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Old 04-17-19, 10:17 AM   #1666
torpedolov
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Default The problem with the AI-helicopters

I noticed that the AI-helicopters that take off at the appointed time when returning to recharge very quickly recharged and take off again. Fast recharge is off.Is it possible to fix this in the next patch??
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Old 04-17-19, 01:03 PM   #1667
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I didn't observed this behavior

Maybe its caused by "flight schedule" because status 5 and 15 depletes helo fuel.
If you set flight schedule 5 and taking off is 2 hours later - helo will start only with small amount of fuel.
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Old 04-17-19, 04:13 PM   #1668
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You do not understand me.The problem is that the AI-helicopter sits at the gas station on the ship and only touching the deck again takes off.Maybe i will record a video and put it on my channel in YouTube
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Old 04-17-19, 05:21 PM   #1669
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Ok, now I understood.
I don't use AI ships with airctafts/helos because it only makes big mess in scenarios (course changes etc.)
As mission designer i recommend to select "empty loadout" and all helos launch only via scripts & triggers. Not from deck or hangars but from "create group" trigger
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Old 04-18-19, 01:59 PM   #1670
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I am too a desiner missions in the single player.In order that the AI-ships did not create chaos when start helicopters it is possible to remove wind and current in the settings.And this problem disappears.
Create air groups on the trigger can be,but then they will have nowhere to recharge.

Last edited by torpedolov; 04-18-19 at 03:59 PM.
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Old 04-18-19, 04:03 PM   #1671
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Ok, i think you have right - AI helo can reload weapon immediatly.
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Old 04-18-19, 05:39 PM   #1672
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I didn't understood.I on the contrary that the reloading was realistic
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Old 04-19-19, 08:05 AM   #1673
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I'm not so sure. If i remember correctly this issue was also in vanilla game

For me all "air operations" in DW are broken and works really bad. I don't use AI helos/aircrafts launched from ships if possible.
Most of AI ships have "empty loadout" - and this is my "default setting" when i make sceanrios.
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Old 04-19-19, 10:08 AM   #1674
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Default New warships

Hello!
Can American ships Bainbridge and Leahy appear in the near future in the game ?
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Old 05-03-19, 12:59 AM   #1675
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Default Increase the simulation of the game

Will NATO have corund-type simulators ?
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Old 05-03-19, 03:16 AM   #1676
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In RA or real world?

I think this kind of device will NOT implemented into mod.

In real world Ohio class SSBN used MOSS device but only to 90's

Nowday this kinds of devices are use mainly for training.

BTW newest Russian submarines probablu also are not equiped with Korund but in RA this device is far too good than should be. In RA 1.48 Korund will be nerfed again (active sonar range from 5 nmi to 0.5 nmi).
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Old 05-03-19, 03:30 PM   #1677
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Yes, now the corund for training.War the there is no.But in our game there is always a war!!
Is it realistic that corund detection is only 0.5 miles ?Given still the that simple active sonar of
a torpedo sees on 1-2 miles :хммм: And have torpedoes as we know high frequency of unlike corund.Given the fact that low frequencies propagate futher underwater than high come to the conclusion that corund needs to see further than a torpedo active sonar: Kaleun_Wink:Moss in 1.48 it's good !! :-)

Last edited by torpedolov; 05-03-19 at 03:42 PM.
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Old 05-21-19, 04:06 PM   #1678
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Reinforce Alert 1.48 has been released!


New playable submarines preview:





Some info about "Reinforce Alert" (DWX 1_48 version).
1 - User Sub: Portable SAM launchers has been fix. (became independent of radar impulse on target platform.)*
2 - User Subrocs missile has been fix.(bug with incorect preset modes for torpedoes)
3 - Playable Russian Sierra's SSN Class added.*
4 - Messages about reached maximal depths has been fix for driveable SUB platforms.*
5 - Mission Editor: Remove bug with uncorrect message about set floating platform an water as an land.*
6 - UMM-44 & SS-N-15 Nuke: Warhead was reconfigured to charge 5 kT, which corresponds to a lethal area of 1.5 km for medium subs.
8 - All playable Victor's SSN class has been reconfigured. Kilo shipcontrol station has been removed.
9 - Sauro-3 & Sauro-4: Fix bug with lack MF sonar sound for Broadband station.*
10 - Mission Editor: option EMCON allowed for all platform classes.*
11 - The "WeapMalfunction" option is now set to OFF by default.*
12 - KA-27, NFH-90: Fix speed order bug from browser window order.*
13 - IDAS User missile: Guided option added.
14 - Dipping Sonar bug removed - when the sensor stops working if the option to allow the wind is ON.
15 - Juliett SSG Playable added.
16 - Playable Kilos: Target Display Graphics has been reworked (improved background and lettering contrast).
17 - The default bug is removed when the link contact from sonobuoy comes through civil aviation or any air platform without a sonobuoy of the processor.*
18 - AI Oscar-II Mod SSAN (Belgorod) added to Russia.
19 - AI Type 209/1400 SS added to Egypt.
20 - Option "Boomer Tracking" added. (Description in USNI. Section *** DWX ver 1.48 INFO ***)
21 - Controllable ships: fixed loss of communication with sonobuy when working ship radar.*
22 - Fix default bug when "Torpedo In The Water" comes to all controllable platforms from sonobuoy.*
23 - Electronic Countermeasures effectiveness for EW air platform has been reduced.
24 - Laser Finger Stations: fix depths and speed of damages.*
25 - SSM User missile: fix unstable behavior.


Check on RedRodgers Forum!
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Old 05-22-19, 02:22 AM   #1679
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@p7p8

Isn't that the Sierra model from Cold Waters?
It really looks like it!
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Old 05-22-19, 09:22 AM   #1680
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I don't think its the same but i haven't Cold Waters and cannot compare
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