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Old 04-16-09, 11:07 AM   #166
Axlwolf
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I will try again
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Old 04-17-09, 10:02 AM   #167
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are really looking forward to using this wonderful mod when the final version?
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Old 04-17-09, 04:20 PM   #168
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Check out the latest work on the redroger's forum.

http://www.redrodgers.com/forums/sho...?t=4914&page=2

Absolutely beautiful work!
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Old 04-18-09, 02:43 AM   #169
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.....or Worldwide English version :-

http://www.redrodgers.com/forums/sho...?t=4912&page=3
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Old 04-28-09, 10:23 AM   #170
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Yet more beautiful artwork on the redrogers forum.
http://209.85.225.132/translate_c?hl...pPq5G8ehSVzOaA

http://www.redrodgers.com/forums/att...p;d=1240671977

http://www.redrodgers.com/forums/att...p;d=1240671977

Absolutely stunning. The team should release a 2nd beta for us to test out.

I hope there's a "red october" version of the typhoon with a waterfall display. That would make it the ultimate Russian SSBN.
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Old 05-05-09, 03:04 PM   #171
Alexei Vostrkov
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Hello guys,

I'm new of this forum, played DW a bit but never tought about looking around for mods etc, after playing a lot with LWAMI i had need of new playable stuff for me and my friends, first look was at Alfa Tau since i'm Italian too, but well... RA seems a bit more complete.

I have downloaded the version from Mediafire on the First post of this thread, is it the last version available until a new release is up or there is any way for having a more recent release?

Thanks.


------------

On a side-note, i have DW installed on a Windows 7 Beta machine, and i managed after some hours to get the work done, sadly is a bit more complicated then with XP or Vista... follow these steps for install the RA mod (the problem is about bat files and folder privileges that are better to be left alone...)

The objective is to have both RA and Lwami usable by JSGME on Windows 7

1) Install Fresh DW
2) Patch 1.4
3) Cut and Paste the WHOLE "Dangerous Waters" folder on desktop (this allow the bat file to work without messing with privileges)
4) Extract the RA Mod package in the Dangerous Waters folder that now is on desktop
5) Run the installer bat file
6) Run the patch bat file
7) Put the folder back where it was in the Sonalysts Combat Simulators folder.
8) Make a new folder on Desktop named RA Mod
9) Copy and paste ALL the folders and the controllers.ini file from the Dangerous Waters folder to the new created RA Mod folder
10) Uninstall completely Dangerous waters and DELETE the Sonalysts Combat Simulations folder.
11) Make a fresh install of Dangerous Waters
12) Patch 1.4
13) Install LWAMI 3.09 or whatever version you want
14) Launche the JSGME tool ALWAYS as ADMINISTRATOR otherwise it have problems since it seems working but lack privileges for working in the Program Files folder.
15) Launch the game as ADMINISTRATOR (always do it on windows 7) check if all is working good both with and without LWAMI enabled
16) Go in the Dangerous Waters/Mods folder and put there the "RA Mod" folder that you have on your desktop.
17) While you are here, Download Alfa Tau mod, disable ALL mods (clicking the disable all) button in JSGME and install Alfa Tau too, now you can use Basic DW/LWAMI/RA all togheter.

Now you can enable and disable LWAMI or RA without any problem even on windows 7

Note: Is very very important that in RA Mod folder there are all the folders AND the controllers.ini file, otherwise the playable ships will not work and everything blow up.

If you are wondering how JSGME works is DAMN simple, when you enable a mod it JUST take all the files inside the Mods/"Mod Name" folder and put them in the main folder keeping a backup of the original ones, or at least, it sounds to work this way.

Last edited by Alexei Vostrkov; 05-05-09 at 03:22 PM.
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Old 05-18-09, 03:40 PM   #172
:FI:Rabitski
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Any new's when the latest update for RA will be released ?. Fantastic Mod by the way
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Old 05-20-09, 02:31 AM   #173
Castout
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I'm still waiting too. I thought it was going to be released soon. It turns out that the modders really take their time. Not that it is bad. I just hope they wouldn't stop working on it before it's finished.
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Old 05-22-09, 11:24 AM   #174
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I noticed that RA has a new playable model for the Lada class SSK. I'm upgrading the Kilo, Akula and Seawolf models for LWAMI but I'm having trouble with getting the tube doors to work. Did the RA team get theirs to work on the Lada if so I would apprecate any tips on how they did it.
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Old 05-22-09, 02:32 PM   #175
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You need to make sure you name them right in 3DS MAx when you give them names.

Use a hex editor and open up the original SCS DW model for the Kilo and scroll through it until you see the names of the torp tubes. Name yours in MAX exactly as SCS have done. If you get it slightly out the game won't recognise it.
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Old 05-24-09, 12:16 PM   #176
TLAM Strike
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Quote:
Originally Posted by XabbaRus View Post
You need to make sure you name them right in 3DS MAx when you give them names.

Use a hex editor and open up the original SCS DW model for the Kilo and scroll through it until you see the names of the torp tubes. Name yours in MAX exactly as SCS have done. If you get it slightly out the game won't recognise it.
Hmm I copied the names as they are written in DWEdit. I noticed 3ds max can change them but I change them back and it still dosn't work. I messed with the pivot points at first but that didn't help (if they are totaly out of sinc its more noticeable that they do not move.)

Mabe DWedit isn't listing them correctly?
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Old 05-27-09, 02:27 PM   #177
suBB
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amazing!!!

Even more amazing stuff from RA!!!

http://www.redrodgers.com/forums/sho...0&postcount=58

no wonder it hasn't been released yet..

Take your time and make it great!!!!

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Old 05-27-09, 07:15 PM   #178
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I wish they would let us hammer on the code a bit though. Bugs really don't present themselves until you have a couple of hundred folks hammering out the gameplay to find the bugs/glitches.
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Old 05-27-09, 08:13 PM   #179
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Quote:
Originally Posted by LoBlo View Post
I wish they would let us hammer on the code a bit though. Bugs really don't present themselves until you have a couple of hundred folks hammering out the gameplay to find the bugs/glitches.
Yeah, me too.. Hopefully we will have our chance very soon.

I think with this level of detail that they are going to do everything they can to hopefully get it right the 1st time. that way when 'we' find something, by that point it shouldn't be something major to fix / change.

I want to say that they are really pushing the limits(if not exceeded) of dw into a completely new experience. And as creative and thorough as they are, they could be doing testing in parallel of design. It may take longer, but will be worth the wait for quality finished goods in the end.

I just learned how detailed they were about the AI helo control in the controllable ffg on beta. I can only imagine what's in store in next version release.
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Old 05-29-09, 07:22 PM   #180
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What's exciting will be all the new mission possibilities out there for the mod. Things have been a little stale around here. It will be nice to be able to design some new multiplatform scenarios for the mod.
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