago Il USA
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12-10-2015, 10:36 | #2153 | |
БЧ-2
Регистрация: Nov 2008
Сообщений: 255
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Цитата:
It would be funny if IRL military fired first, and then read the manual how to use their weapon. RTFM RA_Weapon_Info_rev35.pdf page #35 in Manual folder. |
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13-10-2015, 05:48 | #2154 |
Aircraftsman
Регистрация: Oct 2015
Сообщений: 3
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My bad, I didn't realize the manuals folder had been updated, so didn't look there :/
Ok it says "Also, from a navigating map, the launch on target object "LANDBASED" is authorized." I ASSume ? that is by right clicking on a target in the navmap (F5) ? If so, the only option I see is "Enage with ..." Are only some of the land targets available in the mission builder, eligble to be SLBM "authorized" ? If so, is there a list of them somewhere? Or do I need to create a test mission and create every possible land building, then RMB them in the running test mission ? Or is there a "flag" visible in the DWEDIT editor / database for SLBM targets ? |
13-10-2015, 07:46 | #2155 |
Bugcatcher
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Set Coordinates for FIRST point in Target Display (not visible target - airport), Or Launch from NAV.map - if target with "autodetect" option (nuklear power plant).
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13-10-2015, 08:38 | #2156 |
Aircraftsman
Регистрация: Oct 2015
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Ok, thanks CI,all working now.
I misread the "authorized" statement to mean that an additional "authorize" step was required. I see now it means that the SLBM can be launched on the map using the "Engage with" popup. I realize the important thing is to simulate the BM's flight and destruction behavior, which I'll assume is fairly accurate. But have you seen the "eye candy" explosion(s) in Falcon BMS's nuke weapons ? (Especially the mushroom cloud). I guess that's not possible in DW ... or maybe your design choice ? Thanks for the demo scenario file. |
15-10-2015, 19:56 | #2157 |
Corporal
Регистрация: Oct 2010
Адрес: Bremen, Germany
Сообщений: 68
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Download doesnt work
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15-10-2015, 20:28 | #2158 |
Corporal
Регистрация: Oct 2010
Адрес: Bremen, Germany
Сообщений: 68
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nevermind, works now !
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17-10-2015, 15:37 | #2159 |
Северный флот
Регистрация: Apr 2007
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Сообщений: 230
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Ракеты SM-1 MR
Доброго дня!
В первую очередь - благодарность команде разработчиков мода RA 1.40 за продолжение работы над проектом и лично командиру Crazy Ivan-у! А теперь пара вопросов (уже по моду версии 1.40): 1) Ракета SM-1 на управляемом "Перри" недобирает скорости, значение - 1188 kts, как при атаке надводных, так и при атаке воздушных целей. По мануалу указано 1770 kts (да вроде в 1.39 так и было). 2) Непонятно с боеголовкой этой же ракеты - 115 кг или "урезали" до 62 кг? |
17-10-2015, 16:28 | #2160 |
Bugcatcher
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This is worldwide discussion. Please use English language.
===================================== SM-1MR , generic name of missiles. In fact, this category includes missile RIM-66A, RIM-66B, RIM-66E. These missiles have a different speed and different warheads. For simplicity, the player designated as the missile SM-1MR (Medium Range), without a specific designation of the type of missile (RIM-XXx). Since the ships being upgraded, and had over the years, have various models of missiles onboard.
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Only the dead have seen the end of the war. Последний раз редактировалось CrazyIvan; 17-10-2015 в 16:43. |
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