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Old 04-26-07, 02:49 PM   #871
Bill Nichols
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Yes. We have our eyes on you.

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Old 04-26-07, 03:17 PM   #872
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Quote:
Originally Posted by XabbaRus
OK as a mod here I will be watching.
As an user I will be watching equality of treatment, too!

Back on topic: I have good news for future Kilo skippers! I have read great article in mentioned earlier Polish periodic "Nowa Technika Wojskowa" about Kilo's successor called project 677 or "Lada"-class sub will be armed with UGSTs and up to four Club-S missiles! Additionally "Lada" will also carry self-propelled submarine imitation devices (something now completely lacks in DW!) fired from torpedo tubes and made on the basis of electric torpedoes. There are three types of them now available: "Korund" ("Corundum"), "Berilij" ("Beryllium") and "Tuniec" ("Tuna"). Brand-new sonar suite called "Arfa" ("Lyre") includes first on Russian diesel subs towed array sonar which can detect surface targets up to 200 km! Also AIP propulsion of "Krista³³-27" ("Crystal-27") type is planned for next "Ladas"! This sub costs about 250 million USD but including independent AIP module total price is 300-320 million USD. Quite cheap if compared with its Western counterparts!

Hurrah!!!

There is plenty of new work as you can see, Lufty. So, snap to it!

Last edited by Gorshkov; 04-26-07 at 06:25 PM.
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Old 04-26-07, 06:23 PM   #873
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Damn it, you guys made me actually read those posts and sort out the wheat from the chaff... I asked you to stop, but you still waste my time.

Ok... NO MORE POLITICS.

Molon, yeah the pinging helos on landing is a bit of an annoyance... I'm not sure if there is another way I can do it so that this doesn't happen.

I'll think about it. :hmm:

Cheers,
David
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Old 04-26-07, 06:40 PM   #874
Gorshkov
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Hello Lufty!

Could you make playable "Lada" sub or Kilo armed with UGST??? :hmm:

Think about it!
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Old 04-26-07, 07:06 PM   #875
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Quote:
Originally Posted by LuftWolf
Damn it, you guys made me actually read those posts and sort out the wheat from the chaff... I asked you to stop, but you still waste my time.

Ok... NO MORE POLITICS.

Molon, yeah the pinging helos on landing is a bit of an annoyance... I'm not sure if there is another way I can do it so that this doesn't happen.

I'll think about it. :hmm:

Cheers,
David
You know, I've given this a bit more thought and I've decided it's only minor. Don't lose any sleep over it.
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Old 04-27-07, 06:36 PM   #876
Molon Labe
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Now onto something more serious...

Is there a limit to how far out you can get the helo to prosecute a contact?
I'm trying to engage a sub at ~60nm. FFG control loses the link at about 33nm. I've tried promoting the contact manually with the helo 30mn out, but he just turns around and heads back for the boat at that point.

Any ideas, or is there a 'hardcap' on how far out you can use the helo?
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Old 04-29-07, 04:29 PM   #877
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Quote:
Originally Posted by LuftWolf
Please save political discussion for the General Topic forum.

Further posts in this thread regarding politics will be deleted without warning.

Thank you for your cooperation.

Cheers,
David
Please... :p
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Old 04-29-07, 04:46 PM   #878
GrayOwl
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Quote:
Originally Posted by Molon Labe
Now onto something more serious...

Is there a limit to how far out you can get the helo to prosecute a contact?
I'm trying to engage a sub at ~60nm. FFG control loses the link at about 33nm. I've tried promoting the contact manually with the helo 30mn out, but he just turns around and heads back for the boat at that point.

Any ideas, or is there a 'hardcap' on how far out you can use the helo?
The communication with the helicopter seems has dependence on height of flight of the helicopter. By default in the engine of game the helicopter travels in height of 300 ft. Concerning it distance - management of the helicopter also depends.
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Old 04-29-07, 04:52 PM   #879
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Quote:
Originally Posted by Molon Labe
@LW: Sorry for the OT message. I'll be good. Or better yet.... you know the detection ranges are too long right? Remember that russian analysis in the pdf? You should learn from it.

There, now it's on-topic!
The reduction of ranges of detection will be bad to work for the visual control on acoustics sonars for the player .

Frequency show the lines on NB, will occur at once on 2 or 3.
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Old 04-29-07, 05:22 PM   #880
Molon Labe
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Quote:
Originally Posted by GrayOwl
Quote:
Originally Posted by LuftWolf
Please save political discussion for the General Topic forum.

Further posts in this thread regarding politics will be deleted without warning.

Thank you for your cooperation.

Cheers,
David
Please... :p
I believe the proper expression is...
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Old 04-30-07, 06:52 AM   #881
GrayOwl
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Quote:
Originally Posted by Molon Labe
Quote:
Originally Posted by GrayOwl
Quote:
Originally Posted by LuftWolf
Please save political discussion for the General Topic forum.

Further posts in this thread regarding politics will be deleted without warning.

Thank you for your cooperation.

Cheers,
David
Please... :p
I believe the proper expression is...
Where censorship!? :hmm:
Or the dirty curses are purer than politics?
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Old 04-30-07, 02:57 PM   #882
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We were going to to speak about serious - Who some that wanted to speak directly...

For MH-60 Helo radar is established in wrong meanings - on the screen of a radar station for the player of the helicopter, a scale of the display is limited 40 NMI, at the same time AI helicopters use full detection distance - about 256 kyloyards for this sensor control in a database. Thus AI helicopters have advantage in for detection 3 times greater than player. Or Radar Ranges in "REMRO" Mode - distance controllable MH-60 from FFG Station Control also - Cheats .

Even if the target is found out for detectable, if distance in 40 NMI will not be closed , target yet will NO appear on the screen of a radar for the player for marking. :rotfl:

Khe-Khe… For myself I already have corrected it.
Very much it would be desirable to have a "Nice Music"……
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Old 05-01-07, 05:49 PM   #883
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Hello again Lufty, old bungler!

Something is wrong with fuses of Russian wakehomers in your mod! Such torpedo can swim through ship's hull without detonation. Only if it hits hull's center, explosion takes place.

Any explanations, buddy? :hmm:
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Old 05-01-07, 07:41 PM   #884
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Quote:
Originally Posted by Gorshkov
Hello again Lufty, old bungler!

Something is wrong with fuses of Russian wakehomers in your mod! Such torpedo can swim through ship's hull without detonation. Only if it hits hull's center, explosion takes place.

Any explanations, buddy? :hmm:
No, the wakehomers work fine... the way the have been working for 1.5 years.

Try again.

Cheers,
David
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Old 05-01-07, 08:53 PM   #885
Bill Nichols
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Uh oh. Here we go again!
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