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Старый 05-01-2015, 22:47   #1
shchuka
Leading Aircraftsman
 
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Thanks for the explanation!
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Старый 06-01-2015, 01:23   #2
Red_88
Leading Aircraftsman
 
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Exclamation Kilo overspeed when snorkeling

When I am in a Kilo, raise the snorkel and start both diesel engines the boat will speed up to 50knots in 4 seconds then the snorkel breaks.
The problem exist only in Russian Kilo (pr.877)
all other variants not affected by this bug.

I am bit curios in the other kilos when I give order for 5 knots, and start one diesel the speed drop to 4 knots, when I start the other diesel and both diesel are running the boat reach 7 knots and get the message to retract all mast and antennas.

I have test mission included so you can see yourself.
Вложения
Тип файла: zip test kilo.zip (533 байт, 686 просмотров)
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Старый 06-01-2015, 02:21   #3
Jaf
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Kilo overspeed when snorkeling
Please, read CAREFULLY the penult post of CrazyIvan and install a fix.
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Старый 06-01-2015, 09:33   #4
Red_88
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Please, read CAREFULLY the penult post of CrazyIvan and install a fix.
OK.
Sorry, I didn't noticed the fix was already ready.
Thanks
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Старый 24-02-2015, 16:22   #5
whiskey111
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Hi,

I'm wondering what is the path of developing this mod. Do you have any schedule you are going to proceed ?
I am very courious what is going to be added in the future
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Старый 22-03-2015, 03:01   #6
CrazyIvan
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Exclamation ressurection dead 688HK

Greetings comrades!

Some time ago I got a dusty shelves, old game disc 688HK (Oh, old good times).

I have played and enjoyed.

Little dive deeper into strange digits coding, I still found some inputs.

I think it's time to return the this dead game.

At the initial stage, I intend to replace the value of blades and TPK value to more plausible. Also - the sounds of submarines to replace significant (because 688I, or any another sub sounds, unified for sound surface ships).

Will be added towed sonar for ships and submarines, which really is, but for some reason has not been added from sonalysts.

Also - will be added to the new missiles, their model.

Will be replaced weapons on aircraft.

Active sonar - will be installed reliable frequency radiation.

And some many more replacements - In fact, fixed an current bugs in the game. (CrazyIvan see all )

It is possible that someone else is trying to play this "game Bordato"


PS: Strange and unbelievable - but no one made patch that would improve this game - for so many years of 688\HunterKiller.
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Последний раз редактировалось CrazyIvan; 22-03-2015 в 03:47.
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Старый 03-04-2015, 00:11   #7
CrazyIvan
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Exclamation

Small patch for 688H/K has been released.

Download available from first message.


=====INFO ABOUT CHANGES:=========

Patch compatible with english edition 688HK ver.1.05 or ver 1.07

Changes:
ADDED AI WEAPONS:
SS-N-27 CLUB SSM Missile
SS-N-14 Silex SSM Missile
SS-N-12 Sandbox SSM Missile
SS-N-7 Starbright SSM Missile
Spearfish Torpedo
AT-2 Torpedo
HARM Missile
Helfire Missile
================================================== ========
REPLACE OLD PLATFORMS:
Trident to Ohio SSBN
Kotor to Najin FFL
Heroj to Papa SSGN
Sava to Song SSK
Minisub to Sang-O SSW
Swamp to Osprey MHC
SilkWorm Missile to SS-N-2 STYX [SSM]

================================================== =======
REPLACED 3D MODELS:
SS-N-19 Shipwreck
SS-N-14 Silex.

================================================== =======
GLOBAL REPLACE:
Blades and TPK [turns per knot value] has been replaced for all platforms.
Towed Array applicable now for OSCAR-II, DELTA-IV, KRIVAK-II, and O.H PERRY.
LF, MF, HF passive sonars has been replaced for some platforms.
Weapon loadouts and quantity has been replaced for some platforms [Ship, Sub, and Air]
Speed and range missiles has been replaced
Ship: maximal speed - set to more real value.
Sub: maximal speed and maximal depth - set to more real value.
Torpedoes: maximal speed - set to more real value.
Broadband sound for diesel subs set to unique.
Broadband sound for nuke submarines set to unique.
Broadband sound for gas-turbine and electrical torpedoes set to unique.
Background sound for broadband sonar has been replaced.
Active Sonar frequency, has been replaced to all platforms.
Added motors for some platforms - Seal Team, Motor Sailer, has now outboard motor.
SLMM Mine - now with frequency profile and Broadband sound.
Damage modeling has been fixed.


=====INFO ABOUT INSTALLATION:======
Installation Steps

Make BackUp Folders DATABASE and SFX /if necessary/.

1. Unzip archive into game folder. / or placed unzip this patch [ "688HK_Patch" Folder Name and "688HK_Update.bat" file ] at root directory Your game [ C:\...\688HK ]. /

2. Launch "688HK_Update.bat" file for install pack.

3. When the CMD window closes, patching is completed. All installation files and folders will be automatically deleted.

====================================

Full Data to All platforms available in 688_Data_Units.xls file (Excel Table).
After installation, file located in BOOKS folder.

Cheers!
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Старый 06-04-2015, 12:47   #8
elpuxo
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Hello CrazyIvan and thank you for all modSC , modRA-DW and now HK ...

I have a question for you for modRA-DW.

How can one add "special" weapon (category sub) to another entity, sub.

In case is weapon "Mobile Decoy" shipclass 922. but is category sub and is avilable only for GHOST SSK, how can I add to eg. 688(I/VLS) or any other.

I cannot select it in Lunchers dialog for any of tubes.

Seems impossible task, but, hehe, ... nothing is impossible.

And., for Victor III , there is weapon loadout somewhat broken, what can i do to fix?

Thank you for modRA which is best for me, and

Cheers
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Старый 10-04-2015, 14:10   #9
CrazyIvan
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It is impossible to replace weapons controllable user platform from the database. Player Weapons hard-coded in the DLL files.

Besides - Mobile Decoy platform Ghost is similar to the frequency of the this submarine. Platform 688, requires its own mobile decoy, that is exactly mimic the frequency profile of Los-Angeles.
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Старый 17-04-2015, 07:42   #10
elpuxo
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Yes, I got that, but someone has already modified those dll's for each interface/platform, you?

So are you planning to do next update 1.40 for modRA in future?

I would "vote" for RA more then 688hk.
Don't get me wrong, I've finished 688kh first time back then in '96,'97, hehe, long time ago. Still have it installed on hard drive. Fidel's folly, Against all odds

So yeah, 688hk is cool but DW+RA is kickass, more advanced naval sim, eg. multistation multiplayer, its first in the world. No other naval sim have that!.

And compared to LWAMI , modRA is more realistic, towed arrays for example.
In original DW and lwami too, there is 60 degrees blind spot, hard cut..
Which is totally Unreal.
Healthy thinking!. I would say it is even smaller then 20 degrees, maybe 1-5,10, or even 0,... depends how far towed array is deployed and what speed sub is moving., washout.

Because if sub is going slow enough, towed array sinks below sub, so it is not in straight line with propeller washout. Theoretically it could have full 360 coverage. Like on OH Perry.. VDS.

That is my guess in reality towed arrays have 360 but they cut out sub on board noise , with filter reduce or even with negative own noise applied to sonar, sound processing.

So that cancels/filter out your own noise you are making. Getting your own noise is quite simple, just put mic outside, where you want and record it , then put it in negative on your own track in sonar sound processing and tada

So no "baffles" or whatever for towed arrays exist, ok, performance reduce is OK, but no HARD CUT 20-60 degrees.. right?

Well, it is just a game
But good work on getting there your self, reducing baffles for towed arrays, vds, whatever.

Please , CrazyIvan if you need help, make modRA standard for DW , and not that lwami arcade game Just kidding, "run"

Cheers
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Старый 08-07-2015, 19:14   #11
PJB
Senior Aircraftsman
 
Регистрация: Aug 2009
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Patch

cant download the bug fix. It shows as a php file not a zip
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Старый 08-07-2015, 22:44   #12
dasOoops
DW & Il2 player
 
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Strange... Succefully downloading from here and from http://www.ra-dwx.narod.ru/download.htm
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Старый 10-07-2015, 11:17   #13
PJB
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Thx

that link worked
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Старый 15-08-2015, 22:24   #14
cemtufekci
Aircraftsman
 
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In Akula Sub Command Campaign mission 5(Akula Russian Transit)(RA version).
The radio massage of trigger Pd should be "Waypoint dive 69-22N / 33-42E" which is the location of trigger "Arrival At Area Dive".
Instead its "Waypoint dive 69-22N / 33-22E" That coordinate is on soil so player is misleaded and gets no idea on what to do.
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Старый 22-08-2015, 20:13   #15
CrazyIvan
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cemtufekci - Thx!

Has been fixed.
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Старый 21-09-2015, 14:01   #16
sertore
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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.
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Старый 23-09-2015, 16:22   #17
CrazyIvan
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Arrow

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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Последний раз редактировалось CrazyIvan; 24-09-2015 в 00:38.
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Старый 24-09-2015, 00:39   #18
sertore
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Thumbs up

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Sertore - It works.
...
[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.]
...
Interesting data to choose the strategy to evade based on the probability of the search type of the incoming torpedos.

Thanks CrazyIvan, I will report this information to Betasom commanders.
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Старый 24-09-2015, 00:09   #19
sertore
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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.
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Старый 24-09-2015, 00:42   #20
CrazyIvan
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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.

It works the same for passive torpedoes. But not against wake.
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