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Old 11-06-16, 08:25 AM   #1426
artao
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Quote:
Originally Posted by cmdr.darksythe View Post
I'm working on a patch to lower the ambient engine noise of your own ship when in the sonar, engine, weps, etc... rooms (not touching any other sounds).
I originally planned this just for myself, but if anyone else would like this patch (it helps greatly) and if it would be ok with the RA team I would be happy to release it for the public.

Again only if the RA team does not mind.
Oh for the love of monkeys, yes please!!

I'd also REALLY like to know what all changes RA makes. I can find nothing about that anywhere. Only documents about how to use the new weapons systems. Very useful, essential even, but what else does RA change? Does it have gameplay changes such as what's in LWAMI?
It sure would be nice to have some documentation on all that.
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Old 11-10-16, 02:38 PM   #1427
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Is there a simple list of playable platforms in RA? Not to mention gameplay changes, besides the weapons functions and use.
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Old 11-11-16, 05:30 AM   #1428
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Playable platforms:



Blue arrow means some changes with interfaces, for example:

AKULA-II Imp (Gepard)





DTA = Depth of Towed Array

(screens taken from http://ra-dwx.narod.ru)


All playable platforms:
 

This Add-On Contents Driveable Units:
1. 637 STURGEON SSN /U.S/
2. 637 STURGEON Long SSN /U.S/
3. 688 LOS ANGELES FLT-I SSN /U.S/
4. 688 LOS ANGELES FLT-II SSN /U.S/
5. 688 Improved LOS ANGELES FLT-III SSN /U.S/
6. 21 SEAWOLF SSN /U.S/
7. 23 SEAWOLF SSN (Long Mod) /U.S/
8. 774 VIRGINIA SSN /U.S/
9. OHIO SSBN /U.S/
10. O.H.Perry FFG /U.S/
11. MH-60R Seahawk /U.S/
12. P-3 Orion (MP) /U.S/
13. 971 AKULA-I SSN /Rus/
14. 971U AKULA-I IMPROVED SSN /Rus/
15. 971U Mod AKULA-II SSN /Rus/
16. 971U Mod2 AKULA-II IMPROVED SSN /Rus/
17. 877 KILO SS /Rus/
18. 877V KILO Alrosa SS /Rus/
19. 636 KILO IMPROVED SS /Rus/
20. 677 LADA SSK /Rus/
21. 705 ALFA SSN /Rus/
22. 671 VICTOR-I SSN /Rus/
23. 671RT VICTOR-II SSN /Rus/
24. 671RTM VICTOR-III SSN /Rus/
25. 949A OSCAR-II SSGN /Rus/
26. 667BDRM DELTA IV SSBN /Rus/
27. 941U TYPHOON Mod SSBN /Rus/
28. 941 TYPHOON SSBN /Rus/
29. Red October SSBN /Rus/ [Fantasy Unit]
30. 955 BOREY SSBN /Rus/
31. UDALOY DDG /Rus/
32. KA-27 Helix /Rus/
33. Tu-142 Bear MP /Rus/
34. 877 KILO SS /China/
35. 636 KILO IMPROVED SS /China/
36. 636 KILO IMPROVED CLUB SS /China/
37. TRAFALGAR SSN /U.K/
38. TRENCHANT SSN /U.K/
39. TYPE 212A SSK /Italy/
40. TYPE 212 SSK /Germany/
41. HARUSHIO SS /Japan/
42. COLLINS SS /Australia/
43. 877 KILO SS /Iran/
44. RUBIS SSN /France/
45. AMETHYSTE SSN /France/
46. SUFFREN SSN /France/
47. GHOST SSK /Civilian/ [Fantasy Unit]
48. Atlantic Mk 3 /France/
49. Atlantic Mk 3 /Italy/
50. Atlantic Mk 3 /Germany/
51. S-3B Viking /U.S.A/
52. IL-38 May /Rus/


Gameplay changes from RA 1.33 to 1.40
 

Some info about add-on "Reinforce Alert" (DWX 1_33 version).

* - The stability was increased - in single and network game.
* - DSRV recover has been fixed
* - The doctrines were checked precisely up and bugs are eliminated finally.
* - DataBase was corrected.
* - Some sound defects has been fixed.
* - Some bugs of interfaces the player were removed.
* - Bug when platform with non 100% damage go to bottom, has been removed.
* - Removed the hardcoded bug when the radar spontaneously itself switch on, when the option EMCON is disabled, and the enemy counterdetected.
* - Torpedo lost Target in attack phase has been removed.
* - Autocrew for sonobuoys stations russian platforms repaired.
* - TLAMs missile work has been improved.
* - Uncorrect classification bug fixed.
* - Missile smoke trails has been reduced.
* - Active sonars on subs has been improved.The echo-answer (cue), now is synchronized with a target mark on the sonar display.
* - AI submarines are able to launch missile with the same depth as players. For example Stallion SS-N-16, depth launch increase to 150 meters, the missiles Series SS-N-27 with a depth launch of 100 meters, etc.
* - The information in Player LOG will be saved now constantly - with what platform by what weapon has killed the player.
* - For missiles SS-N-27 Sizzler SSM (Club), the additional mode is stipulated, in which missile can to carry out cruise on a crookedly linear route (similar TASM waypoints plan).
Allowed for Akula SSN and Chinese Kilo Imr Club SS Class.(Russian Kilos this option not support)
* - At submarines useless parameter SNR on broadband sonars was removed. Now this window is named as DTA (Depth Of Towed Array) - that shows the present depth of Towed Array gauge.
* - Bug of Ship radars unable to select of the small-size of the missiles - is eliminated. However, on controllable the helicopter and plane it is recommended to the player to use a mode an auto command for small-size targets.It can not show graphically mark on the display of a radar, however auto command is capable to pull this contact.
* - WakeHoming torpedo hardcoded bug has been removed - the torpedo now is capable to work against surface platforms with which the player control.
* - AI ASW planes behavior has been improved. (Relatively Sonobuoy Search Tactic - altitude dropping sonobuoys was increased. 100-200 feets and 165 kts give good behavior sonobuoy search).
* - And there are a lot of other insignificant (but nasty) defects has been corrected.
* - RBU Weapons new mechanics assembled (hardcoded fix)
* - Size Ice kiels has been increased.
* - Now torpedoes and subs, damaged an collision with ice kiels.
* - Bug with underwater invisible objects for HF sonars has been fixed.
** - Launchers ROF (Rate Of Fire), now corresponding with Database values ROF.
Ability to launch more than 6 SSM of missiles in one minute. (In the original of game all AI platforms launchers have same ROF - 1 missile per 10 seconds, even VLS)
( Recomended set parameter "SalvoLimit" in DangerousWaters.INI file to value 16,instead 8.)
** - Missile Doctrines fixed (for variable cruise altitudes soviet missiles).
** - Towed Array depth option,switch-off for Multistation game - for prevent CTD.
** - The bug is eliminated when launch missiles from 13-16 VLS there is no voice sound message.
** - Thermal Layer now has effect an torpedo search ability.
** - Kilos SSN: Range transit under electromotor has been increased.
** - Kilos SSN: Fixed a hardcoded bug, where snorkel broken but can still be controlled from the dropdown menu.
** - The helicopters [MH-60 and KA-27] - operative ranges are extended to 50 miles (vs 20 nmi default for 300 feet op. altitude). The steady communication is guaranteed.
** - Active Sonar ranges of "UDALOY", extended up to 36 Km.

It changes mechanics Sim - action of the weapon and platforms, are adhered to real time.
If the torpedo or platform will lose target - she will execute the real answer to a case.
The original version of game, assumes that the weapon works as the trigger - if the target detected, weapon kill this target.
In original game mechanics, missile and torpedoes, always kill LAST found out target, but not depending of large on the size of the signature.
RA does works of the torpedo and missile weapon in real time - any triggers were excluded.
It makes realistic behaviour weapon very accurate and exact.
================================================== ===

Some info about add-on "Reinforce Alert" (DWX 1_34 version).
* - Is corrected bug when the player O.H.Perry or Udaloy does not receive the message acoustics about launch of a missile from under water.
* - some sound signatures has been fixed.
* - Added a 'Ghost' SSK subwreck model.
* - Fixed the lack of reference information about the torpedoes on the screen -Loadouts- .
* - The noise opening of hatchs was increased - in network game, it is possible to see on sonar when the player will open torpedo or missiles hatchs (depending of range).
* - Fixed a LINK 11 bug, When the script does not turn off the supply of new contacts on a navigation map in case of breakage due.
LINK 11, now can be "switched on" and "switched off" from the orders menu [SHIP, HELO and PLANE platforms]
IMPORTANT NOTE: LINK 11 (receiver) now default set in "OFF" Position. When You begin mission, visit LINK 11 (in orders menu) and then push option "Receiver ON".
* - Damages Radiomast by Script on Type 212, Collins and Harushio has been fixed.
* - Subrock default bug has been removed - when the player on submarine #1, a shoot to player on submarine #2. And if player submarine #2, make surfaced, subrock that
still fly in the air, is removed from the mission. (Hardcoded fix)
================================================== ===

Some info about add-on "Reinforce Alert" (DWX 1_35 version).
* - Added Controllable Atlantic Mk 3 /France/Italy/Germany/
* - Fixed bug when message "Vampire inbound, bearing xxx." no received if AUTOCREW option in "switch off" position at Bridge Station.
* - Fixed bug when abandoned the mission with the switch-on diesels Kilo, other subs (with a nuclear engine) in the next mission, does not have a engine sound.
================================================== ===

Some info about add-on "Reinforce Alert" (DWX 1_36 version).
* - Fixed ASUW mission bug (CTD) with Controllable Atlantic Mk 3 /France/Italy/Germany/
* - AI Subrocs snaphots vs sudden torpedo attack - reduced exact aiming.
* - IR station bug removed for multistation mode (Aviation interfaces).
* - Sound profiles has been fixed for Borey,Typhoons and Red October.
* - Argentinean A-4M Skyhawk or Veinticinco De Mayo CV in mission causes game crash bug removed.
* - Controllable Ships - noise profiles has been increased.
* - Controllable Ships - towed arrays sensitivity has been improved.
* - An Submarines, SailBridge sound bug has been fixed.
* - KA-27: Ammo quantity reduced to 500.
* - For best informations, LINK 11 switch labels fixed to "Receiver Is ON" and "Receiver Is OFF".
* - Kilo Improved Club Added to Vietnam.
* - Gepard 3.9 FFH Frigate Added to Vietnam. (KA-27 Helix onboard carried)
* - Molniya PT (ASW primary) has been added to Vietnam.
* - Pauk-II Class added To Vietnam.
* - AS 332F ASW Helicopter Added to Indonesia.
* - Sigma 9113 FFL Corvette added to Indonesia. (Helo pad for AS 332F ASW Helicopter)
* - Sigma 10514 FFH Frigate added to Indonesia. (AS 332F in Hangar Onboard carried)
* - Project 11661K (Dagestan) Frigate Added to Russia (KA-27 Helix Onboard).
* - AS 15TT ASM, MICA SAM missiles has been added.
* - Akulas: for player speed launch underwater missile increased to 15 kts.
* - Some new pictures added to USNI section.
* - SS-N-16 Stallion 3D model fixed.
* - VA-111 Shkval: Mad Sensor sensitivity has been increased. Mines and CM's now influence at Shkval vitality.
* - OSA-I; OSA-II bug with difficulties in classifications has been fixed.
* - USNI reference: added information about loadout weapon for controllable platform (OwnShip Section)
* - S-3 Viking Controllable Added.
* - GBU-31 JDAM Added to VIKING User Loadout.
* - SAM Guided Missiles work has been improved.
* - Laser Finger station on submarines - vertical view angles were increased.
* - Flying time was corrected for P-3 (14,5 hours max)
* - Flying time for aviation has been fixed to average value.
* - Based 688 LA FireControl Station: Label preset for search pattern mode fixed to "Direct" move, instead "Snake".
* - Training Facility Object: added Portable SAM defence ability.
* - Mk 84 GP Bomb, Skyflash AAM, ALARM ARM, X-38ME ASM, AIM-7M Sparrow AAM Missiles Added.
* - X-59MK ASM missile added,
* - Luhai DDGHM: Removed Mk 46 Torpedo.
* - Loadouts planes and helos remastered, weapons now fully visible at wings pylons in 3D window with truth mode.
* - Radar on TU-142: Scale set to 175 Nm Range, color sweep changed to GREEN.
* - HARPOON User Air Launched: sensor fix to Active Radar instead previous IR.
* - For OS Windows 7, "Torpedo In The Water!" bug message [too long range] has been removed.
* - Yankee SSBN added
* - SS-N-6 SERB SLBM has been added.
* - fix initial bug,when the AI gun fires in the opposite direction of the incoming missiles.
* - fix initial bug,when the SM-1 ER User missile launch in the opposite direction of the incoming missiles.
* - Radars and Fire Control Radars: Set to unique altitude position on platform, set unique azimuth beams impulse.
* - Fire Control Radars: work only an illuminate target. After destroying target, FCRadars now switch off.
* - Planes: Radar Signature values has been increased.
* - User Guns has been fixed.
* - Replace clouds texture.
* - MSHM rocket-mine added.
================================================== ===

Some info about add-on "Reinforce Alert" (DWX 1_37 version).
[ * - Hardcoded fix ]
1. - Airstrip has been fixed for driveable S-3 Viking successful landing.
2 - USNI data added picture Communication Center.
3 - USNI DATA: TU-142 Bear new photo added.
4 - S-3 Viking dll files fixed. *
5 - SUB SSP stations: Sound propagation fixed to meters per second instead feet per second at SUB with metric system. *
6 - Akula-2 Improved: Missiles names at weaponloadout and Fire Control station changed to "Sizzler" instead 3M-54e1 ASCM and ALFA ASM instead 3M-51 ALFA.
7 - Depth of communication has been fixed - now the AI submarine can not get new contacts when they are below Comms depth. *
8 - Variable Communication Depth use: Radiomasts, Floating wires, ELF comms. *
9 - AI Ship will now attack the AI Ship targets,that a player promoted by LINK 11 communication. *
10 - AI Sub: will now attack the AI Ship and AI SUB targets,that a player promoted by LINK 11 communication. *
11 - AI Plane: will now attack the AI Ship and AI SUB targets,that a player promoted by LINK 11 communication. *
Note About Communication: If another Ownside sub is player driven, you both must be at comms depth with the radio mast extended at the same time before you will see each other.
If you have your radio mast extended and he has his floating wire out,
he will see you but you will not see him.
The radio mast is needed to transmit OwnShip position data.
12 - Black Shark User Torpedo wire guide option bug has been fixed.
13 - Udaloy: Active Sonar Station range scales now in kilometers instead Kyds. Active Transmit Power designated an buttons.
14 - SUB Countermeasure Doctrine has been fixed. Declared conditions of work CMs - supported.
15 - Kilo ALROSA Loadout: Repalace SS-N-16 Stallion AI to SS-N-15 Starfish AI.
16 - Udaloy DDG and O.H.Perry FFG: Countermeasure launch low altitude has been fixed. *
17 - Yankee SSBN: Damage 3d model has been fixed.
18 - S-3 Viking 3D model has been updated.(From Betamod ver 4.1)
19 - Comms Depths reference added to USNI Data and "Manual" Folder.
20 - Bug in 688 SubCommand campaign mission "Halifax" has been fixed.
DDG 51 Approach Trigger was dependant on wrong trigger not to be fired resulting
in the scenario becoming impossible to finish.
================================================== ===

Some info about add-on "Reinforce Alert" (DWX 1_38 version).
[ * - Hardcoded fix ]
1 - ADCAP User Doctrine Fixed: Passive Speed Search Set To 45 kts.
2 - Udaloy Active Sonar Ranges Labels fixed to meters.
3 - AGM-88 HARM Missile water crush problem has been fixed
4 - KA-27 Helix USER, added capability take 2 x Kh-35 URAN [SS-N-25 SwitchBlade ] missiles in loadout. *
Pylons has been removed, weapon loadouts placed inside helo body.
5 - Fixed bug with "freeze" russian torpedoes (AI TEST-71 Series).
6 - Fixed bug with KH-35 Uran User, when at short attack range, missile not able hit target.
7 - Sailboat added sound for broadband sonar control User Sub.
8 - US Iowa Class: Fixed To Iowa BB and Iowa CG separate classes. Now Iowa BB able to Shell engage.
9 - Some airstrips has been fixed.
10 - Victor-I SSN: Fix bug when torpedo SET-65 unavailable to loadout from main rack.*
11 - Victor-II SSN: Fix bug when torpedo 65-76 unavailable to loadout from main rack.*
12 - Victor-II SSN: Float Wire an 3D model, coordinates has been corrected.
13 - Bug fixed when AI Sub shot not from doctrine command - fast shot problem (bug 1.37 version) *.
14 - Section "SSP INFO" Added To USNI Data.
15 - Mk 37 Mobile Target - difficult kill bug, has been fixed.
16 - Mobile Mines Doctrine has been fixed, crush depth reached bug remove.
17 - KA-27, MH-60: Fixed bug when Contacts Nav.Map and Acoustic Display have different ID *.
18 - Fixed bug, when sonobuoys undetectable with User MF Active sonar.
19 - Added F-22 Raptor F/A To U.S.
20 - Added GBU-39 Bomb
21 - Added Command Bunker LandBased Hard Object.
22 - Speed Cavitation O.H.P FFG and Udaloy DDG increased To 20-21 kts (vs default 6 kts for O.H.Perry) *.
23 - Fixed a default DW bug, where one type Player submarine and AI submarine, had not the same speed and depth of cavitation *.
(For sample: AI KILO cavitating an 213 feet and 10 knots, but the KILO Player not cavitating at the same depth and speed.)
24 - Cavitation is now dependent on the structure of the props:5-blades,7-blades, Pumpjet,etc... Old or new technologies production propellers.*
25 - SA-22 Greyhound SAM Site with 9M335 missile added.
26 - Moskva CVH: 57mm guns fixed firing cones.
27 - Removed bugs voices and text messages with User controllable air platform - when TIW, and detonation message has been received *.
28 - The inability to set a minefield in the mission editor eliminated (bug 1.37 version).
29 - SH-3D Sea King ASW Helo added to Peru NAVY.
30 - AI Sub Doctrines remastered for preventing cavitation in tracking and pursuit modes.
31 - Rubis And Amethyst SSN: ASURA SSM missile replaced to SM-39 EXOCET SSM in loadouts *.
32 - Main menu - sound theme has been replaced.

Some info about add-on "Reinforce Alert" (DWX 1_39 version).
[ * - Hardcoded fix ]
1 - FCRadars: Location on AI platforms now finally has been fixed for right direction. For sustainable illumination target for missiles.
2 - Active Sonar sensors for controllable platforms located now in correct model coordinates.
3 - KA-27 AI: Ataka Missile put into helo body from outside pylons.
4 - Fixed a default bugs, where the ESM and active intercept AI platform, receives the signal at a time when active sonar or radar gives radiation in the other direction.
5 - Fixed bug when a AI torpedo fired snapshot against active ping player, unable attack Player Submarine.
6 - Mi-24 Hind: Fixed bug when ATAKA Strike Missiles no takes in pylons.
7 - LPAR Radar 3D model: fixed to right direct position.
8 - ESM Sensors AI aviation: added ability calculate Target Range according fast triangulation method.
9 - AI SS-N-22 Sunburn SSM missile: Added ESM Sensor. Allowed 2 separate search mode - Passive with ESM or Active Radar.
10 - Doctrine "Fighter evade from missile" has been improved.
11 - For military cargo planes and refueling tankers added ability throw countermeasure if CM applicable.
12 - Sovremennyy-II DDG Added to China.
13 - Missile SS-N-22 Sunburn SSM ER (Extended Range) added.
14 - SS-N-22 Sunburn new 3D model added.
15 - 9m120 ATAKA new 3D model added.
16 - more some new photos added to USNI data.
17 - Default bug fixed, when ESM sensors located on aircraft, not detected radars, when planes located above or below min.alt or max.alt hostile radar.
18 - TU-142F Bear User Plane: Radars has been made for separation mode search - Surface Search And Air Search Station.
19 - Russian voices messages removed from TU-142F Bear. Now it english voices.
20 - AI small missile ships (PGG PTG etc.): added ability MF/HF Radio - Launch missiles by receiving targeting data.
21 - AI Sub Doctrines finally - fixed for preventing cavitation in tracking and pursuit modes.
22 - Not russian KA-27 Helix: removed old 3D model and replaced to new.
23 - Victor-I: fixed bug when torpedoes SET-65 and SET-53 had an incorrect preset interfaces.*
24 - Victor - I; II; III, SSN: Cavitation profiles has been fixed.
25 - Doctrines for AI and User Wakehoming torpedoes has been fixed.
26 - Papa SSGN - loadouts change to SS-N-7 Starbright, instead SS-N-9 Siren. Max Depth for Sub fix to 550 meters.
27 - SS-N-7 Starbright depth underwater launch fix to 30 meters.
28 - Fixed damaged system by script for Type 212, Collins, and Harusio (ESM Mast, RadioMast, and Floating Wire).*
29 - Fixed damaged system by script for Delta-IV (ESM Mast, RadioMast, and Floating Wire).*
30 - Red October SSBN: Damaged Systems "Silent Run" and Floating Wire has been fixed.*
31 - Red October SSBN: Internal "Silent Run" engine sound has been replaced to current external sound.
Interface Contol "Silent Run" mode has been remastered.
32 - Added P-8i Neptune ASW plane to India.
33 - extracted ZIP archive with addon content now removed automatically from game folder.
34 - MIG-21 and J-7 Fighters: Pylons fixed.
35 - Y-8FQ ASW Plane added to China.
36 - H-6U Refueling AirTanker plane added to China.
37 - Surface Search Radars on planes, fixed to FLAR (Forward Looking Airborne Radar) option - cone radars has been remastered from 180 degrees sweep to forward sweep.[Between 60-90 degrees].
38 - Some Radars on planes has been replaced.
39 - Radar sweep problem User Sub based on U.S Radar station has been fixed.
40 - Fixed default bug when Air Radars on User Helo and User Plane never broke,including by damage script.*
41 - ASW Planes now preventing crush on water at low altitudes.
42 - DWX trailer: sound added.
43 - Underwater missile depth launch for Deltha-IV, Typhoons, Red October, Rubis and Suffren has been fixed.
44 - P3 Orion User: Radar control has been fixed separate for Forward And Rear Radar Stations.
45 - Captors: Now enabled sensor at ordered mine depth. Shot possibility has been improved.
46 - IL-38 MAY Added Controllable.
47 - PMK-2 Mine-Torpedo Complex added with UMGT-1 Torpedo payload [Russian Captor].
48 - PLAB Doctrine has been fixed: now mid-shallow 122m. ordered detonate depth corrected.
49 - Virginia SSN: Harpoon has been replaced to SLMM.*
50 - Added d3d8.dll file for Windows 8 game compatible. [Thank Komat]
After install, you must move the file d3d8.dll from the folder Win_8_Support into the root of the game.
51 - Mobile Mine Doctrine: Improved behavior in shallow waters.
When you run the mine at a distance greater than the maximum, it is not removed now. Will be installed where ran out of fuel.
52 - Red October SSBN: Peplaced SS-N-16 Stallion To SS-N-15 Starfish Nuke Variant [ASW].*
53 - Project 1241.8 [Tarantul-V] Added To Russia
54 - Project 1241.8 RE [Tarantul-V] Added To Vietnam
55 - SSN 774 Virginia Class: added new hulls.
56 - Mistral CVH added.
57 - KA-52 Alligator, NH-90 Caiman, HAC-2 Tigre helos added
58 - TRIGAT LR (ATGM) Added.
59 - Whiskey SS Added.
60 - Foxtrot SS 3D model: prorellers fixed to 6 blades instead 7.
61 - Sonobuoys sonar model has been fixed.
62 - Stadimeter Station 688 fixed: now target range is correct.
63 - Helo Pads has been fixed. Air Carrier helo backwards traverse bug removed.
64 - UGST and USET-80 for Udaloy DDG User incorrect depth preset fixed.
65 - AI Subrocs missile Doctrine has been fixed - targeting algorithm more plausible (for different attack - depending on the available data).
66 - AI Subrocs Torpedo and AI AIR Torpedo Doctrine - fixed bug when the depth of the search without the presence of the thermal layer is set equal for all torpedo in salvo.
67 - Pr.22350 FFGH added to Russia.
68 - Missile added: SA-21 Growler SAM, 9M340 SAM, SS-N-29 Subroc.
69 - Russians CADS Missiles [SA-N-11, 9M340 SAM - Palash CIWS-CADS system] new algorithm guide has been applied.
70 - Weapons Coordinator Ship Station: Some bugs with incorrect classification has been fixed. *
71 - Weapons Coordinator Ship Station - new voice added (engage in battle order - By Bill "Subguru" Nichols).
72 - Civillian BO-105 CBS Helo Added.
73 - Super Tanker Modern, now has helo pad.
74 - Arihant SSBN added To India.
75 - Akula-II SSN Class added to India (Chakra Hull, controllable)
76 - AI Sub: Now when evading torpedoes AI captains can use the "Jump whale" - blowing ballast with a maximum boost speed of movement to the surface.
It is not allowed to diesel subs and those subs that can be controlled by the player.
77 - TMA Stations: periodicity of drawing lines was increased to 1 minute instead of 2 min default.

Some info about add-on "Reinforce Alert" (DWX 1_40 version).
1 - Mobile Mines more stable now at installation - Stay at put place, without any movement.
2 - When mi**** the AI torpedoes that can be guided on the wire, will be removed, instead of moving the full distance of the cruise.
3 - Chinese Song SSK: Distributed into 2 classes - Song SSK and Song Mod SSK (less noisy).
4 - CY-I Subroc added to Song SSK as test missile.
5 - Alfa SSN - bug with speed increase removed.
6 - Kilo SS Poland, LA SSN VLS, - doctrine bug removed.
7 - SS-N-27 ASM Missiles: Change the name to Loadout and Target displays. Subsonic missile named 'Club ASM', supersonic 'Sizzler ASM'.
8 - Kartal PTGF added to Turkey.
9 - Frequency Profiles has been reworked.
10 - USNI Data: TPK and BLADES info has been updated.
11 - AI Ships Doctrines: bug behavior vs mobiles mines has been fixed.
12 - Karel Doorman FFGH Added To Netherlands.
13 - Daphne SS return to Portugal
14 - SAM missiles: added capacity to success intercept sea skimming missile and vice versa.
15 - AI SET-72 electric torpedo added.
16 - Some russians sub hulls has been renamed.
17 - User Subroc SS-N-27 ASW: search parameter for under or over layer, and acoustic mode now precisely setting.
18 - AI SuperCavitation Torpedoes (Shkvals): 2 modes detonation - MAD detect, and now allowed new mode, blow by range to target (if target range - is precisely known). Similar as players presets.
19 - Player submarine torpedoes: Launch torpedo with greater depth of the maximum depth of the torpedo, torpedoes cause destruction or even its explosion.
20 - Mobile Mines installation now only on the bottom. In the deep waters of the mine has been no secured near the bottom and will be removed.
21 - Player Air platforms: Planes Captors installation now does not operate in deep waters. The depth of the bottom in the place of captor not be more than 1000 meters (3280 ft).
22 - TU-142 and KA-27 User Platforms: added gunner station (with varied success).
23 - KA-27 User Helix: UMGT-1 Torpedo replaced to PLAB-250 depth bomb.
24 - Grisha-V: Propellers blades fixed to 3, instead 4.
25 - Quick Mission mode - all AI platforms are presented as an opponent.
26 - AI ASW planes: behavior vs Neutral ships has been fixed.
27 - AI Delta-IV Stretch SSAN class added.
28 - AI Project 10831 Losharik SSAN class added.
29 - Scenario added: SSAN HUNT name.
30 - AI Helo controlled from User Ship: Doctrine has been fixed for helo default setting in scenario (helo launch not from deck).
31 - Mistral CVG: In Database,transfered to Egypt from Russia.
32 - Scenario added: SUNSTROKE name.
================================================== ===


IMPORTANT: PLATFORM USE FEATURES

Some Platforms have been added new station - Udaloy And Ka-27, MH-60, some SUBs. Check up F+Number.

* "UDALOY"- At creation of mission, do not allow ability for an opportunity of a "Player Has Choice of Platform" for surface units [FFG or DDG] in mission. Each surface controlled platform is unique -

If mission should task complete "O.H.Perry" Class" choice for play ships only O.H.P Class [Any Ship Class O.H.P]. [If to choose instead of O.H.P - UDALOY, the helicopter KA-27 will not be accessible to start for UDALOY, and on the contrary].

However, Perry's or Udaloy's allowed in missions in any quantity, but unique name, without choice another country platform!]


NOTE: "UDALOY" and "O.H.Perry" and also the its helicopters, are selected in separate classes - if you assume participation AI FFG OHP, establish in the editor of mission "O.H.Perry * AI * FFG" Unit, but not "O.H.Perry *User* FFG".
For controlled "UDALOY", create mission with "UDALOY *User* DDG".
For "UDALOY" which will not controlled by the player, put "UDALOY *AI* DDG" at creation of mission.
For correct job of helicopters at management from the ship it is necessary.
It is possible to use the controlled helicopter with the AI ship - in a choice air loadout, put the helicopter which can cope by the player.

================================================== ====


Oscar-II, Ohio, Delta-IV, Typhoons, Borey, uses standarted missile tubes (as 688 basic station). New silos at quantity 16-24 not added.

The additional information on weapons and platforms this add-on will find in USNI Referency [OwnShip Info section], or RA_Weapon_Info_rev34.pdf.

RA_Weapon_Info_Rev34.pdf - give full features information about User weapons employment.

Check up new missions, campaigns for 'Bear' ASW Plane and Ohio SSBN!

Check original mission from 688H/K and SubCommand, remastering for compatibilities with RA Mod.

( These missions default are not installation in scenario folder. If you require these missions - put manually (Copy) this files in a game folder of scenario from [688HK_DW_Scenario and SubComm-Scenario_RA folders])
================================================== ======

The quick missions too can be played with any this boats and aviations,

Correct multisession allowed, If ONLY SIMILAR PACK will be established at another side.

Last edited by p7p8; 11-11-16 at 05:40 AM.
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Old 11-11-16, 12:25 PM   #1429
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THANK YOU!
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Old 11-22-16, 01:18 PM   #1430
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Hi,

I'm back on Dangerous Waters, and i have a problem with the RA version 1.40.
This concerns the "SPHERE" sensor when i try to do "TMA".

Look for yourself, a picture taken without mods :




And now with RA 1.40 :






As you can see, only my "SPHERE" with RA 1.40 give bad informations.
I have never seen that before with old RA version.
But, i had another version of the game at the time. Was French DVD and now i use STEAM English version.

Do you have the possibility to help me please?

"Sorry for my English"

Thank you all!
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Old 11-23-16, 12:41 PM   #1431
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I just installed an older version of R.A 1.37, And I have no problem with.





So I am surprised to be the only one to have this problem.
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Old 11-23-16, 01:26 PM   #1432
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I haven't this bug in RA 1.40
Maybe you track contact too short (only 4 legs)?



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Old 11-23-16, 06:19 PM   #1433
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Thank you for your answer, I tried several times with different submarines and I still have the same problem. Still with version 1.40. Yet I have no worries with the original version or 1.37, curious !?

But actually, you do not have this problem on your pictures.
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Old 11-23-16, 08:07 PM   #1434
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Default Welcome aboard!

elgeneral48!
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Old 12-26-16, 07:33 AM   #1435
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RA 1.41 is out...and has a huge list of improvements. Really a nice christmas gift
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Old 01-08-17, 01:41 PM   #1436
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So I downloaded the newest RA mod. Ive been a subsim fan for years and played the 688 hunter killer sim since its release. I just recently started playing DW back in june. Great sim.

I played exclusively with the Kilo subs on the stock DW and was looking forward to playing them in the new RA mod. I love the Kilo stealth and the challenge it offers with a smaller payload of weapons compared to bigger subs (688/Akula) and no towed array. I feel the Kilo broad/narrow band sonar is easier to read contacts and classify, as well.

After downloading RA and playing, I quickly learned that the Kilo subs are very inaccurate with its weapons. Missiles and torpedos. I once fired my entire payload at an Oliver Perry and didnt hit it one time. 10 missiles and 8 Uset 80 torpedoes. Not 1 hit. Like literally, a 10% hit rate or less on average. The Uset 80 torpedo cant hit sh*t, no matter what setting you input. The Test 71 torpedo is a bit more accurate with its wireguided ability. About a 50% hit rate. When I engage a boat with a missile, the missile always flies by/above or a mile off target. Even on a snapshot. Ive tried wide/narrow presets and nothing works. I play with autocrew on sonar/tma, but not on weapons. I like to select my weapon presets. Ive read the RA manual on the new weapons and input the correct settings. I jumped in a Akula lll and quickly dispatched an Oliver Hazard Perry with a pair of missiles.

What is going on with the Kilo's? I also notice that a contact will jump around on the nav map before or after engaging the target. Sometimes making my weapon presets worthless. What is that about?
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Old 01-08-17, 02:44 PM   #1437
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Quote:
Originally Posted by KilooliK View Post
So I downloaded the newest RA mod. Ive been a subsim fan for years and played the 688 hunter killer sim since its release. I just recently started playing DW back in june. Great sim.

I played exclusively with the Kilo subs on the stock DW and was looking forward to playing them in the new RA mod. I love the Kilo stealth and the challenge it offers with a smaller payload of weapons compared to bigger subs (688/Akula) and no towed array. I feel the Kilo broad/narrow band sonar is easier to read contacts and classify, as well.

After downloading RA and playing, I quickly learned that the Kilo subs are very inaccurate with its weapons. Missiles and torpedos. I once fired my entire payload at an Oliver Perry and didnt hit it one time. 10 missiles and 8 Uset 80 torpedoes. Not 1 hit. Like literally, a 10% hit rate or less on average. The Uset 80 torpedo cant hit sh*t, no matter what setting you input. The Test 71 torpedo is a bit more accurate with its wireguided ability. About a 50% hit rate. When I engage a boat with a missile, the missile always flies by/above or a mile off target. Even on a snapshot. Ive tried wide/narrow presets and nothing works. I play with autocrew on sonar/tma, but not on weapons. I like to select my weapon presets. Ive read the RA manual on the new weapons and input the correct settings. I jumped in a Akula lll and quickly dispatched an Oliver Hazard Perry with a pair of missiles.

What is going on with the Kilo's? I also notice that a contact will jump around on the nav map before or after engaging the target. Sometimes making my weapon presets worthless. What is that about?
Welcome to Kilo life The jumping around is the auto-TMA working on its solution. To aid your auto-TMA in developing a solution, be sure to get sonar data on a few separate bearings (in order to get different bearing rates on the contact) before engaging. I know you said you're checking the weapons manual, but double check that your ceiling settings (which can program the torpedo) are correct.
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Old 01-08-17, 03:32 PM   #1438
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I just created a custom mission called "target practice" to test out the Kilo's (Alrosa) weapons on RA. I placed 5 civilian boats, fishing/cargo etc etc within 12nm of my Kilo. I turned on autocrew at all stations. I went 2/3 with the Test 71 torpedo. I went 2/3 with the Uset 80 tordedo. 0/1 with the Ss-N-15 missile. And 2/6 with anti ship missile. The missiles were the most inaccurate. 1 boat took a torpedo/missile combo to sink.

With autocrew on at all stations and all targets defenseless, there is no excuse not to record a 100% kill rate with any weapon. What am I doing wrong?


Edit: With stock DW, i had the most success at periscope depth with missiles. Id confirm the target/bearing with periscope and then launch the missiles and watch them either get shot out of the air or slam into the target. But of course, periscope only reaches out about 5nm and therefore cant be used for long distance engagements. In RA, ive been engaging targets while sumberged (30m+) with missiles and not confirming with periscope before launch. I wonder if auto sonar/tma isnt communicating often enough to have succes with missiles while not using periscope?


I just replayed my custom mission using the periscope method to confirm target/bearing when engaging with missiles and I went 0/3 before quitting. Just about impossible to hit a target using a missile in the Kilo.

Last edited by KilooliK; 01-08-17 at 03:58 PM.
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Old 01-08-17, 03:41 PM   #1439
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Quote:
Originally Posted by KilooliK View Post
I just created a custom mission called "target practice" to test out the Kilo's (Alrosa) weapons on RA. I placed 5 civilian boats, fishing/cargo etc etc within 12nm of my Kilo. I turned on autocrew at all stations. I went 2/3 with the Test 71 torpedo. I went 2/3 with the Uset 80 tordedo. 0/1 with the Ss-N-15 missile. And 2/6 with anti ship missile. The missiles were the most inaccurate. 1 boat took a torpedo/missile combo to sink.

With autocrew on at all stations and all targets defenseless, there is no excuse not to record a 100% kill rate with any weapon. What am I doing wrong?
How close are you when you launch those anti-ship missiles?
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Old 01-08-17, 04:41 PM   #1440
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I dont launch missiles unless im 5nm or more in distance. I just played the same mission using the Akula lll and had terrible accuracy with the Sizzler SSM and Club SSM. Literally couldnt hit a cruise ship. I gave up after 0/8. Missile after missile whizzed by it. And I know im not "too close" because the missile is at cruising altitude when it flies by the target. I even had a missile fly in the opposite direction of the target after I shot it. Lol


I went 3/3 with torpedos. Though they had to do some serious homing to sink a fishing boat cruising at 3 knots...

Edit/Udate: I replayed mission and before engaging targets/boats with missiles, I confirmed all contacts with ESM, and recorded 5/5 missile hits. I also backed targets away to 12+ nm. Hmm. Maybe boats in the 6-7nm range are too close in RA for missiles to seek properly? I know in stock DW I could blast boats at 5nm, but not RA. Oh well. Ill keep testing. The Kilo (Alrosa) sonar also picked up the contacts much quicker than the Akula lll. Love them Kilo's.

Last edited by KilooliK; 01-08-17 at 09:52 PM.
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