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Bill Nichols
07-19-09, 08:04 PM
Well the old Sub Command and HK 688 missions are already converted. As well as SC campaigns and Bill's campaign too.



I'd like to see what you did to my campaign, after the mod is released.

:ping:

:FI:Rabitski
07-19-09, 09:15 PM
Any chance you could give us a list of the new platforms both playable and AI, so I have a better idea what I've been waiting for.

goldorak
07-20-09, 01:46 AM
Any chance you could give us a list of the new platforms both playable and AI, so I have a better idea what I've been waiting for.

For the playables, you'll have Type 212/A, Collins, Harushio, Trafalgar, Kilo (Russian, Cinese, Iranian), Lada, Typhoon, Virginia, Ohio, Sturgeon, Alfa, Victor 3, Oscar 2, Delta IV, Udaloy, Tu-154 Bear, Ka-27 Helix and all the other playables from default DW.
As for the AI units, well there are a lot of them so I'm not putting the list.

LoBlo
07-20-09, 10:43 AM
Well the old Sub Command and HK 688 missions are already converted. As well as SC campaigns and Bill's campaign too.

But to just convert old missions means that the new platforms are still not playable. We need a wholly new missions and campaigns that make use of these new platform. I'm glad Ra is finally going to be released. Been a while.

?

Granting platform selection to old missions means that the new platforms will be playable. However, all the AIs enemy units will be the traditional DW units. If we want to fight against these new platforms will need new missions.

Janus
07-20-09, 12:58 PM
Does the RA mod have new interfaces/stations or are you stuck with the ones from the already existing platforms (so you have to use the Seawolf sonar screen for a Trfalgar for example)?

goldorak
07-20-09, 01:07 PM
Does the RA mod have new interfaces/stations or are you stuck with the ones from the already existing platforms (so you have to use the Seawolf sonar screen for a Trfalgar for example)?

Some units have new screens, others reuse the standard ones.
It is valid for sonar, weapons control, and periscope stations.

Example : This is the new Lada broadband sonar station :

http://img32.imageshack.us/img32/6950/bbandlada.jpg

Kapitan
07-20-09, 01:46 PM
that looks the best ive never been on a lada but i would like to do you have the tpowed array modded on the lada?

goldorak
07-20-09, 01:57 PM
that looks the best ive never been on a lada but i would like to do you have the tpowed array modded on the lada?

Yes of course ^_^, and not only on the Lada, but also on the Type 212/A, the Collins and the Harushio as far as diesel electrics are concerned. Some even have WAA as in real life.
In RA those diesel electrics are going to be really wicked.

suBB
07-20-09, 02:43 PM
Yes of course ^_^, and not only on the Lada, but also on the Type 212/A, the Collins and the Harushio as far as diesel electrics are concerned. Some even have WAA as in real life.
In RA those diesel electrics are going to be really wicked.

wow i just can't wait any longer.. HURRY UP!!! :D

Probably going to start out with something quick and simple objective based MP just to get the creative juices flowing.

Something along the lines of stealth / transiting / infiltration vs hunting / patrolling perhaps... :ping:

Because of RA i don't have to worry about coding AI!!! :yeah:

soon as i get a better feel for the mod.. well the sky is the limit!!!

Thank you Team RA!!!! :rock:

Mau
07-20-09, 09:03 PM
Hi,
Since the Udaloy has two shaft, how does that work on the bridge for the engine speed (can you use diferent speed on the 2 shafts). Please say yes!!

goldorak
07-20-09, 10:16 PM
Hi,
Since the Udaloy has two shaft, how does that work on the bridge for the engine speed (can you use diferent speed on the 2 shafts). Please say yes!!

No you cannot.

Mau
07-21-09, 08:57 PM
So for the Udaloy we have exactly the same stations as the OHP with one shaft. What about weapons. Same as the actual Udaloy?

Thanks

goldorak
07-22-09, 01:05 AM
So for the Udaloy we have exactly the same stations as the OHP with one shaft.


Not exactly, but you'll see.


What about weapons. Same as the actual Udaloy?

Thanks


8 silex in asw or asuw configuration
32 gauntlet surface to air missiles

:FI:Rabitski
07-22-09, 12:50 PM
I know this may sound completly childish, and that it's only a week or so away, but would one of ye lucky beta testers post some screen shot's off the 212 and the other new subs we'll be getting. I'm gagging to see them and I've never looked forward to an upcomming Mod like I have this one, I feel like a kid @ christmas (and thats quite something considering my age is way past that:)).

goldorak
07-22-09, 01:37 PM
So you want some screens eh ? :D

http://img211.imageshack.us/img211/5712/sturgeon.th.jpg

http://img211.imageshack.us/img211/7490/sturgeonlonghull1.th.jpg

http://img211.imageshack.us/img211/9453/sturgeonlonghull2.th.jpg

http://img211.imageshack.us/img211/9504/9413.th.jpg

http://img211.imageshack.us/img211/6913/9414.th.jpg

http://img211.imageshack.us/img211/9708/2121l.th.jpg

http://img211.imageshack.us/img211/3050/2122.th.jpg

http://img211.imageshack.us/img211/4569/212s.th.jpg

http://img211.imageshack.us/img211/402/212yxe.th.jpg

http://img211.imageshack.us/img211/2759/haru1.th.jpg

http://img211.imageshack.us/img211/5861/haru2.th.jpg

http://img211.imageshack.us/img211/9118/whalea.th.jpg

How's that ? :shucks: I'm sorry that the images are so small.

:FI:Rabitski
07-22-09, 02:37 PM
It's ok I have tiny eyes :)

goldorak
07-22-09, 02:42 PM
It's ok I have tiny eyes :)

The link to imageshack for bigger images didn't work.
In any case you can clearly see the hull of the Type 212 and that of the Typhoon, which by the way has working opening launch doors. :DL
Every playable sub in RA has working masts and torpedo/missle launch doors.
Did you see the last image with the model of the upgraded whale ? All biologics have been so upgraded. :D

goldorak
07-22-09, 03:01 PM
These are images of work in progress from some months ago, the final version of course has the final models. :D

http://img228.imageshack.us/img228/4391/21vj5.jpg

http://img187.imageshack.us/img187/8479/harushioad3.jpg

http://img228.imageshack.us/img228/5466/kilosm7.jpg

http://img18.imageshack.us/img18/4095/alrosaev9.jpg

http://img513.imageshack.us/img513/8827/losangeles1pm4.jpg

http://img513.imageshack.us/img513/3298/losangeles2xs5.jpg

http://img518.imageshack.us/img518/3995/seawolftextured21aq0.jpg

http://img518.imageshack.us/img518/3601/seawolf21la4.jpg

http://img518.imageshack.us/img518/9788/seawolf21ksm6.jpg

http://img24.imageshack.us/img24/8575/50642475fj1.jpg

http://img520.imageshack.us/img520/7168/78776970gx8.jpg

http://img24.imageshack.us/img24/205/43106031dw1.jpg

http://img520.imageshack.us/img520/7576/28569906ec8.jpg

http://img520.imageshack.us/img520/7721/95313433gg6.jpg

http://img7.imageshack.us/img7/5733/93807006tf4.jpg

http://img503.imageshack.us/img503/952/deltaivct0.jpg

Mau
07-22-09, 08:13 PM
Possible to see the playable Sovremenny?

goldorak
07-23-09, 01:40 AM
Possible to see the playable Sovremenny?

I'm sorry I don't have an image of the Udaloy, the Sovremenny is not a playable unit.

Castout
07-23-09, 01:59 AM
I really need to sink somebody with this mod :hmmm:.

Hope they squash all the bugs in the beta.

tonibamestre
07-23-09, 05:22 AM
These are great news guys.Perhaps RA Team could consider the development of a major surface mod after this,implementing units like Ticonderoga,Arleigh Burke,Krivak......and why not some Carriers,just to be able to be in command of.

Great Job !!!!

goldorak
07-23-09, 05:32 AM
These are great news guys.Perhaps RA Team could consider the development of a major surface mod after this,implementing units like Ticonderoga,Arleigh Burke,Krivak......and why not some Carriers,just to be able to be in command of.

Great Job !!!!

Its impossibile, the only interface available for surface units is that of the default frigate. Which means that every playable surface unit will have the exact same limitations of the frigate as far number of weapons placement of guns etc... Thats why the udaloy has its cwis and cannon in the exact same positions as that of the frigate even though in real life obviously the things are different.
I think the RA mod team just wants to finish the mod and rest.
They deserve it. :D

goldorak
07-23-09, 05:33 AM
I really need to sink somebody with this mod :hmmm:.

Hope they squash all the bugs in the beta.

Aren't you a beta tester ? :-?

OneShot
07-23-09, 06:32 AM
Its impossibile, the only interface available for surface units is that of the default frigate. Which means that every playable surface unit will have the exact same limitations of the frigate as far number of weapons placement of guns etc... Thats why the udaloy has its cwis and cannon in the exact same positions as that of the frigate even though in real life obviously the things are different.
I think the RA mod team just wants to finish the mod and rest.
They deserve it. :D

Besides they can't do anything to improve the radar simulation as well as the sim of anything that flies ... and while I think that DW is a great ASW sim it sucks as far as AAW and to a certain extend ASuW is considered. Trying to do a good Tico sim on the base of DW is like building a race car on the base of a 1950 VW Beetle ... sure the outside might look good but once you get moving you'll be in trouble. And don't start with trying to simulate a carrier with the tools we have (and the sim - DW - we have), thats even worse.

goldorak
07-23-09, 06:45 AM
I agree with your assessment OneShot.
Even though ASW operations are now more deadly than ever because the remote helos can now be programmed with different search and attack patterns. And they use all their sensors, mad, active/passive dipping sonar/ esm, visual and radar.

Kapitan
07-23-09, 10:04 AM
i think you guys have done a superb job in even giving up your time to make this happen the reality is you didnt have to do it and you dont have to release it to the community but you are to keep the game alive.

another thing is that ASUW is a cool idea but its a bit like destroyer command point the weapon and shoot after you locate it, there is not that much skill in it personally where as ASW involves time constant tracking learning sonar patterns how to control the helos and alot more and is a lot more involved than just pointing the 5inch gun in that direction clicking rapid fire and in 2 mins the enemy is dead, or gust highlighting a contact and firing off 10 missiles.

you guys i will say it now for what you have done for us thankyou and i commend the fact you are exploring other posibilities and are making this availible.

Thankyou guys !

Sea Demon
07-23-09, 07:50 PM
Trying to do a good Tico sim on the base of DW is like building a race car on the base of a 1950 VW Beetle ...

Very good insight OneShot. This is why I wish the Sonalysts business model currently included expansions that could support an ambitious project like a Ticonderoga. I sometimes go back to that Paul Grace/Sonalysts article from years ago when they were planning the Arleigh Burke sim. Unfortunately that sim got cancelled. All I can do is look at it and sigh.

PeriscopeDepth
07-23-09, 11:52 PM
Very good insight OneShot. This is why I wish the Sonalysts business model currently included expansions that could support an ambitious project like a Ticonderoga. I sometimes go back to that Paul Grace/Sonalysts article from years ago when they were planning the Arleigh Burke sim. Unfortunately that sim got cancelled. All I can do is look at it and sigh.
That would have required major engine upgrades. It is clear their goal was to spend as little money as possible on repackaging SC into DW.

DW is a fantastic sim, but was very, very evolutionary.

PD

dyshman
07-24-09, 07:13 AM
this is new Viktor-3 3d-model, possible will included in up-coming realese) http://i009.radikal.ru/0907/aa/7534a1b3957bt.jpg (http://radikal.ru/F/i009.radikal.ru/0907/aa/7534a1b3957b.jpg.html)

suBB
07-24-09, 09:34 AM
this is new Viktor-3 3d-model, possible will included in up-coming realese) http://i009.radikal.ru/0907/aa/7534a1b3957bt.jpg (http://radikal.ru/F/i009.radikal.ru/0907/aa/7534a1b3957b.jpg.html)

is sierra II class included in RA also?

dyshman
07-24-09, 10:25 AM
sierra II ? as AI-sub it YES. as driveable platform NO. Why? this submarine is similar to Akula, but has titanium main hull. most of shes components, like sonars, steam turbine, weapons,uses on Akulas. we do not want to create similar platforms, mostly trying to defeat Bugs and create more interesting platforms like alfa or udaloy.

suBB
07-24-09, 10:35 AM
sierra II ? as AI-sub it YES. as driveable platform NO. Why? this submarine is similar to Akula, but has titanium main hull. most of shes components, like sonars, steam turbine, weapons,uses on Akulas. we do not want to create similar platforms, mostly trying to defeat Bugs and create more interesting platforms like alfa or udaloy.

Sorry, I meant as playable but i understand why now. thanks for clearing that up.

:salute:

Mau
07-25-09, 07:48 AM
On regards of the AAW side of the game. Let`s not give up on the basic (working properly) of the radar. If the surface ship are not able to defend efficiently on some basic attacks (sub ASm or Aircraft ASM) then DW is diminish by a lot. I thought TLAM was starting working a bit on different flight profiles (generic ones) of ASM. I am not personnally looking for an AEGIS capability (playable) but at least the OHP AAW capability to work properly. The OHP should be an Adeleaide AAW version as per the Australian... (would think not too hard since already SM2 there and just add ESSM).

If I can help for anything

Just a thought

Blacklight
07-25-09, 05:51 PM
Is the DWX file on the download page part of the RA mod too or is that just something separate ?

dd149
07-26-09, 06:50 AM
Yes, it is an additioanl upgrade to the mod.
Cant wait to get the new one, it seems to be a huge improvement, hopefully not too many bugs. Cheers to the developers!

ASW Jedi
07-26-09, 09:24 AM
I get away from DW a bit and look what happens. I understand the limitations from the surface ship standpoint. No one wants a hot new Burke with OHP displays on it. I suppose their is no way to modify the displays like the do in Silent Hunter.

Also just as a rant.....All of the people who wish they could command an Aircraft Carrier should just buy Fleet Command. Seriously their is nothing exciting about driving a 1000 ft. ship around. Pushing a button to launch a plane is equally unexciting. End Rant.

tonibamestre
07-27-09, 03:49 AM
Just a quick question,do you know if DW works and can be installed on Vista 64b?

Thanks.

:FI:Rabitski
07-27-09, 07:27 AM
Well I got all the issues with tigerfish sorted, again thank you all for your advice on this and the graphics problem. I have another question again it relates to the tigerfish; How would you go about reducing the sound profile for the torpedo (tigerfish), @ the moment targets seem to be able to detect it much the same as they would a normal torpedo, and it was my understanding this was ment to be a ultra quite torpedo? any ideas

OneShot
07-27-09, 08:36 AM
DW works with Vista 64b (SP2) ... only thing is the voice recognition wizard popping up whenever you enter the options menu. Just click on DW again and you can play.

Sag75
07-27-09, 08:14 PM
I'm really looking forward for this excellent supermod..

Just a question, shall we have a Readme txt for all changes made ?



thx!

Zander
07-28-09, 01:01 AM
DW works with Vista 64b (SP2) ... only thing is the voice recognition wizard popping up whenever you enter the options menu. Just click on DW again and you can play.


i think i got around speech by editing the config file.
i haven't fired up vista in about a year.

.SpeechLoadMode 0

Castout
07-28-09, 03:58 AM
Just a quick question,do you know if DW works and can be installed on Vista 64b?

Thanks.

Yes I'm playtesting the new RA mod on DW on Vista x64:)

Kapitan
07-28-09, 05:46 AM
has it been realeased yet ?

Castout
07-28-09, 06:39 AM
Err I think it's going to be released in early August

:FI:Rabitski
08-01-09, 04:57 PM
"Oh come on" it's August already what's the hold up?:)

rpembert
08-01-09, 08:46 PM
Part5 is not downloading, just thought I would let ya know

Thanks,
Joshua

Castout
08-02-09, 02:57 AM
I reinstalled my Vista and now without DW. I'm too looking forward at the final release. I just have to sink somebody real soon

Snakeeyes
08-05-09, 07:27 AM
Been away for a while but I'm itching to get back into nukes with the RA mod and THIS happening off shore...

http://www.comcast.net/articles/news-general/20090805/US.Russian.Subs/


Tell me, what does RA mean?

Kapitan
08-05-09, 08:20 AM
RA reinforce alert dunno why they called it that but it does stand out more so than DWX suppose its to capture people eyes so they go and buy DW and down load the mod.

PeriscopeDepth
08-07-09, 09:31 PM
RA reinforce alert dunno why they called it that but it does stand out more so than DWX suppose its to capture people eyes so they go and buy DW and down load the mod.
It probably sounds better in Russian than in English. I wouldn't know. :)

PD

Castout
08-08-09, 03:41 AM
It's already 8th of August. I'm still waiting :O:

:FI:Rabitski
08-08-09, 09:32 AM
"A watched pot never boils", neither does it stop me checking every 2hrs to see if there is any news:)

Theta Sigma
08-09-09, 04:41 PM
What bugs are feared left?

Castout
08-09-09, 07:01 PM
You know recently subsim posted a news link whereby two Russian Akula class attack submarines were detected operating 200 miles southeast of US eastern coast. The people interviewed in the news seem to indicate that the Akulas are no threat at all since they are left over from the cold war technology. :o.

But hey so does the 688i class which is the US attack submarine backbone even the Ohio is a cold war technology.

What do you think of this belittling of the Akulas. Perhaps because they are attack sub not SSBN? Or perhaps it was a bluffing statement you know psychological warfare to erode the confidence of the enemy of their equipment or and to exaggerate their own equipment capabilities.

The Akulas are pretty quiet sub in RA mod . . .:DL

Kapitan
08-10-09, 06:37 AM
Id put it down to trying not to make the population scared i dont think its about be littling either side.

:FI:Rabitski
08-10-09, 09:01 AM
Perhaps they were trying to make some kind of statment and as such they wanted to be located? it's always the view of any nation to belive your weapons are better then the other side @ least publicly. History has shown us on the otherhand, over the past 50yrs that when it comes to judging the abilities or limitations of Russian or Soviet submarines the western powers grossly underestamated there abilities. So who know's?( I'm sure those that do are not saying anything:)).

Theta Sigma
08-10-09, 05:50 PM
An akula could fire a nuke cruise missile or torpedo. It's not not exactly harmless compared to an SSBN.

Snakeeyes
08-11-09, 06:29 PM
Okay, RA has me back into DW after 3 years.

I have a long series of questions about the mod:

1. How realistic is it? Will I have to install other realism mods with it? Are instructions posted as to how to do it?

2. Can you play as the Virginia class? If so, are its weapons and sonar systems accurately reproduced?

3. Can you play as the typhoon? Can you actually launch nuclear weapons?

4. How many new instrument interfaces are available?

5. Do Russian subs like the Akula have creep motors or communication buoys.

6. Wake detecting systems on the sails of Akulas and a couple of Victor 3s?

7. How easy is it to sail in subs not originally available in DW? Is it tricky? Do I have to do some kind of messy install like in Sub Command's mods?

8. Can I make new missions with the newly available subs? Will downloadable classic missions for DW still work with the mod after a fresh install?

Reaper51
08-11-09, 07:14 PM
Okay, RA has me back into DW after 3 years.

I have a long series of questions about the mod:

1. How realistic is it? Will I have to install other realism mods with it? Are instructions posted as to how to do it?

2. Can you play as the Virginia class? If so, are its weapons and sonar systems accurately reproduced?

3. Can you play as the typhoon? Can you actually launch nuclear weapons?

4. How many new instrument interfaces are available?

5. Do Russian subs like the Akula have creep motors or communication buoys.

6. Wake detecting systems on the sails of Akulas and a couple of Victor 3s?

7. How easy is it to sail in subs not originally available in DW? Is it tricky? Do I have to do some kind of messy install like in Sub Command's mods?

8. Can I make new missions with the newly available subs? Will downloadable classic missions for DW still work with the mod after a fresh install?

1. I believe this is based off a version of LWAMI, altho if it's not I'm sure it's more realistic than the stock DW.

2. Yes VA class is playable, but I don't know about the second part of your question.

3. Yes. I recommend firing a nuke into a CBG at least once. :D

4. I don't know for sure, but there's been quite a bit of interface work done. Mostly weapons and sonar panels if I remember right.

5. I don't think so, but I don't know for sure.

6. I very seriously doubt it... But again I can't say for sure.

7. It's just like the stock subs. There are probably a few little things you have to do differently tho. As I remember firing nukes was done by placing the first way point segment on the desired target as the rest were ignored.

8. Yes to the first part, but I don't know about the second part. I'm sure they will still work, but depending on the changes they might not work as intended. For example the stock missions don't work quite right with LWAMI, but they're still playable.

Castout
08-11-09, 11:08 PM
Okay, RA has me back into DW after 3 years.

I have a long series of questions about the mod:

1. How realistic is it? Will I have to install other realism mods with it? Are instructions posted as to how to do it?

2. Can you play as the Virginia class? If so, are its weapons and sonar systems accurately reproduced?

3. Can you play as the typhoon? Can you actually launch nuclear weapons?

4. How many new instrument interfaces are available?

5. Do Russian subs like the Akula have creep motors or communication buoys.

6. Wake detecting systems on the sails of Akulas and a couple of Victor 3s?

7. How easy is it to sail in subs not originally available in DW? Is it tricky? Do I have to do some kind of messy install like in Sub Command's mods?

8. Can I make new missions with the newly available subs? Will downloadable classic missions for DW still work with the mod after a fresh install?

1. Realism is relative to what one knows in the field of sub warfare. But the modders try to make it as realistic as they knew it as far as I know

2. Yes you can play the virginia. The systems mimick the Seawolf class
3. Yes you can play the Typhoon. I haven't ried launching the ICBM though but I think you could.
4. There are some new panel instrument like the ones for the LADA class SSK and Akula II
5. Nope the Akula doesn't have creep motors and comm buoys. I think in RL it was only the Victor class that had creep motor installed
6. No sorry no wake detection system but many torpedoes now correctly modeled such as the non snaking Mk 48 ADCAP and dual guided wake and passive mode homing of some Russian torpedoes
7.No it comes with one click installer. The uninstalling is a real pain in the ass :shifty:.............................kidding lol:rotfl:
8.All classical mission from 688i and SC have been converted to RA standard.

Kapitan
08-12-09, 07:16 AM
Akulas do have creep motors two extendable pods from the rear end pop out of the hull and enable them to creep, i do have pictures but i cant distribute them, best advice see wayne frey's book Soviet submarines gardians of the motherland.

Snakeeyes
08-12-09, 03:46 PM
Should I wait for updates, fixes, improvements or dive into the beta?

Is RA still being worked on?

Snakeeyes
08-12-09, 03:48 PM
Akulas do have creep motors two extendable pods from the rear end pop out of the hull and enable them to creep, i do have pictures but i cant distribute them, best advice see wayne frey's book Soviet submarines gardians of the motherland.

Exactly the book I was looking at last night bud!

I read your under-ice tutorial last night again too to refamiliarize myself. Another good job brother. :)

Kapitan
08-12-09, 04:58 PM
I did one on covert ops as well its on subguru the akula would do well sneaking into kings bay on creep motors i think i have tried it once.

Castout
08-12-09, 05:59 PM
Should I wait for updates, fixes, improvements or dive into the beta?

Is RA still being worked on?

There's a new version supposedly anytime now to be released.

Snakeeyes
08-12-09, 06:03 PM
Great! I'll wait for the next version. EXCITING PEOPLE!!!

PeriscopeDepth
08-12-09, 09:28 PM
I want it! Can anyone from the RA team provide a teaser/more information?

PD

Snakeeyes
08-12-09, 09:30 PM
I want it! Can anyone from the RA team provide a teaser/more information?

PD

Talk about breathing new life into old bones!

PeriscopeDepth
08-12-09, 09:37 PM
Talk about breathing new life into old bones!

I played with the older beta for a while, and absolutely can't wait for the newest release. It really does add a lot to the game.

PD

:FI:Rabitski
08-14-09, 02:31 PM
Hmmm, It's now mid August I guess, maybe it was the first week in August 2010 that the new version is going to be out:), Anyboby hear anything lately about a revised date?

-GrayOwl-
08-14-09, 04:23 PM
Hmmm, It's now mid August I guess, maybe it was the first week in August 2010 that the new version is going to be out:), Anyboby hear anything lately about a revised date?

All will come in time to that who is able to wait.:cool:

suBB
08-14-09, 10:54 PM
All will come in time to that who is able to wait.:cool:

Guys,

Just know this....

When this mod is finally finished, it will be unlike anything we've ever experienced in DW.

I don't know if anyone else noticed this in beta.. but there is a technology trend (platforms and weapons) as well as little details about each and every air, sea and submarine platform that will make for a unique experience. :ping:

What I got out of beta is there isn't one platform(air, sub, surface) that handles / operates exactly the same way... Each platform has their own perks & flaws / strengths & weaknesses you'll have to be mindful of and will possibly open up areas of specialization of class or platform you choose to learn and control.. :arrgh!:

The impression i get is the mod team is very accurate and thorough about details. When the mod team is finally finished; its going to be a great & unique experience to look forward to...

:salute:

Castout
08-15-09, 04:11 AM
All will come in time to that who is able to wait.:cool:


Hi GrayOwl been a long time since I last spot a post from you.
What happened to your old account. I see now you're using a new one.

Snakeeyes
08-15-09, 08:51 AM
What I got out of beta is there isn't one platform(air, sub, surface) that handles / operates exactly the same way... Each platform has their own perks & flaws / strengths & weaknesses you'll have to be mindful of and will possibly open up areas of specialization of class or platform you choose to learn and control..
:salute:


I don't know if this is the case... I know that the Virginia Class is in the mod but its reported that she has the exact same characteristics as the stock seawolf from 4 years ago.

goldorak
08-15-09, 11:00 AM
I don't know if this is the case... I know that the Virginia Class is in the mod but its reported that she has the exact same characteristics as the stock seawolf from 4 years ago.

Excuse me but this is pure bull****. Have you played with the latest version ?
I don't think so, otherwise you would never have said that the Virginia has the same characteristics as the stock Seawolf.
People should really stop talking things that they have no experience of.
All the freaking units in RA, playable or not have different characteristics (in terms of sonar performance, in terms of weapons loadout, in terms of speed/stealth, in terms of 3d modeling, etc....). There are some "limits" dictated by the poor choice of interfaces avalalble especially for surface units, the Udaloy for instance cannot have the cwis in the real life position, nor can it have the ral life dual cannon because in the game it is constrained by the frigates interface.
But this doens't mean that it plays like the american frigate.

tonibamestre
08-15-09, 11:33 AM
I am really impatient to see this mod guys.Have you seen if the AI units have been improved concerning textures and hulls? I mean for example,if we will see remarkable differences between the Enterprise CVN and a Nimitz class.Most of the AI ships were not very accurate on the stock game,so Im wondering if its shape and textures are more eye candy now.

Cheers to all.

Snakeeyes
08-15-09, 11:49 AM
Excuse me but this is pure bull****. Have you played with the latest version ?
I don't think so, otherwise you would never have said that the Virginia has the same characteristics as the stock Seawolf.
People should really stop talking things that they have no experience of.
All the freaking units in RA, playable or not have different characteristics (in terms of sonar performance, in terms of weapons loadout, in terms of speed/stealth, in terms of 3d modeling, etc....). There are some "limits" dictated by the poor choice of interfaces avalalble especially for surface units, the Udaloy for instance cannot have the cwis in the real life position, nor can it have the ral life dual cannon because in the game it is constrained by the frigates interface.
But this doens't mean that it plays like the american frigate.

Okay... settle down... I'm just saying what this thread reports. Relax. Don't be a hot head.

If you read the threads it says

"2. Yes you can play the virginia. The systems mimick the Seawolf class"

goldorak
08-15-09, 12:07 PM
Okay... settle down... I'm just saying what this thread reports. Relax. Don't be a hot head.

If you read the threads it says

"2. Yes you can play the virginia. The systems mimick the Seawolf class"

Ok I get where the confusion came from.
But the fact of the matter is that the Virginia in RA is no Seawolf.

goldorak
08-15-09, 12:11 PM
I am really impatient to see this mod guys.Have you seen if the AI units have been improved concerning textures and hulls? I mean for example,if we will see remarkable differences between the Enterprise CVN and a Nimitz class.Most of the AI ships were not very accurate on the stock game,so Im wondering if its shape and textures are more eye candy now.

Cheers to all.

Some models are upgraded, but defintely not the whole database.
Its an immense job, and unless many people that play DW are willing to redo the 3d models for every sub/surface/air units you'll just have to accept whats there.
Hell even SCS didn't have the will/manpower ti upgrade the models in the database. :rolleyes:

Snakeeyes
08-15-09, 01:13 PM
What will be the install procedure if I want to run the LWAI realism mod or is it and RA a single entity?

goldorak
08-15-09, 01:18 PM
What will be the install procedure if I want to run the LWAI realism mod or is it and RA a single entity?

Well if its anything like the beta versions, RA won't play nice with JSGME. You'll have to install the RA mod on a clean version of DW 1.04.
There are ways to have RA and Lwami coexist but its not automatic, you have to do 2 different installations of DW and then backport the RA one into the DW that has JSGME and put the RA version inside the mod folder.
Once done, you can ativate and deactivate RA, and therfore you're good to go to install Lwami or any other JSGME compliant mods.

Snakeeyes
08-15-09, 02:51 PM
Well if its anything like the beta versions, RA won't play nice with JSGME. You'll have to install the RA mod on a clean version of DW 1.04.
There are ways to have RA and Lwami coexist but its not automatic, you have to do 2 different installations of DW and then backport the RA one into the DW that has JSGME and put the RA version inside the mod folder.
Once done, you can ativate and deactivate RA, and therfore you're good to go to install Lwami or any other JSGME compliant mods.

Oi... lot of steps. BUT... Is RA ALONE realistic enough for you Goldorak? You seem to be a stickler for reality like myself.

goldorak
08-15-09, 03:19 PM
Oi... lot of steps. BUT... Is RA ALONE realistic enough for you Goldorak? You seem to be a stickler for reality like myself.

Thats up to each person to decide wether RA is good enough or not, or wether you'll want other mods installed (the french one, the alfa tau one, lwami, etc...)
My opinion is that RA is the new standard by which all the other mods, wether they include new playables units or not are going to be mesured.
And in any case, RA database is based on a pretty recent version of Lwami so you don't loose anything by using it.
Thing is no 2 mods are equal, there will be differences, some people will not like certain changes, but thats ok because no one mod will satisfy everyone. And thats why we have several mods available, lwami, french mille-sabords mod, alfa tau etc...
The perfect mod doesn't exist.

Rosencrantz
08-16-09, 09:19 AM
Just thinking...

Now when there is a playable Ohio-class SSBN, could it be possible to build up working SSGN too? 154 Tomahawks... :03:


-RC-

-GrayOwl-
08-16-09, 11:10 AM
I think that August 20-21 we can give -RA- DWX v1.0 for public use.

Two separate sound additions also are ready.

The first addition, will replace sleepy English votes by Russian subs, with good English vote. (Ecshtended rediomast, Sinior waaattch ay…:haha:)
Also good English vote will be replaced with all 688 and Seawolf New SUB based interfaces.

Second the addition, can replace votes by all Russian subs to good genuine Russian vote.

Snakeeyes
08-16-09, 11:23 AM
I think that August 20-21 we can give -RA- DWX v1.0 for public use.

Two separate sound additions also are ready.

The first addition, will replace sleepy English votes by Russian subs, with good English vote. (Ecshtended rediomast, Sinior waaattch ay…:haha:)
Also good English vote will be replaced with all 688 and Seawolf New SUB based interfaces.

Second the addition, can replace votes by all Russian subs to good genuine Russian vote.

Okay... totally confused by this. "Votes?"

What?

goldorak
08-16-09, 11:26 AM
He means voices.

porphy
08-16-09, 11:35 AM
Hi

Long time since I played DW, but it will be installed again once the mod is out. It feels a bit like a fresh start for me with the sim. Thanks to all working on this. :up:

cheers porphy

suBB
08-16-09, 12:04 PM
I think that August 20-21 we can give -RA- DWX v1.0 for public use.

Two separate sound additions also are ready.

The first addition, will replace sleepy English votes by Russian subs, with good English vote. (Ecshtended rediomast, Sinior waaattch ay…:haha:)
Also good English vote will be replaced with all 688 and Seawolf New SUB based interfaces.

Second the addition, can replace votes by all Russian subs to good genuine Russian vote.

Hey GrayOwl,

can you also add ambient sound(included crew chatter, powerplant hum, other noises) for Russian subs and US subs, please???

There was a mod like is for subcommand long time ago, here it is for example: peter wilsters Russian and US ambient sound mod (http://subguru.com/missions/Ambient_Sound_Mod.zip)

thx

:salute:

suBB
08-16-09, 12:15 PM
Hey GrayOwl,

can you also add ambient sound(included crew chatter, powerplant hum, other noises) for Russian subs and US subs, please???

There was a mod like is for subcommand long time ago, here it is for example: peter wilsters Russian and US ambient sound mod (http://subguru.com/missions/Ambient_Sound_Mod.zip)

thx

:salute:


umm, one more thing...

consider the ambient sound mod for Russian and US nukes only

but keep the diesel / electric ambient sound as default...

MikiBzh
08-16-09, 01:04 PM
Thank you for the info :salute:, no need to press F5 every 2 hours ! :yawn:

Snakeeyes
08-16-09, 02:25 PM
He means voices.

AHH!! GOT IT!:up:

Snakeeyes
08-16-09, 02:25 PM
Hi

Long time since I played DW, but it will be installed again once the mod is out. It feels a bit like a fresh start for me with the sim. Thanks to all working on this. :up:

cheers porphy

Exact same situation with me Porphy.

Lane
08-16-09, 10:31 PM
Guys,

I have the RA Beta installed using JSGME if I remmber I used
Goldorak instructions?
Just wonder if I will be able to install the new one using JSGME?

Lane :)

FERdeBOER
08-17-09, 03:18 PM
I think that August 20-21 we can give -RA- DWX v1.0 for public use.

20-21?? Really??

GREAT!!!

:woot::woot::rock::yeah::up::sunny:

Castout
08-17-09, 06:45 PM
Ok I get where the confusion came from.
But the fact of the matter is that the Virginia in RA is no Seawolf.

I was just saying that the interface (the systems) mainly being based on the Seawolf. I didn't mean the Virginia has the same characteristic in terms of sonar capabilities and quietening.:). Sorry for not being clear with that.

Snakeeyes
08-18-09, 06:17 AM
20-21?? Really??

GREAT!!!

:woot::woot::rock::yeah::up::sunny:

Is this confirmed?

goldorak
08-18-09, 06:36 AM
Is this confirmed?

Well, since GrayOwl is one of the modders of RA, I think its pretty safe to asume the release date is confirmed (notwithstanding last minute bugs or other catastrophes :haha:) .

suBB
08-18-09, 08:25 AM
Well, since GrayOwl is one of the modders of RA, I think its pretty safe to asume the release date is confirmed (notwithstanding last minute bugs or other catastrophes :haha:) .

I think there is a typo and he actually meant...

I think that August 2021 we can give -RA- DWX v1.0 for public use..

this just means that the last minute bugs will take the next 12 years to resolve!!!

:har:

:haha:

:rotfl:

goldorak
08-18-09, 08:54 AM
I think there is a typo and he actually meant...



this just means that the last minute bugs will take the next 12 years to resolve!!!

:har:

:haha:

:rotfl:


Oh :smug: but the world ends in 2012, so either they release it now or we're never going to get the chance to play it. :rotfl:

Snakeeyes
08-18-09, 10:51 AM
I think there is a typo and he actually meant...



this just means that the last minute bugs will take the next 12 years to resolve!!!

:har:

:haha:

:rotfl:

NOT... repeat.... NOT funny sailor. :wah::wah::wah::wah:

suBB
08-18-09, 12:25 PM
NOT... repeat.... NOT funny sailor. :wah::wah::wah::wah:

aaaaahahahahh!!!! :haha: :rotfl: :har:


:DL


:woot:


:salute:

tinitoon
08-19-09, 12:30 PM
I read somewhere that the RA mod and the LWAMI mod are not compatible with the german version of the game.

Well, I tried the LWAMI mod and it works fine here (at least I did not get any error messages).

Is it true that the RA mod (v 1.0) will not work with the german version?

If so, can someone give an explanation how to make it work?



Thanks!

Snakeeyes
08-20-09, 10:00 AM
Okay. It's the 20th.

Are we approaching "full go hour?"

Zander
08-20-09, 09:41 PM
Okay. It's the 20th.

Are we approaching "full go hour?"

I'm full of anticipation here. Sure hope to see a link posted soon.
Modding requires a lot of hard work, and i'm grateful to all modders who do this to enhance these games.
So, now we wait patiently.

Alex

Snakeeyes
08-21-09, 07:18 AM
I'm full of anticipation here. Sure hope to see a link posted soon.
Modding requires a lot of hard work, and i'm grateful to all modders who do this to enhance these games.
So, now we wait patiently.

Alex

I'm just going to have this thread up all day at work. Feel like I'm waiting for a DEFCON alert.

:FI:Rabitski
08-21-09, 07:33 AM
:DLSame here this is the 3rd time I have checked in over the last 90min's.

Snakeeyes
08-21-09, 02:33 PM
:DLSame here this is the 3rd time I have checked in over the last 90min's.

Looks like there were bugs to squash I guess... :wah:


Maybe tomorrow.

Zander
08-21-09, 08:44 PM
Looks like there were bugs to squash I guess... :wah:


Maybe tomorrow.

...wait for it...wait for it...:DL

Snakeeyes
08-22-09, 12:37 PM
Does anyone have any contact with the RA makers? Would it be too much to ask for a status update?

Theta Sigma
08-22-09, 01:17 PM
It will surely show in one of these places before here:

http://www.redrodgers.com/forums/forumdisplay.php?f=172 (http://redrodgers.com/forums/forumdisplay.php?f=172)
http://www.sukhoi.ru/forum/forumdisplay.php?f=123

mikka
08-22-09, 03:34 PM
I'm gonna hold my breath until they release it
Hurrmmmphh....
:smug:
...
:oops:
...
:doh:
...
:dead:

Serious question: Have the devs announced anything about missions for this mod? Will we have to roll our own or has anybody taken a stab at it?

Snakeeyes
08-22-09, 08:19 PM
I'm gonna hold my breath until they release it
Hurrmmmphh....
:smug:
...
:oops:
...
:doh:
...
:dead:

Serious question: Have the devs announced anything about missions for this mod? Will we have to roll our own or has anybody taken a stab at it?

Well... this is a mod so most likely the devs don't care. Other missions might need tweaking but they should work after you put a few minutes into them in the editor.

dd149
08-23-09, 06:21 AM
The file can be downloaded from the Russian forums. Cheers to the developpers.http://www.redrodgers.com/forums/showthread.php?t=5579

dd149
08-23-09, 06:23 AM
but still old one seemingly

goldorak
08-23-09, 07:04 AM
The file can be downloaded from the Russian forums. Cheers to the developpers.http://www.redrodgers.com/forums/showthread.php?t=5579

but still old one seemingly


What a cruel joke, thats a very old version, mid 2008. :damn: :damn:
I wait for the real deal. :shucks:

suBB
08-23-09, 11:31 AM
I'd bet they are getting a flood of PM's right now, probably from both sites.. :DL

Snakeeyes
08-23-09, 01:37 PM
I'd bet they are getting a flood of PM's right now, probably from both sites.. :DL

Do you think the new version is out but they uploaded the old version by mistake?

dd149
08-23-09, 01:41 PM
might very well be as they posted this very recently, lets be patient once more...

Snakeeyes
08-23-09, 01:46 PM
might very well be as they posted this very recently, lets be patient once more...

Anyone asked them?

Not many of us speak Russian I guess.

suBB
08-23-09, 02:18 PM
Do you think the new version is out but they uploaded the old version by mistake?

no.. not a chance...

If they were going to attempt to make good on the deadline, i think they are just probably wrapping things up with the mod and attempting to bring closure to any last minute ideas they may have before reaching a finished state.

now.. any last minute item(s) will of course push the deadline out farther. So we have to allow for a window of tolerance when considering the deadline. Just how much tolerance??? depends on how much more we can tolerate waiting :haha::har: HAHA :rotfl:

They basically rebuilt DW from the ground up even with SP campaigns now converted to run on RA(as I recall) It's a TON of work they are attempting to accomplish. :ping: And, I wasn't kidding about these guys being thorough :D

You should see some of the stuff they have created; launching frogmen from tropedo tubes, seal-team mini subs, and re-skinning bios for example. go here (http://www.redrodgers.com/forums/showthread.php?t=4914&page=3) and see some of the stuff they have made.

We can conjure up reasons why they are beyond deadline and we haven't heard anything yet.. but it's best just to continue to wait; what else are we going to do??? :arrgh!:

suBB
08-23-09, 07:56 PM
oh, one more thing... :hmmm:

If they haven't been doing it parallel to modding.. they will also need to do final documentation on weapons, features and gear.

(IIRC) Even the beta had a document on how to use various functions of the shipwreck missile(for example) No telling what they have added to final release at this point. :hmmm:

just my change in the bucket...

LoBlo
08-23-09, 10:30 PM
My impression. The RA mod database and doctrine files got really complex, even the old beta, to the point where bug hunting/fixes took a whole lot of time. I remember bug hunting the torpedo behavior just for the Mk48 alone and it took me 2 whole days (literally all weekend) to tease out the problems with the doctrine and fix them. Some of the torps not only had their own senors, but some had multiple sensors of the multiple types, and each individually referenced in the doctrine file....:dead:.

My impression is that bug hunting will likely take a long while. Some bugs may be stubbornly problematic. I wish an open 2nd beta would be considered by the dev team as it would be more efficient to enlist the aid of the community at large in play testing/bug fixing, rather than a small restricted play group.

2 cents.

goldorak
08-23-09, 10:39 PM
I think most bugs got squashed out in the beta. On the other hand don't forget that we are in the middle of august, a time where people spend more time on holiday/beach etc... than in front of a computer screen.
Give the guys some slack.
We have waited for several months right, so whats 2-3 days/weeks more ? :haha:

Zander
08-24-09, 02:50 PM
I think most bugs got squashed out in the beta. On the other hand don't forget that we are in the middle of august, a time where people spend more time on holiday/beach etc... than in front of a computer screen.
Give the guys some slack.
We have waited for several months right, so whats 2-3 days/weeks more ? :haha:

Weeks/days/mths/hrs., totally agree that we can only wait.
However, i sure would like to 'test drive' it right now.

Castout
08-25-09, 07:19 AM
Weeks/days/mths/hrs., totally agree that we can only wait.
However, i sure would like to 'test drive' it right now.

Patience don't fall to your passion as it leads to the dark side :O:

dd149
08-25-09, 11:48 AM
In the coming days will be issued a new version add, it will be выложенна at файлообменниках and will be sent out by e-mail as it did last time. Who wants to get аддон by e-mail in a multi archive with applications for reinforcealert@gmail.com, обеспетче in their boxes around 200 Meg free disk space. Good luck!

Seems thing are heating up, who will post a premanent download address?

goldorak
08-25-09, 11:51 AM
In the coming days will be issued a new version add, it will be выложенна at файлообменниках and will be sent out by e-mail as it did last time. Who wants to get аддон by e-mail in a multi archive with applications for reinforcealert@gmail.com, обеспетче in their boxes around 200 Meg free disk space. Good luck!

Seems thing are heating up, who will post a premanent download address?

I don't understand if they are talking about a new beta version or the final public release. :hmmm:

PeriscopeDepth
08-25-09, 11:57 AM
I don't understand if they are talking about a new beta version or the final public release. :hmmm:

It sounds like whoever was posting about the Aug 20-21 release was jumping the gun. I understand that making mods is tough, but this thing has been in beta forever...

PD

goldorak
08-25-09, 12:04 PM
It sounds like whoever was posting about the Aug 20-21 release was jumping the gun. I understand that making mods is tough, but this thing has been in beta forever...

PD

Well let me put it this way, if all the great modders of SCU/SCX era had participated in designing and betatesting RA we would have had the mod much much faster. But a large part of the community simply didn't care to partecipate and help those guys so things got streched out.
You can't have it both ways, if manpower is low more time is needed to flesh things out.

PeriscopeDepth
08-25-09, 12:55 PM
Well let me put it this way, if all the great modders of SCU/SCX era had participated in designing and betatesting RA we would have had the mod much much faster. But a large part of the community simply didn't care to partecipate and help those guys so things got streched out.
You can't have it both ways, if manpower is low more time is needed to flesh things out.

I know I know...I just hate it when developers give out release dates. :)

PD

pjb1
08-25-09, 12:57 PM
From russian forum
In the coming days will be issued a new version add, it will be выложенна at файлообменниках and will be sent out by e-mail as it did last time. Who wants to get аддон by e-mail in a multi archive with applications for reinforcealert@gmail.com, обеспетче in their boxes around 200 Meg free disk space. Good luck!

Seems thing are heating up, who will post a premanent download address?

I am at SSVN the link where the old beta is posted we would be more than happy to post a permanent link for RA Mod Email me at PJ.Baumgartner@gmx.de

goldorak
08-25-09, 12:59 PM
I know I know...I just hate it when developers give out release dates. :)

PD

:haha: yeah, they should just say "it will be out on tuesday" and leave it at that. :D

PeriscopeDepth
08-25-09, 12:59 PM
From russian forum
In the coming days will be issued a new version add, it will be выложенна at файлообменниках and will be sent out by e-mail as it did last time. Who wants to get аддон by e-mail in a multi archive with applications for reinforcealert@gmail.com, обеспетче in their boxes around 200 Meg free disk space. Good luck!

Seems thing are heating up, who will post a premanent download address?

I am at SSVN the link where the old beta is posted we would be more than happy to post a permanent link for RA Mod Email me at PJ.Baumgartner@gmx.de

I think that would be a great way to get more beta testers. A public link to the beta that is updated as the beta gets updated.

PD

PeriscopeDepth
08-25-09, 01:00 PM
:haha: yeah, they should just say "it will be out on tuesday" and leave it at that. :D

3-4 weeks!!!!!! :D

PD

tony65
08-25-09, 02:28 PM
I think there is still much work to do..

:yep:

Theta Sigma
08-25-09, 08:46 PM
From russian forum
In the coming days will be issued a new version add, it will be выложенна at файлообменниках and will be sent out by e-mail as it did last time. Who wants to get аддон by e-mail in a multi archive with applications for reinforcealert@gmail.com, обеспетче in their boxes around 200 Meg free disk space. Good luck!

Seems thing are heating up, who will post a premanent download address?

I am at SSVN the link where the old beta is posted we would be more than happy to post a permanent link for RA Mod Email me at PJ.Baumgartner@gmx.de

I think you should actually post that in reply to that request on the forum it came from. I doubt more than a couple of the people behind RA come here, and they all seem to frequent the two russian forums.

http://redrodgers.com/forums/showthread.php?t=4943
http://www.sukhoi.ru/forum/showthread.php?t=32981&page=30

pjb1
08-26-09, 07:04 AM
i emailed him too

goldorak
08-26-09, 05:03 PM
CrazyIvan (GreyOwl) has made available the pdf manual of RA mod for those that want to have a peek at all the goodies before actually playing with the mod.

Here : RA preview manual (http://www.redrodgers.com/forums/attachment.php?attachmentid=8064&d=1251320436)

:D

astonbenzdb9
08-26-09, 05:26 PM
hey everyone, i downloaded the ra mod and installed it, however now whenever i try to go to quick mission, campaign, or mission select, dangerous waters stops working and crashes. I did what the install said and edited the files needed to prevent a ctd, but it still does. Can anybody help?

Zander
08-26-09, 08:07 PM
so as we gather speed, figured i'ld come up on deck:)

tonibamestre
08-28-09, 03:28 PM
Gentlemen, so understand new RA mod is not ready yet?

:FI:Rabitski
08-28-09, 03:55 PM
Nope, but real soon.

Bob117
08-29-09, 01:37 PM
I didnt take the time to read all 16 pages of this thread. What I would really like to know is if there will be new surface ships in the game, and if there is will they actually have more capabilities not just a re skinned Oliver Hazard Perry to make you think you have something more powerful when you dont. Also i think it taking so long to come out should hopefully be a good thing this way the mod should be more in depth and as bug free as possible.

goldorak
08-29-09, 02:04 PM
No, the only new surface playable ship is the udaloy.
The main reason being that with only the frigate's interface available there is not much choice as to the kind of playable ships you can add.
So no aircarft carriers, no arleigh burkes, no ticonderogas, etc... .
If you want those units, play Fleet Command or Harpoon. :haha:

Rex Ursus
08-29-09, 02:53 PM
I am really looking forward to the day that the RA mod has a proper installer that properly installs it onto the mod folder. I run a few mods and I have no problems what so ever with switching back and forth. All that I need to remember is to re-boot the program when done switching.
With the beta version of RA however, I have to screw around to the point that I find myself writing this.
Until that day arrives that RA is easy to deal with, I will not touch it.

goldorak
08-29-09, 02:57 PM
I am really looking forward to the day that the RA mod has a proper installer that properly installs it onto the mod folder. I run a few mods and I have no problems what so ever with switching back and forth. All that I need to remember is to re-boot the program when done switching.
With the beta version of RA however, I have to screw around to the point that I find myself writing this.
Until that day arrives that RA is easy to deal with, I will not touch it.

Thats a stupid attutide to have.
There are instructions all over the place as how to make RA mod friendly.
Yes it not a one click procedure, but it works.
I had RA, Alfa Tau and Lwami all playing nice together with jsgme.

Zander
08-29-09, 03:59 PM
Thats a stupid attutide to have.
There are instructions all over the place as how to make RA mod friendly.
Yes it not a one click procedure, but it works.
I had RA, Alfa Tau and Lwami all playing nice together with jsgme.


I'm with goldorak on this. It's very easy to setup all three with no problems. I have four installations of DW no problems.

Alex

Mau
08-29-09, 07:41 PM
No, the only new surface playable ship is the udaloy.
The main reason being that with only the frigate's interface available there is not much choice as to the kind of playable ships you can add.
So no aircarft carriers, no arleigh burkes, no ticonderogas, etc... .
If you want those units, play Fleet Command or Harpoon. :haha:

Goldorak,
I think it is just too easy to say that we should play with Fleet Command or Harpoon. Why just improving subs. Don`t get me wrong, I do appreciate all improvements for that game.
It is just fair game to hope that the other platform will be updated as well.
Do understand that consoles interface is limited to one right now and I guess a lot of work would be needed for a new platform. That I am sure a lot of people like me can live with it.

What about an Australian Adelaide class. I mean we add new weapons with a 212 for exemple. Why not adding ESSM missiles in addition with SM-2 and Harpoon (as the Upgraded Australian Frigate). Just a suggestion and idea. That remains a platform conducting ASW (as I understand since a long time that it is the main purpose of that sim. However the surface platform needs to defend themself against that Underwater threat.


Just my 2 cents.

goldorak
08-30-09, 01:09 PM
Goldorak,
I think it is just too easy to say that we should play with Fleet Command or Harpoon. Why just improving subs. Don`t get me wrong, I do appreciate all improvements for that game.
It is just fair game to hope that the other platform will be updated as well.
Do understand that consoles interface is limited to one right now and I guess a lot of work would be needed for a new platform. That I am sure a lot of people like me can live with it.


Hey Mau you're kicking an open door with me. I've always been "angry" to see how surface and air units in DW were second or third class citizens. But short of redesigning the whole game there is simply no solution. Subs have always been privileged, although less than in DW 1.04.
Don't get me started on the whole "invisible masts" thing, making radar and even visual contact completely useless on airborne and surface units. How about the whole popping up in 2 seconds, fire a sam and go beneath the water. People that play subs and nothing else generally don't consider these advantages but they are real and to a certain extent render the game biased.


What about an Australian Adelaide class. I mean we add new weapons with a 212 for exemple. Why not adding ESSM missiles in addition with SM-2 and Harpoon (as the Upgraded Australian Frigate). Just a suggestion and idea. That remains a platform conducting ASW (as I understand since a long time that it is the main purpose of that sim. However the surface platform needs to defend themself against that Underwater threat.
Just my 2 cents.

The problem is that all surface playables have to conform to the frigates dll interfaces. Look at the udaloy as an example (either in Alfa Tau or RA). In real life it has 2 cwis but the in game you will be able to use only one cwis, why ? Because the frigate only has one. Same thing with the cannon. You can change the graphics on the various stations, but deep under you will only have a glorified frigate. How is that cool ?
The other reason is that the RA team has not a lot o members, so doing a new playable takes time, a lot of time. As I've said in a previous post if the community would have helped in developping and designing RA with our russians friends much more could have been acomplished. But SCS stood in the way so we get what we get. Mind you that once you have the mod, nothing forbids you from adding new playables though (you'll have to learn to hack etc...) so if you're disatisfied by the number of playabled you can always design and add new ones.

Bob117
08-30-09, 06:21 PM
Not that it really matters but will there be any strong graphical improvements in this mod? And also any additional aircraft? If this mod is still open for ideas Id sat the nimrod or the s-3 viking. Final question i know that you modders are limited by waht u can do because of lack of a source code but what about the ability to land player controlled aircraft on an aircraft carrier? You can land the helo on an nimitz carrier and it will take you to the loadout menu so hopefully it wouldnt be to hard to mod the game to allow u to land a p-3 on it or any other aircraft. oh and i jsut had another idea i see that its difficult to add new surface platforms but do u think it would be possible to add this improvement to the oliver hazard perry the ability to wireguide its own torps. i had a second suggestion but i cant remember atm

Kapitan
08-31-09, 03:13 AM
landing a P3 on an aircraft carrier? i know you have tried but realistically it wouldnt happen they just about got a C130 on the deck, and made it take off.

OneShot
08-31-09, 07:22 AM
A P-3 on a carrier ? Well, they made a C-130 work, but thats a different a/c especially considering the aerodynamics not to mention the fact that the C-130 was designed and build to withstand abuse of landing in rough (and short) spots. The P-3 is in its core an airliner and the takeoff roll alone would most certainly exceed the length of the carrier. Plus the problems involved with landing the plane on a carrier in the first place.

:FI:Rabitski
08-31-09, 11:13 AM
"Meanwhile back on the ranch," Any word on when we are getting the Mod, looked like it was real close there for awhile but no word anywhere for a bit now. While we are wishing I'll take some playable 206's-209's and Scorpene's:)

MikiBzh
08-31-09, 11:39 AM
Scorpene will be playable ? Perhaps I missed it, but is there a list of improvment coming with the release and new playable unit ?

I really enjoy the beta, looking forward for this new released, and my best wishes for the team behind ! :rock:

Bob117
09-01-09, 11:50 PM
Alrite well I understand there is just about absoultely nothing in the way of adding new surface platforms (sigh) oh well ill move on. ok well waht about aircraft can anything be changed in that area or added? like i said the nimrod would be a cool plane to fly i mean its basically the p-3 but since its jet powered woudlnt it have much greater handlng and speed?

PeriscopeDepth
09-02-09, 01:42 AM
Alrite well I understand there is just about absoultely nothing in the way of adding new surface platforms (sigh) oh well ill move on. ok well waht about aircraft can anything be changed in that area or added? like i said the nimrod would be a cool plane to fly i mean its basically the p-3 but since its jet powered woudlnt it have much greater handlng and speed?
I think they made the Helix and Bear playable.

PD

goldorak
09-02-09, 02:37 AM
Alrite well I understand there is just about absoultely nothing in the way of adding new surface platforms (sigh) oh well ill move on. ok well waht about aircraft can anything be changed in that area or added? like i said the nimrod would be a cool plane to fly i mean its basically the p-3 but since its jet powered woudlnt it have much greater handlng and speed?


There is a new playable surface unit besides the american frigate : the russian Udaloy.
As for new air units, you've got a Helix and a Bear.

Bob117
09-02-09, 02:50 PM
Ok so i understand your severly limited in what can be done with surface platoforms. Well what about adding asrocs to the frigates loadout? Couldnt it just use the sm2 laucher and you could use the harpoon plan to set its enable range? i mean that seems like it would work from my limited point of view as i dont have any expierence modding.

goldorak
09-02-09, 03:04 PM
Ok so i understand your severly limited in what can be done with surface platoforms. Well what about adding asrocs to the frigates loadout? Couldnt it just use the sm2 laucher and you could use the harpoon plan to set its enable range? i mean that seems like it would work from my limited point of view as i dont have any expierence modding.


Playable surface platforms are there fundamentally for ASW operations and the helos are its greatest asset. The Udaloy is not limited in any way, it has silex missiles which are going to ruin the day of any sub driver. Now the american frigate is different, its greatest asset are the helicopters, trying to do sub hunting with the frigates onboard weapons is a lost cause.

NB : The helos capability for ASW warfare has been vastly improved in RA, not even LWAMI gives you the kind of fine grain control on the helos you have with RA mod.

Changeing the harpoon to asroc status is just stupid. Harpoon are AsuW weapons not asrocs, if you start changeing each weapons fundamental characteristics "realism" goes out the window.
And for one I'm glad the modders are not going this route.
Now if YOU want to mod the mod or if you find someone willing to do the changes then go ahead no one is going to forbid you doing so.

Snakeeyes
09-04-09, 07:17 AM
Okay... it's been done to death but...

Any updates?

goldorak
09-04-09, 07:18 AM
No.

Snakeeyes
09-04-09, 08:32 AM
Thanks man.

Kpt Lothar
09-08-09, 04:51 AM
whats this mod all about?

goldorak
09-08-09, 08:53 AM
whats this mod all about?

New playable units, new databases, new doctrines, new game experience. :)

mikka
09-08-09, 10:03 AM
whats this mod all about?

VLADIMIR:
I'm curious to hear what he has to offer. Then we'll take it or leave it.
ESTRAGON:
What exactly did we ask him for?
[...]
VLADIMIR:
Oh . . . Nothing very definite.





(I kid, i haven't lost an ounce of anticipation)

BobbyZero
09-08-09, 02:52 PM
I kid, i haven't lost an ounce of anticipation


Neither have I, but still, come on - first january, now august...:hmmm: I'd rather if noone promised anything, than to get me all hyped up, and then nothing. :cry:

I don't wanna sound ungrateful guys, really MASSIVE thanx for all the work done, but please, don't tease us in such ways!

:FI:Rabitski
09-08-09, 03:16 PM
I used to be the same, looking for new's checking all the forums but now I wait, I know how big a job there doing and for me it's better getting it when it's really ready. The waiting will just make it better:)

tony65
09-08-09, 07:41 PM
The waiting will just make it better:)

"This" waiting will just make us older..

:yep:

Castout
09-09-09, 12:12 AM
"This" waiting will just make us older..

:yep:

I have to agree with you.

:FI:Rabitski
09-09-09, 07:08 AM
Well It would be a truely amazing mod if it made us younger now wouldn't it:)

Castout
09-10-09, 02:20 AM
Well It would be a truely amazing mod if it made us younger now wouldn't it:)

We at subsim expect nothing less after all the waiting.:shifty:

dyshman
09-11-09, 06:58 AM
wait for sunday! as i know it wiil be uploaded to some fileshare)))

goldorak
09-11-09, 07:50 AM
wait for sunday! as i know it wiil be uploaded to some fileshare)))

:woot::yeah::rock::sunny::D

falconsix
09-11-09, 09:07 AM
Sunday? Yeah!

Now i can say it: Countdown 2 is already in poduction and i just wait for the new mod to show the new Models!

Zander
09-11-09, 02:28 PM
Sunday? Yeah!

Now i can say it: Countdown 2 is already in poduction and i just wait for the new mod to show the new Models!


:DL cool.

PeriscopeDepth
09-11-09, 03:57 PM
I'll believe it once I start downloading it.

But here's hoping for Sunday. :|\\

PD

Zander
09-11-09, 05:14 PM
I'll believe it once I start downloading it.

But here's hoping for Sunday. :|\\

PD


:rotfl:PD i see you're north of me. I'm in the basin. Fingers crossed.:DL

Castout
09-11-09, 08:59 PM
wait for sunday! as i know it wiil be uploaded to some fileshare)))

Sunday....we hope it's not another tease :dead:

I wanna sink something already. That yellow rubber bath-duck has lost its appeal after all this time. The Malaysian has got their scorpenes you know?:rotfl:I need my fix.:03: Though I don't think there's scorpene in RA . . .

So many new subs entering service it makes DW out of date....

Snakeeyes
09-12-09, 09:04 AM
wait for sunday! as i know it wiil be uploaded to some fileshare)))

ROCK IT!:yeah:

suBB
09-12-09, 10:55 AM
:woot::woot::woot:

hurry up already.. wanna do some testing :DL

Thank you again RA team for your dedication and hard work!!!

Snakeeyes
09-12-09, 10:29 PM
35 minutes from midnight EST here in America.


tick - tick - tick - tick...

Zander
09-12-09, 11:28 PM
I stopped waiting a while back. It'll get here when it gets here, or deja vu, all over again.

Snakeeyes
09-13-09, 03:08 AM
I stopped waiting a while back. It'll get here when it gets here, or deja vu, all over again.


Yeah... to be honest I think this release notification is bogus but who knows.

pjb1
09-13-09, 07:49 AM
wait for sunday! as i know it wiil be uploaded to some fileshare)))
Dyshman where do you get this information from i ask because i am in contact with KVP1974. He will send me RA mod to be posted at SSVN for public downloading and i have recieved no email yet. Here is link to future download site but be warned the RA mod that is posted there is an older release.

http://seashadows.org/index.php?seashadows=download

Snakeeyes
09-13-09, 08:10 AM
Dyshman where do you get this information from i ask because i am in contact with KVP1974. He will send me RA mod to be posted at SSVN for public downloading and i have recieved no email yet. Here is link to future download site but be warned the RA mod that is posted there is an older release.

http://seashadows.org/index.php?seashadows=download

Gentlemen, it looks like we have been skunked again. I shouldn't have gotten my hopes up.

Zander
09-13-09, 02:39 PM
Gentlemen, it looks like we have been skunked again. I shouldn't have gotten my hopes up.


Yep, need to read up on the great American philosopher, Yogi d'Berra.:DL

http://www.yogiberra.com/yogi-isms.html

martinchi
09-13-09, 02:53 PM
Dyshman where do you get this information from i ask because i am in contact with KVP1974. He will send me RA mod to be posted at SSVN for public downloading and i have recieved no email yet. Here is link to future download site but be warned the RA mod that is posted there is an older release.

http://seashadows.org/index.php?seashadows=download

thanks finally I find the 3.09lwami mod

-GrayOwl-
09-14-09, 05:10 AM
DWX 1.0 has been released.

Details on http://www.redrodgers.com/forums/showthread.php?t=4912

FERdeBOER
09-14-09, 06:02 AM
DWX 1.0 has been released.

Details on http://www.redrodgers.com/forums/showthread.php?t=4912

Downloading!! :rock::up:

Theta Sigma
09-14-09, 06:35 AM
x2. :)

suBB
09-14-09, 07:18 AM
DWX 1.0 has been released.

Details on http://www.redrodgers.com/forums/showthread.php?t=4912


oh thank you Wise One!!!! (WOOOHOOOO) :rock:

many thanks RA team!!! :woot::salute:

Castout
09-14-09, 07:20 AM
DWX 1.0 has been released.

Details on http://www.redrodgers.com/forums/showthread.php?t=4912


Hi GrayOwl! :salute:
I see the post date it's dated Nov 2008.
Is this the new RA mod that has been in Beta for so long?
Or is it an older version not the one being promised to be released soon?

Anyway couldn't download it..getting the page not found message.

goldorak
09-14-09, 07:23 AM
Castout, the MOD is out. Its official, so go and download it. :D

Castout
09-14-09, 07:27 AM
Castout, the MOD is out. Its official, so go and download it. :D

I can't seem to be able to download it for some reason I'll wait for others to host it somewhere else.

So it's the new RA? Finally.

Theta Sigma
09-14-09, 07:29 AM
For JSGME compatibility, should \AUDIO and \SCENARIO be placed into MODS\RA_mod, or the new files be added to those folders in \Dangerous Waters?

Hitman
09-14-09, 07:34 AM
:yeah:

Theta Sigma
09-14-09, 08:57 AM
RED OKTOBER!!!! :D

The opening movie is @#$%!! great too. :)

suBB
09-14-09, 09:09 AM
:D

clean install time!!

:ping:

tony65
09-14-09, 09:15 AM
I haven't see any Udaloy or Lada mission..(just in mission editor is a "Udaloy user" available)

:hmmm:

goldorak
09-14-09, 09:20 AM
I haven't see any Udaloy or Lada mission..(just in mission editor is a "Udaloy user" available)

:hmmm:


No, in the mission editor you have access to all playable units, including the Udaloy and Lada.
You can even choose those 2 units if you're playing with quick missions.

suBB
09-14-09, 09:28 AM
No, in the mission editor you have access to all playable units, including the Udaloy and Lada.
You can even choose those 2 units if you're playing with quick missions.

:woot:going to start mission design soon, but need to do some testing 1st!! :woot:

:rotfl2:As you can see I'm just too ***king happy now that the mod is out :rotfl2:

as I recall Mr. Goldorak, you are part of a regular MP crowd of DW, what is the estimated headcount??

After testing, I'm going to probably start out with something small and quick. And because I won't have to edit for AI as substitution for humans, I'm hoping for quick turn on these MP scenarios..

:yeah:

goldorak
09-14-09, 09:36 AM
:woot:going to start mission design soon, but need to do some testing 1st!! :woot:

:rotfl2:As you can see I'm just too ***king happy now that the mod is out :rotfl2:


Yeah I see that. :DL
Enjoy the mod, the 3d models, the documentation everything.
You'll find that its quite different from AT or Lwami.


as I recall Mr. Goldorak, you are part of a regular MP crowd of DW, what is the estimated headcount??


I'm a regular player, what I can tell you is that RA most probably will be betasom's preferred mod for multiplayer. We schedule every week an objective based mission for 10-15 players. Thats not bad.



After testing, I'm going to probably start out with something small and quick. And because I won't have to edit for AI as substitution for humans, I'm hoping for quick turn on these MP scenarios..

:yeah:

Good, the faster you finish, the quicker we can "try out" your missions. :D

OneShot
09-14-09, 09:39 AM
Reinforce Alert / DWX Mod hosted at the CADC.

See this thread : http://www.commanders-academy.com/forum/showthread.php?p=39337#post39337 for more info and link to the download.

Thanks to Goldorak who did the upload.

suBB
09-14-09, 09:41 AM
forgot to mention...

The standard run-time for my criteria of dynamic MP is no more than 4.5 hours max.

This value is based on a couple of years of actual MP play testing of my criteria to allow for transiting nuclear submarines(i.e. infiltration, stealth transiting) not to easily compromise themselves during the mission. Of course the run-time would be different for SSKs and will need to be tested and optimized.

Personally I would like to see 5 hours max for nukes.. but I have to keep the audience in mind; the more time allowed the merrier. :woot:

tony65
09-14-09, 09:50 AM
No, in the mission editor you have access to all playable units, including the Udaloy and Lada.
You can even choose those 2 units if you're playing with quick missions.

..thanks..but they aren't in single player missions.. just quick missions ?

:hmmm:

goldorak
09-14-09, 09:56 AM
..thanks..but they aren't in single player missions.. just quick missions ?

:hmmm:

No, the single player missions are those of standard DW.
If you want the new units you either play the quick missions or you design your own mission or as a last resort you wait for mission designers to tap into RA and make the missions avaialble on subguru, cadc, etc...
If you go inside the scenario folder, you'll find besides mission and campaign files, several folders that contain old classic campaigns but "modified" to run on RA. You can try those, beware though you'll have to coppy the files directly into the scenario folder otherwise DW doesn't see them.

suBB
09-14-09, 10:34 AM
Yeah I see that. :DL
Enjoy the mod, the 3d models, the documentation everything.
You'll find that its quite different from AT or Lwami.



I'm a regular player, what I can tell you is that RA most probably will be betasom's preferred mod for multiplayer. We schedule every week an objective based mission for 10-15 players. Thats not bad.




Good, the faster you finish, the quicker we can "try out" your missions. :D

whoa.. 10-15 people!!! awesome!!!

you have an idea on an estimated run-time for your scenarios with this many people? For my criteria I'm using a confirmed (years of play data) 4.5 hours.. but would love more time available for these objective based missions. However I try to compromise with a dedicated audience of how long an objective based scenario should last.

more detail of the reasons why for the time window(what I have in mind):

1.. I try to allow for departure of playable platforms to the area of operations and not spawn them in mid air and inside the op area. As for submarines(for the moment), at least one sub will be required to transit into and across the op area / avoid contact(or being shot at), while opposing will be required to patrol / hunt / make contact(if they can). both sides will need to abide to ROE and if violated the mission ends. For planes I have them leave the tarmac and transit, helos depart from air bases or from the ship. Haven't made any transiting surface missions yet.

2.. based on a transiting 688(baseline data), this time window allows for nukes to transit at speeds where they won't be easily compromised, yet allow them to reach the destination within the time window. Of course based on actual planning of the commander, his actual transiting speed / speed & stealth legs are all subject to planning. I also need to be mindful of the SSP type or it could render the scenario unplayable; learned this from Molon years ago. For wide area scenarios with nukes I'm using convergence zones. But for SSKs I need to test and optimize.

3.. Some say that a drawback to such a time window if tasked to transit an remain covert is 'uneventfulness' where nothing is going on and they are looking at a blank sonar screen and haven't engaged the enemy(yet). Well, if you are tasked to remain covert and weapons aren't authorized for release yet(done via editing), you'd hope NOT to make contact & avoid possible contacts or avoid / spoof enemy active pinging. Based on actual MP testing, this isn't an issue and some do in fact(including myself) enjoy the work behind stealth transiting over a distance and doing your best to remain covert against opposing forces. Also I try to provide something for everyone. If transiting seems boring, they can play the opposing side and hunt instead.

4.. 4.5 hours is a time-tested value based on my previous audience and most memorable moments. If i had more time, I could simply do more in a scenario, but the value needs to be a compromise between the author and the audience. I'm imagining that with 10-15 regulars, you guys would welcome probably welcome a 6 hour scenario(if not longer), but not sure.


:ping:

I'd like to know others thoughts on this..

Mast
09-14-09, 11:27 AM
I see that RA mod part 1 and RA mod part 2 are the same. This doesn't seem right. Both files are the same size too. Is that an error?

Tarrasque
09-14-09, 12:31 PM
It's a two part RAR - you need both bits and it'll extract from them both.

tony65
09-14-09, 12:35 PM
I see that RA mod part 1 and RA mod part 2 are the same. This doesn't seem right. Both files are the same size too. Is that an error?

No way..the file is divided into two parts (rar), open the first one and extract..

goldorak
09-14-09, 01:04 PM
Can anyone confirm that by selecting in the quick missions, the Typhoon 941U the game crashes. :cry:

tony65
09-14-09, 01:17 PM
Can anyone confirm that by selecting in the quick missions, the Typhoon 941U the game crashes. :cry:

Yes..freezed..
Found some bugs in "superficial tomb" mission..(no passive track KA-27 in navmap)..

MikiBzh
09-14-09, 01:18 PM
I was waiting hard after RA Mod, and now it's here. I want simply to say thank you to RA Mod team :rock:

pjb1
09-14-09, 02:16 PM
Can anyone confirm that by selecting in the quick missions, the Typhoon 941U the game crashes. :cry:
It crashes in any mission i use the Typhoon941U

falconsix
09-14-09, 02:22 PM
Yeah, the 941U doesnt work at mine, too...

And the Alfa could only dive at 450 Meters...why? All the time i enjoyed to rumble between the hostile subs and underdive them at 700 Meters!

But at all: great job!

suBB
09-14-09, 02:29 PM
Can anyone confirm that by selecting in the quick missions, the Typhoon 941U the game crashes. :cry:

yup... seeing the same thing...

:FI:Rabitski
09-14-09, 02:44 PM
On mine the towed array on the 212 freezes up after 1hr game time?the display just sticks no movment @ all. If I retract it and extend it again it's still the same.

Snakeeyes
09-14-09, 02:48 PM
Uh oh... sounds like there are a few bugs.

goldorak
09-14-09, 03:03 PM
On mine the towed array on the 212 freezes up after 1hr game time?the display just sticks no movment @ all. If I retract it and extend it again it's still the same.

Do not use 16x acceleration, limit yourself to 8x.

Zander
09-14-09, 03:35 PM
My thanks to the RA team, CrazyIvan and everyone involved for this mod.
It's great to have people with the skills who go out and do this.
I really love this sim, it's one of my favorites.
Downloading now and will install later on today or tomorrow.
Again thank you very much.
Alex:)

:FI:Rabitski
09-14-09, 03:56 PM
Starting the missions with the TA extended seems to help as well, I'll stick to x8 just to be on the safe side.

goldorak
09-14-09, 04:02 PM
Starting the missions with the TA extended seems to help as well, I'll stick to x8 just to be on the safe side.

Read the documentation, its explained why you need to set maximum time acceleration to 8x.
There is a setting you need to change in the dangerouswaters.ini file to set the limit to 8x instead of 16.

suBB
09-14-09, 04:58 PM
Might be a question for GrayOwl, but what could we expect from RA AI compared to what we've seen already in previous mods for DW???

Mast
09-14-09, 05:02 PM
Thanks for the reply. Installed very easy. Found a small error in the Type 209/1400M. It's propeller turns the wrong way. Love the correct models of subs. :cool:

PeriscopeDepth
09-14-09, 06:59 PM
Yay!

PD

Castout
09-14-09, 08:10 PM
The download site cannot accept forged referrer. Switch to normal referrer and the download should succeed.:)

Can we have the download link stickied on the first page of this thread?

Snakeeyes
09-14-09, 08:36 PM
I can't start a scenario. The quick mission system has all the new platforms available but the options for the mission like "barrier search" don't show up on the menu bar. I can select a platform and and ocean but when I hit the execute icon I get a crash to the desktop.

check it out

http://www.youtube.com/watch?v=NUGEgHuiHXA

WTH?

I uninstalled DW completely, reinstalled it, patched it to 1.04 then applied the mod AND the new english voices. I get the RA/DWX title screen and animation (sweet!!!) but I can't get her to run. Anyone else having this problem?

Castout
09-14-09, 09:42 PM
I can't start a scenario. The quick mission system has all the new platforms available but the options for the mission like "barrier search" don't show up on the menu bar. I can select a platform and and ocean but when I hit the execute icon I get a crash to the desktop.

check it out

http://www.youtube.com/watch?v=NUGEgHuiHXA

WTH?

I uninstalled DW completely, reinstalled it, patched it to 1.04 then applied the mod AND the new english voices. I get the RA/DWX title screen and animation (sweet!!!) but I can't get her to run. Anyone else having this problem?

I can run DW iwth DWX just fine.

However I found that Type 212A towed array is not functional. It's there you can reel out the towed array but it just doesn't work

goldorak
09-15-09, 02:48 AM
I can run DW iwth DWX just fine.

However I found that Type 212A towed array is not functional. It's there you can reel out the towed array but it just doesn't work

I'm sorry but you're mistaken.
The towed array works fine in the Type 212A. I just verified.
Be sure to go into the weapons loadout page before starting the mission (even if you're using the default loadout).

goldorak
09-15-09, 02:53 AM
I can't start a scenario. The quick mission system has all the new platforms available but the options for the mission like "barrier search" don't show up on the menu bar. I can select a platform and and ocean but when I hit the execute icon I get a crash to the desktop.

check it out

http://www.youtube.com/watch?v=NUGEgHuiHXA

WTH?

I uninstalled DW completely, reinstalled it, patched it to 1.04 then applied the mod AND the new english voices. I get the RA/DWX title screen and animation (sweet!!!) but I can't get her to run. Anyone else having this problem?


I don't have the voice pack installed, DWX runs normally on my pc.
I get the "barrier search" in the menu together with the other 3 types of missions. No CTD except when choosing the Typhoon 941U (this is a confirmed bug).
Be sure to disable antialising and anisotropic filtering from your graphics
card config panel. DW is not happy with those settings.

Sea Demon
09-15-09, 03:48 AM
Enemy submarine AI is no good. Enemy subs are asleep. They do not evade, they do not change depth or course, they do not deploy countermeasures, and they don't fire back.

Tried this many times with many different subs. Same result. I'm re-installing DW tomorrow with my original configuration (1.04/LWAMI). RA is simply unplayable like this.

goldorak
09-15-09, 03:55 AM
Enemy submarine AI is no good. Enemy subs are asleep. They do not evade, they do not change depth or course, they do not deploy countermeasures, and they don't fire back.

Tried this many times with many different subs. Same result. I'm re-installing DW tomorrow with my original configuration (1.04/LWAMI). RA is simply unplayable like this.


:o you're right. Enemy subs just don't fire back nor evade nor anything.
This is a tragic regression with respect to the latest beta. I wonder what happened ?
I'm firing off a bug report.
Sea Demon, why don't you send also a bug report to GrayOwl.

dd149
09-15-09, 04:11 AM
I concur, AI sub are just sitting ducks up to now. Pity as other features look great. I didnt have chance to check with surface ships yet, are they better at fighting? Some bugs are inevitable in such a big job but lets hope that there are not too many of them. In any case cheers to the developers for this huge achievement, and let's suport the by our bug reports for final tweaks.

goldorak
09-15-09, 04:14 AM
Yes, people you have to try the mod and inform the RA modders of the bugs you find. Thats the only way regressions, and new bugs will be resolved.

tony65
09-15-09, 04:18 AM
. I'm re-installing DW tomorrow with my original configuration (1.04/LWAMI). RA is simply unplayable like this.

Me too.. I'll wait next patches..

:hmmm:

suBB
09-15-09, 05:24 AM
Enemy submarine AI is no good. Enemy subs are asleep. They do not evade, they do not change depth or course, they do not deploy countermeasures, and they don't fire back.

Tried this many times with many different subs. Same result. I'm re-installing DW tomorrow with my original configuration (1.04/LWAMI). RA is simply unplayable like this.

suBB = Might be a question for GrayOwl, but what could we expect from RA AI compared to what we've seen already in previous mods for DW??? looks like you've answered my question...

kpv1974
09-15-09, 05:28 AM
Enemy submarine AI is no good. Enemy subs are asleep. They do not evade, they do not change depth or course, they do not deploy countermeasures, and they don't fire back.

Tried this many times with many different subs. Same result. I'm re-installing DW tomorrow with my original configuration (1.04/LWAMI). RA is simply unplayable like this.

Do not panic!

In the game had been erroneously included test doctrines for AI-subs. That corrected doctrines.

Place the files from this archive into the folder "...\Dangerous Waters\Doctrine

http://www.redrodgers.com/forums/attachment.php?attachmentid=8090&d=1253009769

suBB
09-15-09, 06:25 AM
Do not panic!

In the game had been erroneously included test doctrines for AI-subs. That corrected doctrines.

Place the files from this archive into the folder "...\Dangerous Waters\Doctrine

http://www.redrodgers.com/forums/attachment.php?attachmentid=8090&d=1253009769

thank you sir!!! :salute:

dd149
09-15-09, 08:06 AM
That's what I call product follow-up, cheers to the Team.

pjb1
09-15-09, 09:58 AM
Discovered something not really a bug but good to know. I minimised the game and when i reopened it the TA was frozen. Other then that it worked fine for approx 90min of playing time

FERdeBOER
09-15-09, 10:26 AM
Edit: done, after a few tries I managed to download it without problems

Do not panic!

In the game had been erroneously included test doctrines for AI-subs. That corrected doctrines.

Place the files from this archive into the folder "...\Dangerous Waters\Doctrine

http://www.redrodgers.com/forums/attachment.php?attachmentid=8090&d=1253009769

I can't access the site/file. Can someone upload it to another place?

Thanks :up:

OneShot
09-15-09, 11:36 AM
Get it here : http://www.commanders-academy.com/forum/downloads.php?do=file&id=135

MikiBzh
09-15-09, 12:00 PM
New Doctrine installed and a major bug away ! Quick adaptation, thanks...

Sea Demon
09-15-09, 02:35 PM
Do not panic!

In the game had been erroneously included test doctrines for AI-subs. That corrected doctrines.

Place the files from this archive into the folder "...\Dangerous Waters\Doctrine

http://www.redrodgers.com/forums/attachment.php?attachmentid=8090&d=1253009769

Thank you. Much better evasion. I appreciate it. :up:

But I have yet to be fired at by an enemy submarine. Do they fight back? What doctrine files need to be adjusted to make enemy subs counterfire or attack? Glad to see one part of this issue resolved, but still not sure about AI subs using weapons properly.

kpv1974
09-15-09, 03:35 PM
Thank you. Much better evasion. I appreciate it. :up:

But I have yet to be fired at by an enemy submarine. Do they fight back? What doctrine files need to be adjusted to make enemy subs counterfire or attack? Glad to see one part of this issue resolved, but still not sure about AI subs using weapons properly.

Время ответного выстрела зашито в движке ( 6 - 8 min)! И вообще любого выстрела. Нельзя его как то ускорить в доктрине. Сейчас АИ SUB отвечают атакой на атаку. В чем конкретно проблема?

Time of the return shot wired in slider ( 6 - 8 min)! And in general any shot. It is impossible his(its) as that accelerate in doctrine. Presently AI SUB answer the attack on attack. Than concretely problem?

Sea Demon
09-15-09, 04:07 PM
Время ответного выстрела зашито в движке ( 6 - 8 min)! И вообще любого выстрела. Нельзя его как то ускорить в доктрине. Сейчас АИ SUB отвечают атакой на атаку. В чем конкретно проблема?

Time of the return shot wired in slider ( 6 - 8 min)! And in general any shot. It is impossible his(its) as that accelerate in doctrine. Presently AI SUB answer the attack on attack. Than concretely problem?

Not sure I understand what you mean here. I apologize for that. But from what I get, are you saying this cannot be adjusted in the doctrine files to work appropriately? Or is it just an adjustment of 'time' in the doctrine files to set it closer to the point at which you fired on the AI submarine? Still confused.

Castout
09-15-09, 06:42 PM
I'm sorry but you're mistaken.
The towed array works fine in the Type 212A. I just verified.
Be sure to go into the weapons loadout page before starting the mission (even if you're using the default loadout).

I checked again and now it's working! I wasn't mistaken perhpas it needed a restart after install or something.

I love this mod :DL

Sea Demon
09-15-09, 08:20 PM
Place the files from this archive into the folder "...\Dangerous Waters\Doctrine

http://www.redrodgers.com/forums/attachment.php?attachmentid=8093&d=1253055201

Thank you kpv1974. :) And to make Russian AI subs more aggressive? These don't do anything for Russian units. What doctrine file do we change, and what value within?