23-02-2011, 17:47 | #1461 | |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
|
Цитата:
About wakehoming hint, we will keep it in mind. Thanks. |
|
24-02-2011, 19:01 | #1462 |
Corporal
Регистрация: Jan 2010
Сообщений: 85
|
Where I can fin some readme bout changes in RA 3.1 ?
I will appreciate it Is it in the schedule to add new controlable ships: La Fayette class frigate, for example ? |
24-02-2011, 19:02 | #1463 |
Corporal
Регистрация: Jan 2010
Сообщений: 85
|
Where I can fin some readme bout changes in RA 3.1 ?
I will appreciate it Is it in the schedule to add new controlable ships: La Fayette class frigate, for example ? (please delete my last post). Sorry for double. |
24-02-2011, 22:27 | #1464 |
Aircraftsman
Регистрация: Mar 2009
Сообщений: 2
|
Thanks for all your amazing work CrazyIvan and the Redrodgers team!!!!
We really enjoy RA!!!! MS-Solcarlus from Mille-Sabords.com |
25-02-2011, 00:05 | #1465 |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
|
Player unit IDs
Hello CrazyIvan,
just to confirm that for 7 players the IDs are: 1001 1301 1601 1901 2201 2501 2801 as you correctly wrote; soon we will test also battery recharge for Kilo. |
25-02-2011, 03:54 | #1466 | |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,018
|
Цитата:
And other players (LINK option) - as 1301; 1601 etc. But ownship always 1001 at everyone? It is correct? |
|
25-02-2011, 10:38 | #1467 | |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
|
[BUG] Surface unit multitstaion
Цитата:
During last night multiplayer we got a bad issue on surface units (FFG and DDG both). We took the surface unit on multistation with four players, distributing the stations: after game start, only the navigation station started to move and see from bridge and navmap the unit moving. All other stations remained nailed to 0 knots, with 3D for surface unit freezed with its wake, and no movement for unit on navmap. Also other players on other controlled units continued to see the surface unit stopped at dock without any movement in 3D view. But the unit was moving on the scenario like a ghost, and finally was hit by a missile even if other players seen just empty sea in its position. I was at ESM, and all signal continued to arrive as I was at port, even if the unit was in the middle of the scenario. When we were targeted by missiles, I did not see anything on ESM. We also had an HELI take off from DDG, and it born magically in the middle of the sea, meanwhile the player at ASTAC continued to see the DDG stopped at dock. As already told, this happened for FFG and DDG, so seems to be definitely a bad bug for all surface units. Please find attached the scenario to test the condition, played with RA 1.31a with last Diesel_2 executable. |
|
25-02-2011, 11:58 | #1468 | |
Corporal
Регистрация: Apr 2009
Сообщений: 64
|
Цитата:
I repeat, we will check again however. Thanks !!! |
|
25-02-2011, 14:30 | #1469 | |
Sergeant
Регистрация: Dec 2008
Сообщений: 250
|
Цитата:
Although we were only using 2 frigates. While the 2 frigates were in formation the whole time, my coplayer's frigate was behind me 1000 yards and he couldn't see me (even his radar told him I was still in port). For him, I was always in port. As for me, I could see his frigate right behind mine. As well I was suddenly attacked by a ghost missile coming out of nowhere. Also tested with updated 1.31a and Diesel-test-2 executable. |
|
25-02-2011, 15:50 | #1470 |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
|
[BUG] Missile view
Additionally to the stated issue on surface units, I would like to point out another strange issue, probably related with the first one: when in a multistation game any weapons is launched, the only people that can see its real course on navmap and on 3D view is the one at weapon control.
All other people, on the same unit or on other units via datalink, watch queer course of weapons (missiles seems to run undersea, torpedo seems to run in circle, etc...), as the allied units and the stations on the launching platform were not linked to the weapon control people. You can check this behaviuor using the same scenario I attached to the previous post. Последний раз редактировалось sertore; 25-02-2011 в 16:47. |
26-02-2011, 19:00 | #1471 | |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,018
|
Цитата:
Wakehoming torpedo does not see CMs. You observed such case: For example player on a submarine was on a surface or on PD. By it was received 65-76 torpedos. The player throws CM, and leaves on depth. The torpedo crosses a trace of a submarine and begins to carry out search of the further trace. But as submarine has abandoned shallow waters and left on depth, a trace does not exist any more. It is well visible even without drop CMs. Simply enough to change depth, and the torpedo will carry out circles there, where there was a trace of a submarine - close to a surface. We think, that the problem wakehomig of torpedos, will be solved in a near time. We already have positive results. Some time for detailed check however is required still. |
|
26-02-2011, 19:58 | #1472 | |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
|
Цитата:
|
|
27-02-2011, 13:20 | #1473 |
Sergeant
Регистрация: Jan 2009
Адрес: North France
Сообщений: 155
|
You are right CrazyIvan, wake homing torpedoes have no reason to be influenced by CMs whether active or passive.
|
28-02-2011, 16:35 | #1474 |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
|
Executable to use
After the latest notice on multistation issues,
can you please advise if can we use the fixed executable Diesel_2 continuing the test or have we to return to the original version 1.31a? |
01-03-2011, 00:31 | #1475 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,018
|
Try these files:
|
01-03-2011, 13:45 | #1476 |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
|
|
01-03-2011, 18:48 | #1477 |
Corporal
Регистрация: Oct 2010
Адрес: Bremen, Germany
Сообщений: 68
|
Bug-Report
Landing the P-3 Orion on Airport makes DW crash!
I tested this procedure in different missions and game CTD while I sit in Cockpit. It only crashes when someone is sitting in cockpit station and the plane touches the ground. |
01-03-2011, 20:52 | #1478 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,018
|
|
01-03-2011, 22:11 | #1479 |
Corporal
Регистрация: Oct 2010
Адрес: Bremen, Germany
Сообщений: 68
|
|
02-03-2011, 02:14 | #1480 |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
|
Test kilo battery recharge with 3 players: game assigned 3 IDs, one for every player (1001, 1301, 1601), any player seen its own ID (not 1001 for anyone but 1001, 1301 and 1601 for each one).
Kilo (1001) and Kilo Improved (1601) recharged, Alrosa did not recharge (1301). Hope this help. |
Здесь присутствуют: 32 (пользователей: 0 , гостей: 32) | |
|
|