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Old 09-20-10, 03:40 AM   #1111
Castout
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Somebody please I would like to join some MP too. Play the sub almost exclusively.


Where do you guys meet and when do you guys play MP

I'm on GMT+7 and if able would like to join any community.
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Old 09-25-10, 07:13 AM   #1112
Castout
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Found a CTD bug

If you charge the Kilo batteries by extending the snorkling mast and turning on the diesel engines, the game will CTD when the snorkling mast is retracted while both diesel engines are still running.

Update: it was a false alarm the scenario caused the4 CTD. It was P3C Vs Kilo training scenario. It always CTD when the game reaches 5 minutes.
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Old 10-02-10, 08:45 PM   #1113
Castout
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Umm I'm unable to launch Shkval torpedo properly. I read the manual but still . . . . .setting the speed to 199 knots or even lowering it to 100 knots made no difference.


Set to mode 0. Running depth 50m. Launch depth 40m

Launching platform the Typhoon Improved.

Shkval could be launched without any problem say with the Kilo, etc
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Old 10-04-10, 08:59 PM   #1114
LoBlo
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Here's an idea for making torpedo wire lengths more realistic. Just an idea, not sure if it would work...

We mod the maximum range of the User torpedos to 10nm so that it will shut down and the user will get a "wire break" after it reaches the 10nm mark. We also mod the torpedo to have a "launcher" armed with an identical torpedo that launches when the torpedo reaches 10nm. That way, when the 10nm distance is reached the user torp 'wire-breaks' however the spawned torpedo continues searching outside user control.

The end results should be akin to a true 'wire-break'... think it would work?
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Old 10-05-10, 12:36 AM   #1115
Castout
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I can live without realistic wire break but I can't live with non wired launched torpedoes being tracked in the weapons control station.
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Old 10-05-10, 06:25 AM   #1116
-GrayOwl-
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Quote:
Originally Posted by LoBlo View Post
Here's an idea for making torpedo wire lengths more realistic. Just an idea, not sure if it would work...

We mod the maximum range of the User torpedos to 10nm so that it will shut down and the user will get a "wire break" after it reaches the 10nm mark. We also mod the torpedo to have a "launcher" armed with an identical torpedo that launches when the torpedo reaches 10nm. That way, when the 10nm distance is reached the user torp 'wire-breaks' however the spawned torpedo continues searching outside user control.

The end results should be akin to a true 'wire-break'... think it would work?

In any case, you can Shutdown torpedo, even if the wire becomes unguided (established in torpedo doctrine).

The unguided wire is means that you can not to operate ENABLE-PREENABLE buttons and change of a course.

However - the button Shutdown remains is accessible.

Besides - actually management of a wire can consider lost, but still of you equally should hold open a torpedo muzzle.

Should be if the wire is considered lost, of you can not close tube without loss of a "unguided torpedo with cut off wire".
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Old 10-07-10, 02:09 PM   #1117
Fire
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How can I send the IFF-Code in the first Bear Training Mission?

I get shot every time I get back to the coast.
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Old 10-10-10, 02:54 PM   #1118
-GrayOwl-
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Quote:
Originally Posted by Fire View Post
How can I send the IFF-Code in the first Bear Training Mission?

I get shot every time I get back to the coast.
Launch chaff ( or IR) countermeasure.
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Old 11-04-10, 04:09 PM   #1119
MR_BURNS2
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I have a CTD immediately after the loading screen commences...

W7 clean installation + 1.04 but i editet the options after installation,
can this be the problem?
I also tried the 2 hotfixes DW_NSW_WIN7 and FIX_02
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Old 11-23-10, 05:07 AM   #1120
Radio
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Hi there, I have found 2 bugs (both reproducable) in the v.1.2 of the mod:

1. The Military Oil Tanker make the game crash when they are identified (not detected) by player ESM sensors

2. The sonarbuoy Autocrew does nothing on the Udaloy.

Apart from that: Good work, 1.2 is much more stable than 1.1

p.s. I tried to give the Oiler another radar and/or tried to rename the existing radar, but the game still crashes.

p.p.s: Why o why did you have to change the bouy system. now I have to edit all my old missions as the old ones (with prestatione buoys) crash...

ok just kidding.
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Old 11-24-10, 04:56 AM   #1121
Radio
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Ok the russian buoy screens do not have any Autocrew-support at all, it seems the changes you made to the buoy system (5 new russian buoys) *******ed something up.

I am back to 1.1 atm as the lack of an sonar autocrew is a gamekiller for me.

I miss my 1.2 black shark torpedo, though.
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Old 11-27-10, 08:36 AM   #1122
-GrayOwl-
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Quote:
Originally Posted by Radio View Post
Ok the russian buoy screens do not have any Autocrew-support at all, it seems the changes you made to the buoy system (5 new russian buoys) *******ed something up.

I am back to 1.1 atm as the lack of an sonar autocrew is a gamekiller for me.

I miss my 1.2 black shark torpedo, though.
This is has been fixed for next v1.3.

Buoys now support with autocommand.

ESM bug - also has been removed.
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Old 11-27-10, 09:43 AM   #1123
Radio
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I have one more CTD causing bug (1.1 and 1.2):

If the HF sonar gets detected (player units tested: Udaloy. FFG, Seawolf) by other ships (tested OHIO SSBN and 688 sub) the game crashes after some seconds. I guess once the AI can identify/locate the player?
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Old 11-27-10, 11:42 AM   #1124
Hawk66
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Do not know if this was discussed already...it seems that the AI subs are really very fast concerning attacking:

Inspecting the debug log it seems to reveal that between a passive sonar contact and the firing of a weapon sometimes only a couple of seconds is needed...could somebody confirm this and if yes is this behavior intended?

I mean how can the AI sub get so fast a reliable fix? (it fires SS-N-27 ASW pretty accurately).
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Old 11-27-10, 04:06 PM   #1125
-GrayOwl-
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Quote:
Originally Posted by Hawk66 View Post
Do not know if this was discussed already...it seems that the AI subs are really very fast concerning attacking:

Inspecting the debug log it seems to reveal that between a passive sonar contact and the firing of a weapon sometimes only a couple of seconds is needed...could somebody confirm this and if yes is this behavior intended?

I mean how can the AI sub get so fast a reliable fix? (it fires SS-N-27 ASW pretty accurately).

AI Sub, can shoot as the player well - 15 seconds on input target. And 15 seconds on preparation a tubes (flooding, etc).
30 seconds - a very short time, but generally have corridor between 30-45 seconds.
But it is an exclusive case - when the target very close - less than 2.5 miles. This is - simply snapshot method.

In other cases, will take time depending on that - what strength a signal receives AI SUB - as far as she can quickly classify contact. (the classification by the engine can happen immediately - but we gives some time for this procedure).
And the time of a shot can be increased about 5 minutes - if contact weak.

If speed of contact high - also, triangulation then to become better, as distance between points triangulation is increased also it will give the good decision.

In other cases, will take 1.5-3 minutes.

In version 1.3, we rework SUBROCs. Shot by snapshot will not be as accurate. However - with a good solution would be to shoot very accurately.

EDITED: Very quickly AI Sub shoots on the surface targets (Ships).

It will be eliminated for DWX v1.3.

Last edited by -GrayOwl-; 11-27-10 at 08:47 PM.
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