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Old 01-01-10, 04:34 PM   #811
goldorak
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Quote:
Originally Posted by Bill Nichols View Post
Any reason why my opening movie has no sound?
Maybe they forgot to include the sound.
I've just checked and yes no sound in the opening movie.
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Old 01-02-10, 05:12 PM   #812
whiskey111
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How to deploy Special Forces from Lada and Uboot Type 212 ?
When I click on the target there is no option to do it.
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Old 01-02-10, 11:04 PM   #813
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Quote:
Originally Posted by goldorak View Post
1-2 weeks for further testing of the new drivable units.
But as always take that estimate with a huge grain of salt.
HUGE is the keyword
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Old 01-03-10, 04:25 AM   #814
whiskey111
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I know that this is not place for this but:
anybody know how to register in Red Rogers Forum ?
Unfortunately I don't know cyrylica.

And one more thing:
When human Heli is not controlled by human than it start to fly north east. Is there any way to fix it ?

Last edited by whiskey111; 01-03-10 at 07:07 AM.
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Old 01-04-10, 05:04 AM   #815
-GrayOwl-
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Quote:
Originally Posted by Bill Nichols View Post
Any reason why my opening movie has no sound?
We did not attach any sound in a clip. Simply for economy of the size of archive.
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Old 01-04-10, 04:56 PM   #816
Bill Nichols
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Thanks. I was worried something was wrong with my setup.

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Old 01-10-10, 07:53 AM   #817
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Quote:
Originally Posted by goldorak View Post
1-2 weeks for further testing of the new drivable units.
But as always take that estimate with a huge grain of salt.
Any news sir?
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Old 01-10-10, 08:00 AM   #818
cj95
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I'm still trying to figure this mod out.

It seems to run oaky which is good, and the new models are fantastic.

The problem I am having 9if it is a problem) is that sub vs sub detection has gone out the window.

Literally I have to be within a mile or so to even start to hear the enemy which quickly turns things intoa knife fight.

Or...as is usually the case, I am crawling around the deep for hours with nary a sound to be heard....kinda dull.

Im not arguing for not being realistic, but whats the use of a weapon that cant even hear an enemy 5 miles away? Its kinda like just randomly bumping into each other as opposed to tactics or manuvering for position.


That said, Im willing to learn, and hoping for advice
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Old 01-10-10, 08:17 AM   #819
goldorak
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Quote:
Originally Posted by Pumpkin View Post
Any news sir?
No no news. I'm sure once the modders finish they'll let us know.
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Old 01-12-10, 02:34 AM   #820
Castout
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Sometimes often enough the launched torpedoes will launch at the wrong direction(completely wrong bearing or slightly off but still off annoying enough) to the ideal trajectory even though they were assigned to the right target and the TMA doesn't change. This is my biggest gripe with DWX. It's a really great mod. I hope they fix this in their upcoming version
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Old 01-12-10, 06:43 AM   #821
fitzcarraldo
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Quote:
Originally Posted by cj95 View Post
I'm still trying to figure this mod out.

It seems to run oaky which is good, and the new models are fantastic.

The problem I am having 9if it is a problem) is that sub vs sub detection has gone out the window.

Literally I have to be within a mile or so to even start to hear the enemy which quickly turns things intoa knife fight.

Or...as is usually the case, I am crawling around the deep for hours with nary a sound to be heard....kinda dull.

Im not arguing for not being realistic, but whats the use of a weapon that cant even hear an enemy 5 miles away? Its kinda like just randomly bumping into each other as opposed to tactics or manuvering for position.


That said, Im willing to learn, and hoping for advice
I haven´t that problem...Yes, it´s very difficult (and realistic), hear and detect a sub from my sub, but that works fine for me. I use autocrew for all the stations. The sonar autocrew detects the contacts with some delay, and the actualization of TMA is on the slowest side, but that seems realistic for me.

Regards and happy new year to all!

Fitz
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Old 01-12-10, 10:42 PM   #822
LoBlo
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Here's a couple of simple request for the modding team.

1. Is it possible to change "Biologics" classification in the NavMap to the specific type. Meaning that instead of assigning the generic "biologics, we would be able to assign shrimp, whale, shark, dolphins, orca all seperately.
1a. Can each of the different biologics have a distinct sound that we would be able to identify from the sonar ourselves? Whales, orcas, dolphins, etc could be distinguished based on what we hear on the sonar screen.

2. One of the dissapointments with littoral combat is the emptiness of the shorelines. Buildings can be inputted on a scenario, but still only make for isolated specks on empty landscapes. How about creating very large and dominating models for bases, cities, skyscrapers, ports that are many times larger (lets say 10 times) than the current bases/buildings. Skylines that were huge compared to the current landbases/buildings/etc will add more life to the shoreline. I would love to look through a periscope and see a bustling New York skyline emptiness. The polygon count should be low of course.

3. Would it be possible to create an Ohio SSGN with 154 tomahawk missiles? I'm not sure how to accomplish this, but perhaps the weaponsloadout could be simulated by making the vertile launch tubes "reloadable" with tomahawks. Very very fast load times, and a large weapons capacity would be one method of simulating the platform.

4. Every submarine information source I see has the Ohio SSBN fielding at least the TB-16 array. Not sure why ingame they are equipping the outdated TB-15. Can they be upgraded?
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Old 01-14-10, 09:35 AM   #823
falconsix
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Even in the original DW the subs doesnt make any noise in the broadband sonar, unlike ships. Is it possible to add some effects like different screw noises for them? So you can identify a ship or sub with your own ear? This would be great.
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Old 01-14-10, 10:58 AM   #824
Rosencrantz
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It was 14th of January 2010 and we were waiting, waiting once again...
Waiting for the 1-point-1, the RA mod under Russian thumb...
To surface like a rising sun, but not, of course, like the japanese one...
Da-da-da-da... La-la-la-la...



Too bad for the neighbours, but this waiting is making me both poetic and
musical...

Greetings,
-RC-
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Old 01-14-10, 11:37 PM   #825
Castout
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I've got some too


O Death

O death . . .




[to be continued]

I need further testing on it should be done when DWX 1.1 came out.

On the serious note hope they come out with even better DWX!
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