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Lane
09-16-11, 07:12 PM
Not sure I did the patch correct but I moved the patch folder to the DW root and the bat
file. then ran the bat file?
Wonder if there a way to check to see if the patch is installed?

Regards
Lane

Theta Sigma
09-16-11, 09:30 PM
I disabled RA133 in JSGME and ran the bat (w/folder) in MODS/RA133. I re-enabled, and so far no issues.

Lane
09-17-11, 12:19 AM
Sound good Theta Sigma.
I installed RA133 to a basic DW with 1.04 patch.
I guess if you have any more problems you will post.
Have a good one
Regards
Lane

dd149
12-24-11, 10:22 AM
For our Christmas, RA team came out with a nice Fabergé egg, v 1.34 is out.

Some info about add-on "Reinforce Alert" (DWX 1_34 version).

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

Thanks a lot for this just a litlle bug in installer under chack.
Merry Christmas to all.

x_Ringo_x
12-25-11, 12:30 PM
Can't find it anywhere, does someone have a link they can post?

Krabb
12-25-11, 12:42 PM
All links are (as always) here:
http://redrodgers.com/forums/showthread.php?t=4912
or
http://ra-dwx.narod.ru/download.htm.

Theta Sigma
12-26-11, 02:07 AM
The last few posts in that English-language RA thread on RedRodgers are ominous about the future of RA. I hope it's just the result of bad translation, but we'll see. :o

dd149
12-27-11, 12:19 PM
On the other end, they announce a doctrine fix for TASM RGM 109, so there is hope:yeah:.
Happy new year to all Subsim members:woot: and long life to DW!
The community has proven that a good game can be made much more attractive and interesting by a co-ordinated community development, thanks a lot to all the developers, Sonalysts could have made it much easier with a little bit of goodwill, but this was not to be...:damn:.

dd149
12-29-11, 09:38 AM
RA team has published the announced fix for the TASM and TLAM doctrines. It can be downloaded from their site.:woot:Seamingly some remaining issues with the USNI data but under check.

strykerpsg
01-02-12, 03:26 PM
Just saw a video posted on Youtube back in 2009 on this mod, but following it through to the last thread, is this a dead mod? Also, if it's still a work in progress, is it possible to update the first opening thread with the newest download links so as to reinforce how current the mod is supported? Finally, is Redroger the originator of this mod and the only place sponsoring links for the mod? Thanks and happy new year to all.

Matt

Dbmsts
01-03-12, 06:24 AM
All links are (as always) here:
http://redrodgers.com/forums/showthread.php?t=4912
or
http://ra-dwx.narod.ru/download.htm.

I've checked these links. They point to the links at Red rogers by Crazy Ivan. The links give an error code 404 and when the text is translated into english it says the page does not exist. I've left a message at red rogers too but no one replied. Is there any other place where I can get this mod?

Dbmsts
01-03-12, 09:40 AM
All links are (as always) here:
http://redrodgers.com/forums/showthread.php?t=4912
or
http://ra-dwx.narod.ru/download.htm.

The links don't work. :wah: gives 404 error code.

clive bradbury
01-03-12, 11:17 AM
The links don't work. :wah: gives 404 error code.

Just tried 'em both - work perfectly...

lowchi
01-03-12, 12:43 PM
i think Dbmsts (http://www.subsim.com/radioroom/member.php?u=239742) meant the link in the link :)
http://crazyivan.nextmail.ru/DWX_1_34/DWX_1_34.part01.rar

i´m getting a 404 error too...!

is ther an alternative download link?

thx in advance!

Dbmsts
01-03-12, 08:59 PM
Yes an alternative download link would be nice

Theta Sigma
01-04-12, 03:16 AM
They are generating 404's either because CrazyIvan pulled them, the host did, or there is now a country filter in effect. I'm in the USA, and the links are now generating 404's.

lowchi
01-04-12, 03:55 AM
can somebody please upload the rar files to rapidshare or something?

Theta Sigma
01-04-12, 06:48 AM
http://www.megaupload.com/?d=RHVFMDU7 < The recent doctrine fix is integrated

lowchi
01-04-12, 07:21 AM
Thank you very much!!

Theta Sigma
01-05-12, 04:53 PM
Original links are back up.

Fearless
02-03-12, 01:59 AM
.I'm commanding the Collins Class Sub.

1. How can I change the color display of the Sonar from Orange to Blue like the Virginia has?

2. Is there a way the TA sensor can be improved so that there's no distortion upto 10kts? I'm aware she's a diesel/electric sub but having the TA cable extended about 900 feet, shouldn't have that much distortion affect at 10kts. Sensors shoul.d be similar to the German 212 class

MR. Wood
02-04-12, 03:11 AM
1.35 is out no idea what all is in it downloading now

Fearless
02-04-12, 07:17 PM
Agree, I didn't see a change log either.

Pillar
02-24-12, 02:10 PM
is the english documentation for RA good?

I just had a quick look at this after being on hiatus from subsims and noticed I could keep the FFG running along at a nice 21 knots at 1/3 throttle setting (like 60% power, 60% pitch or something) and thought that must mean either a bug or more functionality in the game. I think in 1.04 even the throttle setting is just another way of setting the speed.

Theta Sigma
02-29-12, 04:39 PM
Installed it via JSGME, and it's running well. I guess CrazyIvan just jerked us around about the "final" nature of the last update. :)

Krabb
03-01-12, 05:36 AM
CrazyIvan is busy with RL. Nice statement about "jerking around". :yeah:
Oh, and I'm still waiting for the bat-file for JSGME to be sent to him. It's been almost half a year.

Fearless
03-01-12, 06:59 PM
.I'm commanding the Collins Class Sub.

1. How can I change the color display of the Sonar from Orange to Blue like the Virginia has?

2. Is there a way the TA sensor can be improved so that there's no distortion upto 10kts? I'm aware she's a diesel/electric sub but having the TA cable extended about 900 feet, shouldn't have that much distortion affect at 10kts. Sensors shoul.d be similar to the German 212 class

All Solved :)

Fearless
03-01-12, 07:14 PM
Any chance of having the MK 48 Mod 7 CBASS torpedo added into the RA mod? This latest torp is used on the Collins Class sub in Royal Australian Navy
as well as with the

United States Navy
Royal Canadian Navy
Brazilian Navy
Royal Netherlands Navy

see en.wikipedia.org/wiki/Mark_48_torpedo (http://www.subsim.com/radioroom/en.wikipedia.org/wiki/Mark_48_torpedo)

Theta Sigma
03-02-12, 04:09 AM
CrazyIvan is busy with RL. Nice statement about "jerking around". :yeah:
Oh, and I'm still waiting for the bat-file for JSGME to be sent to him. It's been almost half a year.

If I knew how to write it, I would. I imagine someone else in the community has the skill to do so, and perhaps has already and submitted it to the RA team. Whether the RA team would include it after some of the JSGME-negative comments from them, I don't know. ;)

Krabb
03-02-12, 06:08 AM
Yeah, of course RA team has that JSGME bat-file, just woudn't share it with anyone. We hate JSGME for no reason. :rotfl2:

phil21
03-02-12, 03:19 PM
Just a quick question: Why is the Alfa class SSN modeled as a diesel-electric sub? It has the control station of the Kilo and uses battery power, is this for gameplay purposes or are there other reasons for this?

just curious...

Theta Sigma
03-02-12, 07:30 PM
Yeah, of course RA team has that JSGME bat-file, just woudn't share it with anyone. We hate JSGME for no reason. :rotfl2:

I think the reasons have been established already. However, as OneShot said, it can be done. Let's see if someone posts one, and then if the RA devs decide if it exists. :DL

Krabb
03-03-12, 06:36 AM
Just a quick question: Why is the Alfa class SSN modeled as a diesel-electric sub? It has the control station of the Kilo and uses battery power, is this for gameplay purposes or are there other reasons for this?

just curious...
This is due to absence of a towed array on the Alpha class. DW has only Kilo station for this case. Just ignore the battery indicator, it isn't used.

I think the reasons have been established already. However, as OneShot said, it can be done. Let's see if someone posts one, and then if the RA devs decide if it exists. :DL
We will deny everything! The Earth is flat!

phil21
03-05-12, 01:49 PM
This is due to absence of a towed array on the Alpha class. DW has only Kilo station for this case. Just ignore the battery indicator, it isn't used.


Ahh, good to know.

Another question. I just played a quick game (GIUK, medium difficulty) with a Lada against a Astute. The Astute was at about 50m and going 2 kts. I get that the Astute is state of the art, but so is - or should be - the Lada, nevertheless i could not detect the Astute with TA or Bow/Flank array unitl i was under 1000 yards close (used show truth to confirm)! That way i saw the Astute in the HF first. Is that realistic? BTW, he only tried to fire at me once and that one missed so does that mean he could'nt find me either?

I'm a bit confused here, since i always thought subs would go quieter, but sonar would improve and compensate this atleast partly...

Edit:
just had an idea: would it be possible to include a bearing rate indicator in the sonar screen? This would greatly help with TMA.

Krabb
03-06-12, 06:35 AM
It's better to ask at RedRodgers, CrazyIvan is there more frequently. I don't mess with sensors, only do some hex stuff for him.

About your idea. Someone asked this already, it will be too hard to do.

phil21
03-06-12, 08:53 AM
Ahh, thats a pity. I still don't get it why sonalysts didn't put it there in the first place. anyway, thank you for your help.

Fearless
03-10-12, 01:15 AM
Red Rodgers Website seems to have died off. No responses for some time.

Krabb
03-10-12, 07:50 AM
As I said CrazyIvan is busy with real life. Jaf and kpv1974 are there and answer sometimes.

whiskey111
03-12-12, 06:34 PM
I think there is some bug in the new version about all passive sonars. For example, DIFARs sonoboys couldn't detect anything till is it at least 1500yrd close.

I'm not sure if this is my installation issue. I reinstalled the game and nothing changed.

NiceSub
03-28-12, 05:17 AM
Hi,
I am really enjoying this RA mod but I have questions.
1) In red october Typhoon you dont have towed arrays.How much are sensitive sonars mounted on sub?Are those better more sensitive then sonars mounted on another sub?
2) Torps in Red october TEST topedo.. I cant hit anything wit him... I turn on show truth and i guide torp to the enemy sub sub get into cone and i enable torp guess what....The torpedo doesnt see target.....It simply start serch pattern....
3) SLBM modeled in this mode when i lounch them close to my position (just for fun :)) they get in the air and they start going in circles they wont fall and bloow as all....so i think this is maybe thing to fix...So unti this is fixed how much far target should be for SLBM to fly towards it and not in circles?

smg13
04-03-12, 11:17 PM
This mod is wonderful! I am back playing DW having a great time with the Sturgeon and the Typhoon.

Is it possible to add the Tresher, Skipjack, Papa, and Hotel as drivable? This way it would be a blast making a few 1960s scenarios...

Pillar
04-11-12, 09:48 PM
Think I found a bug

I made a little mission where a Collins owned by the player destroys a "Cargo Ship". Well none of the weapons can hit it. I've tried doing it by hand and automated, wire guided and all kinds of crap. For the weapons it's as if the target isn't there.

Could someone make sure the right people get this info? I'm not sure who to send it to.

runio
04-12-12, 12:21 AM
Just attach here the scenario file, i'll try to play it.

Torpedo423
04-23-12, 03:17 PM
For some reason, the game crashes on start up with RA mod installed. I reinstalled the game, and patched to 1.04 but it still crashes, I used JSGME to install it this time around as it did nothing last time. This might have already been covered in the thread but I dont have time to page though all the pages to find it. I followed the instructions as far as I know, so it makes no sense to me.

x_Ringo_x
04-23-12, 06:30 PM
I have no idea anywhere else to hear anything else about this mod.
Does anyone know where to find information or if their is another update?
I would like to see more stuff to happen, but that is my opinion.
Any-who Great Mod, Great Game, Good Huntin':woot:

Gobo
04-24-12, 05:47 AM
RA DWX 1.35 Mod,Forum,FAQ but Russian :salute: Excelent MOD http://ra-dwx.narod.ru/

Gobo
04-24-12, 05:53 AM
I dont use JSGME ! Is not recommended and befor start DW RA set Time scale to 8 (dangerouswaters.config - MaxTimeScale 8) This is VERY IMPORTANT :salute:

Theta Sigma
05-01-12, 05:22 AM
I dont use JSGME ! Is not recommended.

Some of us like to use more than one mod. :03:

stormrider_sp
06-17-12, 04:58 PM
Sorry being rude, but is the thing restricted for russians or what?
I just can't download from the link provided...its all in russian!
:down:

Dive! Dive! Dive!
06-18-12, 11:29 AM
Just downloaded about 2 weeks ago. I am loving it! What the stock game should have been!

Theta Sigma
06-18-12, 12:07 PM
Sorry being rude, but is the thing restricted for russians or what?
I just can't download from the link provided...its all in russian!
:down:

Crazyivan's links are sometimes down, but it's not that hard to discern what to click on the page when they're online. Still, they are often mirrored here:

http://ra-dwx.narod.ru/download.htm

GlennJapan
07-17-12, 06:21 PM
The RA mod Download Links are not accessible here in Japan. Is there an alternate site?

Theta Sigma
07-18-12, 12:49 AM
I found links and posted them in the other thread you bumped.

Zander
07-19-12, 04:08 PM
I have no idea anywhere else to hear anything else about this mod.

Does anyone know where to find information or if their is another update?
I would like to see more stuff to happen, but that is my opinion.
Any-who Great Mod, Great Game, Good Huntin':woot:


I hope Crazy Ivan keeps RA going. I really like this mod. I haven't seen any new "news"? Anyone?

dd149
07-25-12, 09:57 AM
Nothing since mid June, but it is said on the Russian forum to be patient Ivan is very busy in real life at the moment.

zakarpatska
09-06-12, 10:15 PM
I can't seem to download the mode from the sites:

http://www.redrodgers.com/forums/showthread.php?t=4912
http://ra-dwx.narod.ru/download.htm

Is it hosted somewhere else? Subsim would seem like a good place to host the mod ...

Thanks.

sertore
09-07-12, 02:50 PM
I can't seem to download the mode from the sites:

http://www.redrodgers.com/forums/showthread.php?t=4912
http://ra-dwx.narod.ru/download.htm

Is it hosted somewhere else? Subsim would seem like a good place to host the mod ...

Thanks.
The downloads from second link work fine: insert the request captcha codes and you should be able to download the four parts of MOD.
Do not forget to download and apply also the two patches listed.

zakarpatska
09-07-12, 08:40 PM
Thanks sertore.

I'm getting the captcha's now. For some reason I wasn't getting them yesterday.

I'm a little vague on the install instructions though. My understanding is that I need to unrar the files into my "Dangerous Waters" directory and then run the batch file that comes as part on the install.

If you have any better information I'd appreciate it if you could let me know. I've googled for installation instructions but haven't found any clear instructions.

Thanks again.

Theta Sigma
09-08-12, 02:26 AM
Sounds like you got it; at least for a RA-only install.

It's a bit more complicated to install it side-by-side with other mods.

sertore
09-08-12, 07:28 AM
Thanks sertore.

I'm getting the captcha's now. For some reason I wasn't getting them yesterday.

I'm a little vague on the install instructions though. My understanding is that I need to unrar the files into my "Dangerous Waters" directory and then run the batch file that comes as part on the install.

If you have any better information I'd appreciate it if you could let me know. I've googled for installation instructions but haven't found any clear instructions.

Thanks again.
Check in the rar files you downloaded: in the RA_OPFOR_DWX1_35 folder there is a text file called !DWX_RA_1_35_OPFOR_INFO.TXT with lot of information, together with the instructions to install the MOD.

For your convenience I report just the part related to the install:

Installation Steps
I recommend to establish it on the "clean" version 1.04 - without any other mods [even RA any version].
For installation and correct work of this addition, precisely follow my recommendations.
1. Install -Dangerous Waters- game.
2. Install Patch v 1.04
3. Placed unrar this add-on ['RA_OPFOR_DWX1_34' Folder Name and 'Install_RA_OPFOR_DWX1_34' BAT file ] at root directory Your game [ C:\...\Dangerous Waters ]

4. Launch Install_RA_OPFOR_DWX1_34.bat file for install pack.

NOTE:

* - Install_RA_OPFOR_DWX1_34.bat file and 'RA_OPFOR_DWX1_34' Folder must located precisely in some place as DangerousWaters.exe file
Reinstallation Conditions
Reinstallation: Is possible only on the original version of game - if at You this was already established addition, for reinstall, it is required completely to remove game and to make repeated installation of original game with a patch 104.
Before repeated installation of addition - after removal of game - remove the manually stayed files and folders from this addition/It is necessary to clear a folder of interfaces!/.
Only after that the addition - Reinforce Alert - will be efficient.

Instructions refer to the version 1.34 of RA, but are the same for the 1.35 one.

Thanks to RA team for brilliant job!

Krabb
09-08-12, 07:43 AM
I thought my instructions are clear enough.


You need a clean install with patch 1.04 installed.
Unpack DWX archive into the game root folder.
Disable UAC (temporary if you want, simply "Run as Administrator" will not work!).
Double click on bat file (e.g. Install_OPFOR_DWX1_32.bat for current mod version).
Installation will start, just follow the instructions.

x_Ringo_x
09-30-12, 09:51 PM
Anybody heard anything about the RAmod recently? I usually try to check in whenever I can. How about anything else game worthy of the naval word?
Like a new fleet-command with good graphics and unlimited moddabilty!
Sorry mumbling on, just trying not miss anything, awesome mod!

dd149
10-06-12, 11:40 AM
Crazy Ivan just released a patch for the last version (1.35).

Corrections:

1) ASUW missions for Atlantic causes game cra

2) There is no external sounds on subs Sail Bridge

3) Argentinean A-4M Skyhawk or Veinticinco De Mayo CV in mission causes game crash

4) Decreased accuracy from the distance for AI snapshot launched Subrocs

5) The KA-27 ammo reduced to 500 units

6) Fixed a visual display of LINK4/LINK11 switch

7) Fixed sound profiles of Borey, Typhoons and "Red October"

8) Fixed some bugs in the database

Some bugs have also been identified in multiplay only, and a Severodinsk SSN is in the shipyard for the next version...

Many thanks to the development team for this continued commitment.

Download link: http://ra-dwx.narod.ru/todo.htm

Hawk66
10-06-12, 11:50 AM
Cool that he still maintains the mod :up: and thx for the info dd149...I've not checked the related forum for months.

x_Ringo_x
10-06-12, 04:39 PM
Crazy Ivan you kick-ass!
Hopefully we will get a full list of fixes and additions in the future.
The addition of some generation 5 aircraft would be Great.
Good job Crazy Ivan

dd149
10-30-12, 02:39 PM
Changelog announced for v 1.36

Intégration of patchs 1.35a final
- Fixed ASUW mission bug (CTD) with Controllable Atlantic Mk 3 /France/Italy/Germany/
- AI Subrocs snaphots over sudden torpedo attack - reduced exact aiming.
- IR station bug removed for multistation mode (Aviation interfaces).
- Sound profiles has been fixed for Borey,Typhoons and Red October.
- Argentinean A-4M Skyhawk or Veinticinco De Mayo CV in mission causes game crash bug removed.
- Submarines, SailBridge sound bug has been fixed.
- KA-27: Ammo quantity reduced to 500.
- For best informations, LINK 11 switch labels fixed to "Receiver Is ON" and "Receiver Is OFF".

Platform behaviour
- Akulas: for player speed launch underwater missile increased to 15 kts.

Detection
- Controllable Ships - noise platforms has been increased.
- Controllable Ships - towed arrays sensitivity has been improved.
- OSA-I; OSA-II bug with difficulties in classifications has been fixed.

Database & graphics
- Kilo Improved Club Added to Vietnam.
- Gepard 3.9 FFH Frigate Added to Vietnam. (KA-27 Helix onboard carried)
- Molniya PT (ASW primary) has been added to Vietnam.
- Pauk-II Class added To Vietnam.
- AS 332F ASW Helicopter Added to Indonesia.
- Sigma 9113 FFL Corvette added to Indonesia. (Helo pad for AS 332F ASW Helicopter)
- Sigma 10514 FFH Frigate added to Indonesia. (AS 332F in Hangar Onboard carried)
- Project 11661K (Dagestan) Frigate Added to Russia (KA-27 Helix Onboard).
- AS 15TT ASM & MICA SAM missiles has been added.
- SS-N-16 Stallion 3D model fixed.

USNI
- Some new pictures added to USNI section.
- USNI reference: added information about loadout weapon for controllable platform (OwnShip Section)

Seems it is coming soon, cheers to RA team:yeah:

x_Ringo_x
11-08-12, 08:56 PM
Can anyone point me in the right direction on where to, get and use the correct Database editor for DW? I used the one for Fleet Command before and would like to use it for DW, with RA mod of course.
Thankyou in advance Ringo

Hawk66
11-09-12, 03:29 AM
Can anyone point me in the right direction on where to, get and use the correct Database editor for DW? I used the one for Fleet Command before and would like to use it for DW, with RA mod of course.
Thankyou in advance Ringo

http://www.subguru.com/downloads.html
->DWEdit

You do not need any different version for the RA mod.

Red October1984
11-21-12, 08:01 PM
Where do i download a working version of this. I tried Reinforce Alert DWX Download (http://ra-dwx.narod.ru/download.htm) but it gave me a few broken files. :down:

sertore
11-23-12, 03:42 AM
Downloads work fine: just enter the captcha codes when requested and click on URLs that contain the RA filenames rar compressed.

Red October1984
11-23-12, 11:03 AM
I'll try again.

x_Ringo_x
12-16-12, 11:50 PM
Does anyone know the timetable for 1.36 release, or any other details?
Can't wait for another installment.
On another note, I noticed something with some of the aircraft load-outs.
Particularly the f14 tomcat, when selected as AAW
its only loaded with Aim-9 sidewinders, with the Dangerous waters
database editor, can you tweak so it has the phoenix missile, or atleast
Sparrow missile's?

Was playing around with it about two weeks ago but never really tried to alter anything.
Thanx in advance, Ringo :rock:

swampy
01-09-13, 05:50 AM
I have problems with the ffg controlled helo. I programed it to use the dipping sonar, but it can't find anyting no matter how close to the sub it is?
Also cant get the MAD to work when the helo flies over a sub?
Read in the RA-manual about a helo "auto-attack" anyone knows what that is?

x_Ringo_x
01-09-13, 10:29 PM
Hey, swampy I was never sure how to use the dipping sonar. Haven't played the game in a few weeks. I could only use it when I was in direct control of the helo. I will play some more and try to help figur it out to.

NONONO
01-18-13, 11:58 AM
Cumulative FIX#2 for DWX v1.35 (http://www.ra-dwx.narod.ru/todo.htm)

http://www.ra-dwx.narod.ru/todo.htm

Dry Heat
01-23-13, 12:13 AM
According to 7Zip, when I try to extract Seawolf23.j3d it says the file is broken. I re-downloaded the rar and got the same result. Anyone else see this happen?

dd149
01-27-13, 02:26 PM
This has been known to happen and generally is solved by using last version of 7zip or another decompressing software.
Hopefully the version 1.36 of RA is coming soon.

swampy
02-11-13, 05:53 AM
Im looking for FFG missions that work with RA.
Does it exist?

Herastean
02-11-13, 04:16 PM
I'm currently trying to play with the Barracuda-Class submarines (named Suffren IG) and everything is good except that my sub doesn't make any noise related to what's going on /inside/ of it.

No sonar beep-beep when it hits a ship and comes back to me, panels making no noise when I click on them.

The panels, I can pass myself from them, but is there any way to fix the sonar bug? Its already a good sonar because of its visual style, but sometimes the echo is so shallow the sound could help finding it.

sertore
02-12-13, 09:13 AM
Just to notice that RA 1.36 is out: enjoy it!

Zander
02-12-13, 02:11 PM
Just to notice that RA 1.36 is out: enjoy it!

Woohoo, thanks man. I haven't checked RA site for the last two weeks, and today this release.
Thank you Crazy Ivan.

And promoted to boot. What else can a sailor ask for. Thanks Neal. I always said
being in Texas was what made Ft. Sam Houston, the best party post in CONUS.
The memories. Bliss was fun too.

Terminus
03-04-13, 04:19 AM
Multiplayer seems broken. We tried Directip and hamachi, but no go.

Can anyone confirm this ?

Update: MP works with 1.04.

U768
03-05-13, 06:34 AM
Hello Terminus.

No problem in multiplayer with RA (we will play with RA1.36 weekly on SSM).
IP Direct works (it is the best solution), as well as Hamachi or Tunngle!

Herastean
03-18-13, 08:42 PM
Is it me or since 1.36 most of the torpedoes have a horrible turn rate?

dd149
04-01-13, 11:21 PM
1.4 is out on the Russian site, newitems seem to be a playable Nimitz and DX11 support, thanks again to the RA team, whether it is the real thing or an April joke remains to be seen!!!

Hawk66
04-05-13, 01:42 AM
cool...do you have any update when an international update is available?

Ruckdog96
04-18-13, 07:03 PM
Is there any mods to put more ships in the Sim? I would love to mod the FFG-7 into a DD963 Spruance Class Destroyer? I served on the USS CUSHING DD985 and was the ASWO officer onboard once upon a time. Would love to go active with my AN/SQS-53 bow mounted sonar on some bubble heads.

Nippelspanner
05-24-13, 06:50 PM
I discovered RA yesterday and extra bought DW again (steam english version, I had the German disc version before which is incompatible) and don't regret it.

Moving a huge Akula (Typhoon) through the pond is a nifty feeling... striking some targets with ballistic missiles is even better :D

Recommended! Too bad the game/community is kind-of-dead :/

OrangeFr3ak
06-24-13, 12:25 AM
Downloaded the mod and enjoying it! Is there any way to make the Indian Navy Kilos playable? I'd like to see the INS Chakra which is a Akula II boat and the Sindhughosh-class which are Kilos in RA 1.37 since they should be easier to mod.

Sepp von Ch.
07-09-13, 04:27 PM
1.4 is out..

Who can I dowload this newest version please? I see here (http://www.redrodgers.com/forums/showpost.php?p=93461&postcount=1) only the version 1.37...

tippership
07-09-13, 06:43 PM
I am having issues getting the IOWAs to engage using their guns- (RA 1.3.7)

i put two Iowas next to each other, then put two Sverdlov (one is the Sverdlov BB, the other the Sverdlov CG) about 10 nm from them, had them all set to attack each other in the editor, then slapped a oliver hazard perry nearby so i would have a front row seat to the action - and ran the mission and every time, the Sverdlov's just start going to town on the iowas and beating them up badly with their guns while the Iowas don't do anything, except when they get even closer, when they FINALLY toss a tomahawk or two every now and then, but after that, they launched their helos and had them use their Mark 54's to attack the Sverdlov.. ...Really?

...um, what about , i don't know, those big 406 mm guns? Seems they'd be pretty useful in a gun fight.. No?

So guns are too cool for the US, but not for the russians?
:/\\!!
I can't figure out why they won't engage- any ideas? Or is this a problem with the Iowa BB platform from SCX /NWP(since i am guessing they used the same unit from those mods)

How would you get the Iowa's to engage? They should be able to shoot forward, so it's not a problem of what direction they are facing....

Range? I ...doubt it, though i'll put them RIGHT NEXT to each other and see if that does it.


When i set up the Mission, it involved two Iowa BB's against one Sverdlov BB and one Sverdlov CG



EDIT: Hey, i just opened up both units in DWEdit, and in the object dialog menu, I noticed the Iowa has

Mission priorties AAW set to 2, Strike set to 1, and SUW, ASW, and Recon and comms set to zero


But for Both the Sverdlov BB and the Sverdlov CG , they have

SUW set to 2, AAW, ASW, and Strike set to 1, and recon and comms set to zero
- Is this the ai behavior priority i'm looking at? And if it is, does it affect weapons?
...So wait, the Iowa's don't consider enemy ships a massive threat, while the Sverdlov ships DO, and will start attacking surface units a lot?
..If this is it, then that needs to be tweaked in RA, right????

EDIT#2: Nope, i set IOWA SUW to 3, and in the mission Iowas and the Sverdlovs went RIGHT past each other at point blank range with the Iowas getting beat up.



...., I am out of ideas of what causes the Iowa to not want to engage the enemy ships

:hmmm: , I really want a good gun battle. ... any help? ????

x_Ringo_x
08-18-13, 11:11 AM
:wah:I am having trouble dling v1.04 from the Ra site. It just opens a blank white screen and nothing pops up. I can dl v1.37 just fine, but it does say you need a clean install of Dw with v1.04, then install 1.37.
Is this also correct, just wanna make sure if I have the installation procedure correct. This mod was kinda a pain-in-the-ass to install, especially with all the little updates that came down the pipes.

Thank you in advance, Ringo!:timeout:

swampy
09-09-13, 02:54 PM
I'm having trouble with 1.37. Captor mines are buggy, and at the Udaloys active sonar station the range is shown in both yards and Km.
Can someone confirm this or did I mess up the installation?

OrangeFr3ak
10-23-13, 08:42 AM
I tried to register but when I reach the screen for me to check my email, there weren't any email sent. How do I register there?

shchuka
10-24-13, 08:22 PM
check the spam mailbox

Pilot_76
01-21-14, 03:20 PM
Communication Depth AI Subs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~
CLASS Mission Feet Meters
ABTAO SS 57 17
AGOSTA SS 49 15


I have no clue what this information is for. It's located in a file in the Manual folder of RA. Any ideas anyone? thks:yeah:

Fearless
01-23-14, 03:40 PM
Communication Depth AI Subs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~
CLASS Mission Feet Meters
ABTAO SS 57 17
AGOSTA SS 49 15


I have no clue what this information is for. It's located in a file in the Manual folder of RA. Any ideas anyone? thks:yeah:

I believe it is the minimum depth comms can be used by ai subs.

Pilot_76
02-03-14, 08:13 PM
I believe it is the minimum depth comms can be used by ai subs.

OK thanks! :):):D

dd149
02-08-14, 01:14 PM
LAST NEWS FOR 1.38 Version:

Some info about add-on "Reinforce Alert" (DWX 1_38 version).
[ * - Hardcoded fix ]
1 - ADCAP User Doctrine Fixed: Passive Speed Search Set To 45 kts.
2 - Udaloy Active Sonar Ranges Labels fixed to meters.
3 - AGM-88 HARM Missile water crush problem has been fixed
4 - KA-27 Helix USER, added capability take 2 x Kh-35 URAN [SS-N-25 SwitchBlade ] missiles in loadout. *
Pylons has been removed, weapon loadouts placed inside helo body.
5 - Fixed bug with "freeze" russian torpedoes (AI TEST-71 Series).
6 - Fixed bug with KH-35 Uran User, when at short attack range, missile not able hit target.
7 - Sailboat added sound for broadband sonar control User Sub.
8 - US Iowa Class: Fixed To Iowa BB and Iowa CG separate classes. Now Iowa BB able to Shell engage.
9 - Some airstrips has been fixed.
10 - Victor-I SSN: Fix bug when torpedo SET-65 unavailable to loadout from main rack.*
11 - Victor-II SSN: Fix bug when torpedo 65-76 unavailable to loadout from main rack.*
12 - Victor-II SSN: Float Wire an 3D model, coordinates has been corrected.
13 - Bug fixed when AI Sub shot not from doctrine command - fast shot problem (bug 1.37 version) *.
14 - Section "SSP INFO" Added To USNI Data.
15 - Mk 37 Mobile Target - difficult kill bug, has been fixed.
16 - Mobile Mines Doctrine has been fixed, crush depth reached bug remove.
17 - KA-27, MH-60: Fixed bug when Contacts Nav Map and Acoustic Display have different ID *.
18 - Fixed bug, when sonobuoys undetectable with User MF Active sonar.
19 - Added F-22 Raptor F/A To U.S.
20 - Added GBU-39 Bomb
21 - Added Command Bunker Landbased Hard Object.
22 - Speed Cavitation O.H.P FFG and Udaloy DDG increased To 20-21 kts (vs default 6 kts for O.H.Perry) *.
23 - Fixed a default DW bug, where one type Player submarine and AI submarine, had not the same speed and depth of cavitation *.
(For sample: AI KILO cavitating an 213 feet and 10 knots, but the KILO Player not cavitating at the same depth and speed.)
24 - Cavitation is now dependent on the structure of the props:5-blades,7-blades, Pumpjet,etc... Old or new technologies production propellers.*
25 - SA-22 Greyhound SAM Site with 9M335 missile added.
26 - Moskva CVH: 57mm guns fixed firing cones.
27 - Removed bugs voices and text messages with User controllable air platform - when TIW, and detonation message has been received.
28 - The inability to set a minefield in the mission editor eliminated (bug 1.37 version).
29 - SH-3D Sea King ASW Helo added to Peru NAVY.
30 - AI Sub Doctrines remastered for preventing cavitation in tracking and pursuit modes.:yeah::yeah:
A stadimeter fix for 888 was mentioned but then disappeared, we shall see.
Sounds promising, let us hope thet the testing is OK, anyway the European DW community will be glad to do the debugging if requested!
Thanks a lot to the RA team, they keep fixing and improving long after the initial developers cashed in and disappeared...:down: Leaving bugs which could probably have been fixed with a relatively small effort.:/\\!!

x_Ringo_x
02-17-14, 05:44 PM
Any idea when this is gonna be released?
Love the RA mod, they are always updating even when you are thinking they are not.

dd149
02-25-14, 04:26 AM
It is released:D

x_Ringo_x
02-27-14, 07:05 AM
Do u have a link to dwx 1.38

I found it sorry for the inconvienece

v1ruk
02-28-14, 01:43 PM
Just got into this game, but am loving the RA mod.

Wanted to try out LWAMI, and Alpha Tau out, but so far have been enjoying RA too much.

The only thing I'm not enjoying are the download times on the mod.

Anyone else use torrents/magnets in here? The RA mod could be shared as a torrent, my connection alone would provide the 70kb/s I got from the RA homepage. I've been trying to register an account over at redroger to suggest this but it's impossible, that site has a terrible registration procedure.

So if others use it, I'll slap it up on a tracker somewhere. It really should be done with all of these mods. As filefront and fileplanet and the rest of the game file sharing sites go down, making torrents would keep all these files available.

Also it would take a ton of strain off this sites bandwidth.

Just in case the moderator is about to blow a gasket. I saw your policy on "illegal" piracy, and "illegal" sites. The method I'm proposing of sharing mods is a completely LEGAL file distribution system though, that has been used by game companies to distribute patches on the cheap, as it saves server costs and self propagates. I would like to hear your theories on what constitutes an illegal site though, and I can avoid posting links to that site on here.

Or ya know, enjoy blowing cash on bandwidth fees for no reason. After all, wasting cash for no reason is the military thing to do.

Aktungbby
03-15-14, 05:30 PM
v1ruk, on your first post!!:salute:

Jimbuna
03-16-14, 05:35 AM
Welcome to SubSim v1ruk :sunny:

Akula
04-29-14, 03:17 AM
I only recently bought Dangerous Waters after having owned Sub Command for years now.

I have to say so far that the RA mod is amazing.

One trivial question, is there any better model for the Ohio class SSBN? Compared to the beautiful Typhoon model it looks pale in comparison.

Oh and is there an English Readme or manual for the Mod?

Thanks,
G

smolfri
05-11-14, 12:18 AM
Welcome to the fleet v1ruk:salute:

smolfri
05-12-14, 12:44 AM
Download RA last night and took it for a spin. I have to say that it makes the game much more playable. With all the added controllable platforms, new sound effects, weapons, fixes to the mission editor and much much more. It truly brings a second life too dangerous waters in my eyes.

cemtufekci
05-19-14, 11:29 AM
It is stated in the RA manual that floor:32555 setting puts mk 50 torpedo to straight run. But thats not the case in my situation. Am i missing something?

Polak2
05-28-14, 09:53 AM
I have not yet installed RA, but from what I have seen at their web page it appears to me that they are the only remaining actively improving DW group around. Is this correct, or my perception is rather not right here?

It seems also that perhaps because as it appears they are mainly Russian speaking fellows detailed and more frequent communication and exchanges of information here at Subsim.com is little impeded and basically not happening.

To make this story more to the point I was wondering if they (or out there anyone else) would be willing to accept more cooperation from others gathered around subsim, but none less still interested in modding or/and improving (no matter to how minor or major degree) Dangerous Waters. All with the goal to preserve and reinvigorate interest of others newer members of this modern naval genre.

Being moderately actively involved in similar activities with Falcon BMS, I clearly see quite significant potential of older, but design wise solid and deep simulations can still attract and re attract newer and sometime younger members, who otherwise will be at the peril of totally missing those pure classics of computer simulations. And all by making even small, yet sometimes very exciting and satisfying modifications to the core of the older game which in many many cases was purposely curtailed and stopped short of attaining its full potential for commercial and purely financial reasons.

I sincerely hope that despite the fact that English too for me is not my native thing, I made made point here clearly enough to cause positive reaction and perhaps continuance of this subject in more details. What do you think? Thank you.

TorpedoMo
06-22-14, 01:06 PM
Hello all!

Just tried to give my DW some life back and installed the ne RA version. Unfortunately, i get an error message in the loading screen:

Error 13018 occured in game-database

Can anyone give some advice here?

I'm glad for help!

Thanks!

Pisces
06-27-14, 04:40 PM
It's an old one it seems:

http://www.subsim.com/radioroom/showthread.php?t=105518

In short. Try again with a clean install. Some patch or mod got messed up.

alfagolf
07-12-14, 03:32 AM
Great MOD!!!

http://ra-dwx.narod.ru/

Dobbin0514
07-20-14, 08:27 PM
I played RA for long time. it's great in my opinion, but I'd like to find more munals about this mod, not just a changelog. :)

marksil1
07-23-14, 08:33 PM
Having a strange problem. I got DW through Steam and have a clean install of 1.04. (Ordered the CD version from Amazon but it wouldn't install--asked for a second non-existent disc). For some reason Steam does not create a Sonalyst/DW folder. It just installs it directly into C:\windows. I tried extracting the 7z for RA 1.38 into that folder. It creates the .bat file and the OPFOR folder. However, when I try to run the .bat file it goes okay for a while and then I start getting cmpUTIL.exe errors. It will not let me successfully abort/retry when that happens so I have to exit out of the install. That seems to be preventing the RA mod from installing and running.

Does anyone have any ideas how I can overcome this for a Steam installlation of DW? Any help would be much appreciated.

Mark

Hawk66
07-24-14, 01:00 PM
Mark, what do you mean that it directly install it under c:\windows...surely it did create an own folder, didn't it?

I'd deinstall it again (with the Steam client) and then make sure that Dangerous Waters is not visible in the control section of Windows (where you manage your installed Windows programs).

In Steam under Options (I'm guessing the menu title here, since I've the German version of Steam) there is an option to manage the locations ,which should be used when you download steam games. Maybe just create a second location and try this during reinstall of DW ?

marksil1
07-26-14, 10:57 AM
It was really strange. It would not let me create a folder to load it into. The button would not light up so you could click it. And it did not create a DW folder. It simply put it all in the general c:\windows folder. I know it sounds crazy. I thought the same thing myself. I cannot figure a way to get it to create a DW folder. I have uninstalled/reinstalled it twice and it always puts it in the same place and will not let me change locations.

Help!

Mark

Pisces
07-26-14, 02:26 PM
DW nor Steam has any business inside c:\Windows

You must have messed up your Steam installation.

marksil1
07-27-14, 06:00 AM
I don't disagree that it has no business in that folder. However, I am not an idiot. I know how to assign new folders and it never gives me that option. I was seeking helpful comments on how to resolve this issue.

Mark

Jimbuna
07-27-14, 08:15 AM
I don't disagree that it has no business in that folder. However, I am not an idiot. I know how to assign new folders and it never gives me that option. I was seeking helpful comments on how to resolve this issue.

Mark

I'm not positive who the above quoted comment was aimed at but if it was Pisces I'll kindly remind you that he is one of the most helpful members of this community.

Rex Ursus
08-26-14, 09:56 PM
I have it and it is working on a clean and seperate install. Looks really good.

Is there anywhere I can find out what is different from the vanilla and LwAmi 311 mods?

Oh, and does anyone play this?

Rex Ursus
08-29-14, 10:41 AM
I hear it will be out soon. I am looking forward to it.

jaop99
10-11-14, 01:13 PM
The latest version 3.11 sonar is amazing, real difficult to find one Kilo sub moving from layers at 3 knots speed, even surrounding by active and passive sonobuoys, I sweated in Red Storm Rising Campaign, finding the Kilo class in the second mission!.

TheCrazyIvan
10-28-14, 04:40 PM
I have steam download of Dangerous Water version 1.04 I just want to make sure, how do I the install Reinforced Alert mod? I have heard many fragmented ways to do this but like I said I want to make sure.

ikalugin
10-28-14, 04:48 PM
http://ra-dwx.narod.ru/download.htm

Instructions are fairly straight forward.

TheCrazyIvan
10-28-14, 05:02 PM
http://ra-dwx.narod.ru/download.htm

Instructions are fairly straight forward.

Ah well I'm stupid in general as its very vauge to me, I tried to do this a few years ago and it didn't work. In general for a steam version what files from the folder do I extract and where do I put them and when do I run the installer etc. I know what it says, I'm just clueless.

ikalugin
10-28-14, 05:04 PM
Extract everything from the archive into game root folder. Run the .bat file as admin.

TheCrazyIvan
10-28-14, 05:10 PM
http://ra-dwx.narod.ru/download.htm

Instructions are fairly straight forward.

Extract everything from the archive into game root folder. Run the .bat file as admin.

Thanks! I was confused!

Aktungbby
10-28-14, 05:15 PM
TheCrazyIvan! :Kaleun_Salute:

TheCrazyIvan
10-28-14, 11:33 PM
Anyone know how to turn on the magneto drives on the red October then and turn the props off?

ikalugin
10-28-14, 11:34 PM
Anyone know how to turn on the magneto drives on the red October then and turn the props off?

Snorkel.

Jimbuna
10-29-14, 07:16 AM
Welcome Ivan :sunny:

TheCrazyIvan
10-29-14, 09:44 PM
Snorkel.

Welcome Ivan :sunny:

Thanks again! Also shouldn't the Alfa have an operating depth of 800 meters and a crush depth beyond 1300 meters?

ikalugin
10-29-14, 11:32 PM
Where did you get those numbers? The only sub that I remember that could operate at 1000m was Mike class.

TheCrazyIvan
10-30-14, 12:05 AM
Where did you get those numbers? The only sub that I remember that could operate at 1000m was Mike class.

I have multiple books that say the operating depth is 800 meters, also on Wikipedia as a claimed depth. If you wish I can gather the sources if you wish confirmation and not just have word of mouth :salute:

Also are you a developer for this mod? If so thanks for making the game so much more interesting!

ikalugin
10-30-14, 12:23 AM
That data would be most welcome, as would be the books themselves.

No, I am not.

TheCrazyIvan
10-30-14, 01:09 AM
That data would be most welcome, as would be the books themselves.

No, I am not.

Here is my first source which explains the Alfa's supposed crush depth http://web.archive.org/web/20060205165346/http://www.fas.org/man/dod-101/sys/ship/deep.htm

I will get the other sources later today.

ikalugin
10-30-14, 01:16 AM
Cold war era (1984) western source, that explains it.

Note that a dedicated FAS article here:
http://fas.org/man/dod-101/sys/ship/row/rus/705.htm
Has conservative numbers.

TheCrazyIvan
10-30-14, 02:47 PM
Cold war era (1984) western source, that explains it.

Note that a dedicated FAS article here:
http://fas.org/man/dod-101/sys/ship/row/rus/705.htm
Has conservative numbers.

Here is the book "Submarine" published by DK books (yes it for children) where it mentions its depth as 900 meters

http://books.google.com/books?id=Hbx1FMvO4zwC&pg=PA52&source=gbs_selected_pages&cad=3#v=onepage&q&f=false

I wonder what Jane's Fighting ships says.

ikalugin
10-30-14, 02:59 PM
I don't see how it is referenced or where they got those figures from, so difficult to comment.

However for some reason the figures in all Russian sources tend to be lower.

TheCrazyIvan
10-30-14, 03:17 PM
I don't see how it is referenced or where they got those figures from, so difficult to comment.

However for some reason the figures in all Russian sources tend to be lower.

Yes that does seem to be the case, but could it the information is presented that way to hide its capabilities? The US navy does the same thing with information about its boats, so why wouldn't Russia also do it?

And a fun story for the Skipjack class is that is stated with a top speed of 29-36 knots but when Skipjack first shipped out with a five bladed prop they could actually push 54-55 knots (but it was loud as sin so everything could hear it) so they replaced the prop and had to go a lot slower (this is from an old trusted friend who served on Skipjack BTW).

ikalugin
10-30-14, 03:24 PM
And a fun story for the Skipjack class is that is stated with a top speed of 29-36 knots but when Skipjack first shipped out with a five bladed prop they could actually push 54-55 knots (but it was loud as sin so everything could hear it) so they replaced the prop and had to go a lot slower (this is from an old trusted friend who served on Skipjack BTW).
Yes that does seem to be the case, but could it the information is presented that way to hide its capabilities? The US navy does the same thing with information about its boats, so why wouldn't Russia also do it?
Alfa class is no longer in service, nor do those figures make logical sense, as then there was no point in the development of the exceptional Mike class. In reality the titanium hull was there not to allow those subs to dive deeper, it was to make the hull lighter and thus keep the displacement down (the original requirement was for 1500 tons I think).

I trust documented sources. Which say that record for the under water transit is held by Papa class going much slower.

TheCrazyIvan
10-30-14, 03:51 PM
Alfa class is no longer in service, nor do those figures make logical sense, as then there was no point in the development of the exceptional Mike class. In reality the titanium hull was there not to allow those subs to dive deeper, it was to make the hull lighter and thus keep the displacement down (the original requirement was for 1500 tons I think).

I trust documented sources. Which say that record for the under water transit is held by Papa class going much slower.

I understand your desire for trusted sources (in relation to the Skipjack) and that the lack of material/information regarding this information however it was only on the first time she shipped to sea and less than 95 people where there. Not to mention it was once classified information. But in terms of the Alfa's current diving depth it just seems shallow compared to multiple sources. On the issue of secrecy and why it would matter, the Top speed and diving depth of USS Albacore is top secret and that was diesel electric test sub from the early 50's! Military information can be purposely wrong/classified no matter how illogical it is to keep it that way. Of course I don't decide what information/sources you use but I like to look over everything I find. :D

ikalugin
10-30-14, 10:11 PM
We can go into conspiracy theories or study physics, which tell us that top speed for the vessel (per same shape/displacement) depends non linearly on the power output of the power plant.

And there is a world of difference between 55 knots and 35 knots power out wise.

TheCrazyIvan
11-01-14, 07:50 PM
We can go into conspiracy theories or study physics, which tell us that top speed for the vessel (per same shape/displacement) depends non linearly on the power output of the power plant.

And there is a world of difference between 55 knots and 35 knots power out wise.

I'll ask the old salt again it might have been a lot slower

Also I have found a bug where taking the Rubis, Suffern, or Amethyste out on a quick mission or selecting their load out crashes the game and they are completely unplayable.

TheCrazyIvan
11-14-14, 06:04 PM
Does anyone know of planned vessels added to the mod? I saw on their website something about the Papa class operating depth for the planned version 1.39 patch or that just for the NPC version? Also is there anyone I can talk to regarding the selecting of the Rubis, Suffern, or Amethyste out on a quick mission and that selecting their load out crashes the game and they are completely unplayable currently.

artao
11-15-14, 01:16 PM
INSTALL ISSUE
I just bought DW a couple days ago on Steam. Played it for awhile to get a feel for it, but today decided to jump into RA/DWX. I had installed a couple of small mods already; sound alterations, the helo dipping fix (OH! speaking of that one, is that incorporated into DWX already or do I need to install that?), and the MH-60 channels fix (which I see is incorporated into DWX)
So, I completely removed the game from my system and re-downloaded/installed it.
I followed the install instructions EXACTLY. The install went almost without a hitch. The one thing I noticed as text was flying by was an "error: file not found" .... Upon starting the game up, everything seemed fine. All the units were in there, etc etc. ... HOWEVER!! The intro movie had no sound, and I had no sound in 3D view either.

Now, here's the thing. I did a LOT of reading before installing, and also looked at the file structure of both DWX and LWAMI, and compared it to my Steam install file structure (incidentally, my game is installed at F:\SteamLibrary3\SteamApps\common\Dangerous Waters )
I noticed one odd thing, particularly when I was installing sound mods: I do not have a ..\Dangerous Waters\Audio\sfx folder. Instead, I have ..\Dangerous Waters\Audio\aggie
Weird, right?
So I tried simply putting the sfx.agg from the ..\Audio\sfx folder that DWX created into the ..\aggie folder ....... however, that did not work. So I figured THAT probably had something to do with the "file not found" error and decided to completely un-/re-install the game again.

THIS TIME, after I ran the game to set basic option (resolution, turn off cheats, etc) I changed the name of ..\Audio\aggie to ..\sfx and went ahead with the DWX installation again. After install, I changed the ..\sfx folder back to ..\aggie (I get missing sounds if I leave it as ..\sfx) ... OH! I also installed the DWX 138_Fix_01 ..
I saw no errors pop up this time. AND, upon going into the game, I now had sound in the 3D view. All good.
However, there is still no audio in the intro movie. I assume that audio is supposed to be there. .. Clearly, this is a very minor issue; but I thought I should report it.

One final question, regarding sound mods. I downloaded the DWCombinedSoundpackv1 from SubGuru's website. Are the changes made with this mod incorporated (or otherwise dealt with) in DWX? Reading thru the readme, I saw nothing about changes to sounds, so I'm assuming not. However, i'll wait on installing that until after I hear back here. :know:

Anyhow, so far so good guys!! I just KNOW I'm gonna love this mod. Read thru the weapons manual and boy! there's some cool changes in there. That'll take some getting used to, but the increased play depth will, I'm sure, be worth it.
On top of that, I now have the USS Parche, SSN-683 available, for a certain mission that I've begun work on :03:
Thanks so much for all your work :yeah::salute::woot::rock::subsim:

EDIT: OH!! One other question. .... Does DWX include the fix for the Straight of Malacca mission, or do I need to install that as well?

p7p8
12-20-14, 08:14 PM
RA 1.39
http://www.redrodgers.com/forums/showthread.php?t=4912&page=106

dd149
12-21-14, 06:00 AM
Some info about add-on "Reinforce Alert" (DWX 1_39 version).
[ * - Hardcoded fix ]
1 - FCRadars: Location on AI platforms now finally has been fixed for right direction. For sustainable illumination target for missiles.
2 - Active Sonar sensors for controllable platforms located now in correct model coordinates.
3 - KA-27 AI: Ataka Missile put into helo body from outside pylons.
4 - Fixed a default bugs, where the ESM and active intercept AI platform, receives the signal at a time when active sonar or radar gives radiation in the other direction.
5 - Fixed bug when a AI torpedo fired snapshot against active ping player, unable attack Player Submarine.
6 - Mi-24 Hind: Fixed bug when ATAKA Strike Missiles no takes in pylons.
7 - LPAR Radar 3D model: fixed to right direct position.
8 - ESM Sensors AI aviation: added ability calculate Target Range according fast triangulation method.
9 - AI SS-N-22 Sunburn SSM missile: Added ESM Sensor. Allowed 2 separate search mode - Passive with ESM or Active Radar.
10 - Doctrine "Fighter evade from missile" has been improved.
11 - For military cargo planes and refueling tankers added ability throw countermeasure if CM applicable.
12 - Sovremennyy-II DDG Added to China.
13 - Missile SS-N-22 Sunburn SSM ER (Extended Range) added.
14 - SS-N-22 Sunburn new 3D model added.
15 - 9m120 ATAKA new 3D model added.
16 - more some new photos added to USNI data.
17 - Default bug fixed, when ESM sensors located on aircraft, not detected radars, when planes located above or below min.alt or max.alt hostile radar.
18 - TU-142F Bear User Plane: Radars has been made for separation mode search - Surface Search And Air Search Station.
19 - Russian voices messages removed from TU-142F Bear. Now it english voices.
20 - AI small missile ships (PGG PTG etc.): added ability MF/HF Radio - Launch missiles by receiving targeting data.
21 - AI Sub Doctrines finally - fixed for preventing cavitation in tracking and pursuit modes.
22 - Not russian KA-27 Helix: removed old 3D model and replaced to new.
23 - Victor-I: fixed bug when torpedoes SET-65 and SET-53 had an incorrect preset interfaces.*
24 - Victor - I; II; III, SSN: Cavitation profiles has been fixed.
25 - Doctrines for AI and User Wakehoming torpedoes has been fixed.
26 - Papa SSGN - loadouts change to SS-N-7 Starbright, instead SS-N-9 Siren. Max Depth for Sub fix to 550 meters.
27 - SS-N-7 Starbright depth underwater launch fix to 30 meters.
28 - Fixed damaged system by script for Type 212, Collins, and Harusio (ESM Mast, RadioMast, and Floating Wire).*
29 - Fixed damaged system by script for Delta-IV (ESM Mast, RadioMast, and Floating Wire).*
30 - Red October SSBN: Damaged Systems "Silent Run" and Floating Wire has been fixed.*
31 - Red October SSBN: Internal "Silent Run" engine sound has been replaced to current external sound.
Interface Contol "Silent Run" mode has been remastered.
32 - Added P-8i Neptune ASW plane to India.
33 - extracted ZIP archive with addon content now removed automatically from game folder.
34 - MIG-21 and J-7 Fighters: Pylons fixed.
35 - Y-8FQ ASW Plane added to China.
36 - H-6U Refueling AirTanker plane added to China.
37 - Surface Search Radars on planes, fixed to FLAR (Forward Looking Airborne Radar) option - cone radars has been remastered from 180 degrees sweep to forward sweep.[Between 60-90 degrees].
38 - Some Radars on planes has been replaced.
39 - Radar sweep problem User Sub based on U.S Radar station has been fixed.
40 - Fixed default bug when Air Radars on User Helo and User Plane never broke,including by damage script.*
41 - ASW Planes now preventing crush on water at low altitudes.
42 - DWX trailer: sound added.
43 - Underwater missile depth launch for Deltha-IV, Typhoons, Red October, Rubis and Suffren has been fixed.
44 - P3 Orion User: Radar control has been fixed separate for Forward And Rear Radar Stations.
45 - Captors: Now enabled sensor at ordered mine depth. Shot possibility has been improved.
46 - IL-38 MAY Added Controllable.
47 - PMK-2 Mine-Torpedo Complex added with UMGT-1 Torpedo payload [Russian Captor].
48 - PLAB Doctrine has been fixed: now mid-shallow 122m. ordered detonate depth corrected.
49 - Virginia SSN: Harpoon has been replaced to SLMM.*
50 - Added d3d8.dll file for Windows 8 game compatible. [Thank Komat]
You must move the file d3d8.dll from the folder Win_8 to the root of the game.
51 - Mobile Mine Doctrine: Improved behavior in shallow waters.
When you run the mine at a distance greater than the maximum, it is not removed now. Will be installed where ran out of fuel.
52 - Red October SSBN: Peplaced SS-N-16 Stallion To SS-N-15 Starfish Nuke Variant [ASW].*
53 - Project 1241.8 [Tarantul-V] Added To Russia
54 - Project 1241.8 RE [Tarantul-V] Added To Vietnam
55 - SSN 774 Virginia Class: added new hulls.
56 - Mistral CVH added.
57 - KA-52 Alligator, NH-90 Caiman, HAC-2 Tigre helos added
58 - TRIGAT LR (ATGM) Added.
59 - Whiskey SS Added.
60 - Foxtrot SS 3D model: prorellers fixed to 6 blades instead 7.
61 - Sonobuoys sonar model has been fixed.
62 - Stadimeter Station 688 fixed: now target range is correct.
63 - Helo Pads has been fixed. Air Carrier helo backwards traverse bug removed.
64 - UGST and USET-80 for Udaloy DDG User incorrect depth preset fixed.
65 - AI Subrocs missile Doctrine has been fixed - targeting algorithm more plausible (for different attack - depending on the available data).
66 - AI Subrocs Torpedo Doctrine - fixed bug when the depth of the search without the presence of the thermal layer is set equal for all torpedo in salvo.
67 - Pr.22350 FFGH added to Russia.
68 - Missile added: SA-21 Growler SAM, 9M340 SAM, SS-N-29 Subroc.
69 - Russians CADS Missiles [SA-N-11, 9M340 SAM - Palash CIWS-CADS system] new algorithm guide has been applied.
70 - Weapons Coordinator Ship Station: Some bugs with incorrect classification has been fixed.
71 - Weapons Coordinator Ship Station - new voice added (engage in battle order - By Bill "Subguru" Nichols).
72 - Civillian BO-105 CBS Helo Added.
73 - Super Tanker Modern, now has helo pad.
74 - Arihant SSBN added To India.
75 - Akula-II SSN Class added to India (Chakra Hull, controllable)
76 - AI Sub: Now when evading torpedoes AI captains can use the "Jump whale" - blowing ballast with a maximum boost speed of movement to the surface.
It is not allowed to diesel subs and those subs that can be controlled by the player.
77 - TMA Stations: periodicity of drawing lines was increased to 1 minute instead of 2 min default. __________________

Some testing ahead :hmmm: but mouth watering, thanks to RA team:up:

Pigmachine
01-06-15, 04:06 PM
"05.01.2015
Database Fix for RA ver 1.39:

1. Osa-I: Frequency signature bug removed (when profile is not available).
2. Kilo Rus: Snorkeling speed bug removed.(boost to 55 kts when snorkeling mode set)
3. Kilos: ESM assigned contact CTD bug removed.
4. Udaloy DDG User and AI: Cavitation Profiles has been fixed (now 21 knots cavitation beginning)
5. O.H.Perry AI: Cavitation Profiles has been fixed. (now 20 knots cavitation beginning)

Unzip archive, and replace current files database into the game with the installed version Reinforce Alert 1.39"

http://www.redrodgers.com/forums/showpost.php?p=93461&postcount=1

Stewy1
03-25-15, 04:53 AM
G'day guys,

Sorry for the dumb question - is it easy/possible to change the Playable Collins SSK Helm Station from the Russian helm station to the Seawolf Helm?

I suppose the reasoning is so that the Collins uses metric depth measurements - but it seems a bit out of place for my 2c. I'd be happy to use imperial measurements if it was possible.

Thanks guys - it would make a 99% perfect mod to a 100% mod for me! :arrgh!:

Stew

EDIT: This would be great for the other modern "metric" Western subs too (Italian 212, Japan, France, etc.)

Red_88
04-30-15, 12:36 PM
AFAIK At the moment this is not possible. you cannot simply exchange the helm station file. It will cause gamecrash, because of hardcoded issues.
maybe in the future it will be possible, but there is little hope. :dead:

Stewy1
05-11-15, 08:03 AM
Thanks Red for the reply. Oh well, that's the way it goes...

Cheers,
Stew

nesop276
10-10-15, 08:55 AM
Could anyone pass on to Crazy Ivan,
The J3d model in RA 1.4 for the Halifax (Canada FFH330) is not the Patrol Frigate. I found the error when creating a scenario with an Iroquois and Halifax.:D
Thanks. Good mod though, nice to have other platforms to control.
Cheers

mstram
10-11-15, 04:03 PM
Are SLBM's supposed to be working ?

When I launch them, they just circle around endlessly (yes I did designate a land target ;)

ikalugin
10-11-15, 07:14 PM
I think there is a whole section where you tweak the weapon's settings and such in some magic way before you could fire it properly. Though I already wish for the sonalysts to make Dangerous Waters-2, in which I could drive my 06704 or 08850.

USA~Driver
10-11-15, 09:22 PM
R.A. 1.40 reworked sonar profiles defined.

Frequency String 1: 50 or 60 Hz Generator Type

* - 55 Hz and 65 Hz for torpedoes.

Frequency String 2 – Tonnage Factor
295 Hz – Up To 499 Tonns
280 Hz – 500 – 999 Tonns
265 Hz – 1000-1999 Tonns
250 Hz – 2000-2999 Tonns
235 Hz – 3000-5999 Tonns
220 Hz – 6000-8999 Tonns
205 Hz – 9000-11999 Tonns
190 Hz – 12000-14999 Tonns
175 Hz -15000-17999 Tonns
160 Hz – 18000 -20999 Tonns
145 Hz – 21000-24999 Tonns
130 Hz – 25000-34999 Tonns
115 Hz – 35000-40999 Tonns
100 Hz – 41000 Tonns and more


Frequency String 3 – Engine Type:
Surface Steam - 310
Sub Nuke - 325
Sub Diesel - 340
Surface Diesel - 355
Sub AIP - 370
CODOG - 385
CODAG - 400
COGOG - 415
COGAG - 430
GAS-Turbine - 445
Torpedo Gas-Turb - 460
Torpedo Peroxid - 475
Torpedo Electric - 490
Pump Jet Surface - 505
ACTUV - 520
Pump Jet Submarine - 535
APR-2, APR-3, SHKVALs - 550
DSRV - 565
* - third frequency - it is not tied to any class – DDG, FF or CV, as it is in the default game sonar profile.
Only ACTUVs and DSRV tied to unique class.

Frequency String 4 and 5 – Unique frequency for each class
* - fourth frequency - it is not tied to any class – DDG, FF or CV, as it is in the default game sonar profile. :o
__________________

Lwami players should be somewhat familiar.

mstram
10-11-15, 10:04 PM
I think there is a whole section where you tweak the weapon's settings and such in some magic way before you could fire it properly.

"Section" where ?

In the game ?

Or using DWEDIT ?

I read somewhere that they could be fired from a particular scenario ?

frambueso
01-11-16, 03:46 AM
Good day. I hope that we will be able to download a mod? :shifty:

Aktungbby
01-11-16, 11:52 AM
frambueso!:Kaleun_Salute: after a long silent run!

Jimbuna
01-11-16, 12:22 PM
Welcome to SubSim frambueso :sunny:

Pilot_76
01-14-16, 10:43 PM
Is the RA MOD still giving CTD?

I used to have that a lot...

I mean the latest version...

HugoDR
03-14-16, 01:59 AM
hello guys, I was wondering if it is possible to change the displays of sonars broadband and narrowband in akula II improved in waterfall mode, similar to seawolf. I I like the old Gepard SSN 334 displays, similar to akulas II and I, and wanted to know if you have any difference in performance.
I know that in version 1.39 I could do this by simply copying the files of sonar from Akula II folder to the folder of the Akula II Imp., but in this version 1.40 it did not work.
Thanks for any help.

MarkShot
07-07-16, 01:31 PM
This CTDs whenever I try a sub mission either under Win7-32 or 64.

FPSchazly
07-07-16, 02:44 PM
This CTDs whenever I try a sub mission either under Win7-32 or 64.

Did the mod install properly? I have to run the batch file "as an administrator" or RA will not install properly for me. Also, I remember you mentioning LwAmi, are you trying to install this on top of LwAmi? There is a way to have both mods installed outlined in the RA readme, but I made a video for it if that's your thing: https://www.youtube.com/watch?v=LfdIQdihRU0

MarkShot
07-07-16, 08:45 PM
It installed fine.

Running as admin.

Installed on clean 1.04 DW. Maybe it is my European Blackbean Edition. It think there is also BFC, SFI, and STEAM versions as well.

Just crashes at the end of launching any sub mission.

Actually, as your testing shows that the sensors are unchanged from stock, and there is little chance to play other platforms, I could just copy the doctrine directory. By doing so, I should pick up RA's AI enhancements. Which is what would be a greatest interest.

Monkie
07-21-16, 12:24 AM
I'm having CTD issues with RA 1.40. Installed it over a fresh 1.04 install from Steam with Windows 10 (new rig). The problem is that it's not always a CTD. Sometimes after a fresh reboot I can get the missions to start fine. Other times I get CTD over and over.

The CTD does occur at the same point every time though, just as the mission loading bar is about to complete or is completely full.

I had 1.39 installed and working well on my old 8.1 Rig, never a CTD.

Hope it's something that can be tracked down and fixed.

Hawk66
07-21-16, 01:31 AM
@Monkie: I have also Win 10 and RA 1.40 and do not face such issues. Maybe you should post directly in the RedRogers forum and describe your CTD there. Probably there is also a log somewhere on your drive, which you could attach.

Red_88
07-21-16, 06:12 PM
I was just visiting the red rodgers forums. I thought there would be no RA mod beyond 1.40, I am proven wrong. They are hard working toward version 1.41! It will add playable skipjack class sub and 093 shang class sub. Plus a huge load of improvements. Most interesting is that torpedo launch detection will depend on the torpedo speed and propulsion.
For the full list of changes and some screenshots checkout the red roger forum thread:
http://www.redrodgers.com/forums/showthread.php?t=4912&page=112

It always impress me how dedicated the RA Mod team is, considering that DW is not easy to mod, and DW also start to show its age...

FPSchazly
07-22-16, 07:27 AM
I was just visiting the red rodgers forums. I thought there would be no RA mod beyond 1.40, I am proven wrong. They are hard working toward version 1.41! It will add playable skipjack class sub and 093 shang class sub. Plus a huge load of improvements. Most interesting is that torpedo launch detection will depend on the torpedo speed and propulsion.
For the full list of changes and some screenshots checkout the red roger forum thread:
http://www.redrodgers.com/forums/showthread.php?t=4912&page=112

It always impress me how dedicated the RA Mod team is, considering that DW is not easy to mod, and DW also start to show its age...

"Chinese Navy: Updated" looks promising, too! I want more Chinese navy stuff.

I'm surprised they haven't gauged the waters for Patreon or some kind of crowd funding.

Monkie
07-24-16, 08:25 PM
I posted over at Red Rogers in regards to my W10 RA 1.4 CTD's, so far no reply but hopefully somebody might give me some direction in the future. I wasn't able to find a crash log in the DW directory either.

Very frustrating because one out of every 50 tries I can get a mission to start and it runs fine from there.

I have the original DW discs laying around somewhere, so maybe I can try a fresh install from those vs the steam version but I can't imagine that being the issue.

I've updated my video card drivers with no luck either.

Monkie
08-14-16, 01:51 PM
Well I figured out what was causing the crashes, I was using ModeID 3 to try to use the best resolution and this is the issue. For some reason I can start using ModeID 1 or 2 with no issue, but 3 is buggy and causes random crashes at the start of the scenario.

I can deal with ModeID 2 resolution but would prefer 3. I have used ModeID 3 with my older Windows 8.1 Rig but for some reason Windows 10 doesn't want to play nice with my graphics card on this one.

Any suggestions on getting the higher resolution to work? Maybe a NVidia setting?

What makes it frustrating is that every once in awhile ModeID 3 works just fine. So close yet so far.

FPSchazly
08-19-16, 09:23 AM
Well I figured out what was causing the crashes, I was using ModeID 3 to try to use the best resolution and this is the issue. For some reason I can start using ModeID 1 or 2 with no issue, but 3 is buggy and causes random crashes at the start of the scenario.

I can deal with ModeID 2 resolution but would prefer 3. I have used ModeID 3 with my older Windows 8.1 Rig but for some reason Windows 10 doesn't want to play nice with my graphics card on this one.

Any suggestions on getting the higher resolution to work? Maybe a NVidia setting?

What makes it frustrating is that every once in awhile ModeID 3 works just fine. So close yet so far.

What is ModeID 3 again? Is that 1280x1024? What is your monitor's resolution?

Monkie
08-22-16, 04:46 AM
I managed to get RA working pretty stable with ModeID 3 resolution by running DW in compatibility mode for Windows XP SP3. Maybe that will help someone else in the future.

cmdr.darksythe
10-12-16, 04:38 PM
I'm working on a patch to lower the ambient engine noise of your own ship when in the sonar, engine, weps, etc... rooms (not touching any other sounds).
I originally planned this just for myself, but if anyone else would like this patch (it helps greatly) and if it would be ok with the RA team I would be happy to release it for the public.

Again only if the RA team does not mind.

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

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

I'd also REALLY like to know what all changes RA makes. I can find nothing about that anywhere. Only documents about how to use the new weapons systems. Very useful, essential even, but what else does RA change? Does it have gameplay changes such as what's in LWAMI?
It sure would be nice to have some documentation on all that.

artao
11-10-16, 02:38 PM
Is there a simple list of playable platforms in RA? Not to mention gameplay changes, besides the weapons functions and use.

p7p8
11-11-16, 05:30 AM
Playable platforms:

http://i.imgur.com/rFMq1UM.jpg

Blue arrow means some changes with interfaces, for example:

AKULA-II Imp (Gepard)

http://ra-dwx.narod.ru/F10.jpg

http://ra-dwx.narod.ru/F2_2.jpg

DTA = Depth of Towed Array

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


All playable platforms:

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

Gameplay changes from RA 1.33 to 1.40

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

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

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

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

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

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

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

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

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

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


IMPORTANT: PLATFORM USE FEATURES

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

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

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

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


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

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


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

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

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

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

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

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

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

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

artao
11-11-16, 12:25 PM
THANK YOU! :Kaleun_Cheers::Kaleun_Applaud:

elgeneral48
11-22-16, 01:18 PM
Hi,

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

Look for yourself, a picture taken without mods :

http://nsm08.casimages.com/img/2016/11/22//16112202473416929614652128.jpg (http://www.casimages.com/img.php?i=16112202473416929614652128.jpg)

http://nsm08.casimages.com/img/2016/11/22//16112202473316929614652127.jpg (http://www.casimages.com/img.php?i=16112202473316929614652127.jpg)
And now with RA 1.40 :

http://nsm08.casimages.com/img/2016/11/22//16112207191816929614652990.jpg (http://www.casimages.com/img.php?i=16112207191816929614652990.jpg)
http://nsm08.casimages.com/img/2016/11/22//16112207191616929614652989.jpg (http://www.casimages.com/img.php?i=16112207191616929614652989.jpg)

http://nsm08.casimages.com/img/2016/11/22//16112207191516929614652988.jpg (http://www.casimages.com/img.php?i=16112207191516929614652988.jpg)

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

Do you have the possibility to help me please?

"Sorry for my English"

Thank you all!

elgeneral48
11-23-16, 12:41 PM
I just installed an older version of R.A 1.37, And I have no problem with.

http://nsm08.casimages.com/img/2016/11/23//16112306503616929614654927.jpg (http://www.casimages.com/img.php?i=16112306503616929614654927.jpg)

http://nsm08.casimages.com/img/2016/11/23//16112306503516929614654926.jpg (http://www.casimages.com/img.php?i=16112306503516929614654926.jpg)

So I am surprised to be the only one to have this problem.

p7p8
11-23-16, 01:26 PM
I haven't this bug in RA 1.40
Maybe you track contact too short (only 4 legs)?

http://i.imgur.com/6LJSsxn.jpg

http://i.imgur.com/8MaqTmi.jpg

elgeneral48
11-23-16, 06:19 PM
Thank you for your answer, I tried several times with different submarines and I still have the same problem. Still with version 1.40. Yet I have no worries with the original version or 1.37, curious !?

But actually, you do not have this problem on your pictures.

Aktungbby
11-23-16, 08:07 PM
elgeneral48!:Kaleun_Salute:

Hawk66
12-26-16, 07:33 AM
RA 1.41 is out...and has a huge list of improvements. Really a nice christmas gift :)

KilooliK
01-08-17, 01:41 PM
So I downloaded the newest RA mod. Ive been a subsim fan for years and played the 688 hunter killer sim since its release. I just recently started playing DW back in june. Great sim.

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

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

What is going on with the Kilo's? I also notice that a contact will jump around on the nav map before or after engaging the target. Sometimes making my weapon presets worthless. What is that about?

FPSchazly
01-08-17, 02:44 PM
So I downloaded the newest RA mod. Ive been a subsim fan for years and played the 688 hunter killer sim since its release. I just recently started playing DW back in june. Great sim.

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

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

What is going on with the Kilo's? I also notice that a contact will jump around on the nav map before or after engaging the target. Sometimes making my weapon presets worthless. What is that about?

Welcome to Kilo life :D The jumping around is the auto-TMA working on its solution. To aid your auto-TMA in developing a solution, be sure to get sonar data on a few separate bearings (in order to get different bearing rates on the contact) before engaging. I know you said you're checking the weapons manual, but double check that your ceiling settings (which can program the torpedo) are correct.

KilooliK
01-08-17, 03:32 PM
I just created a custom mission called "target practice" to test out the Kilo's (Alrosa) weapons on RA. I placed 5 civilian boats, fishing/cargo etc etc within 12nm of my Kilo. I turned on autocrew at all stations. I went 2/3 with the Test 71 torpedo. I went 2/3 with the Uset 80 tordedo. 0/1 with the Ss-N-15 missile. And 2/6 with anti ship missile. The missiles were the most inaccurate. 1 boat took a torpedo/missile combo to sink.

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


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


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

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

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

How close are you when you launch those anti-ship missiles?

KilooliK
01-08-17, 04:41 PM
I dont launch missiles unless im 5nm or more in distance. I just played the same mission using the Akula lll and had terrible accuracy with the Sizzler SSM and Club SSM. Literally couldnt hit a cruise ship. I gave up after 0/8. Missile after missile whizzed by it. And I know im not "too close" because the missile is at cruising altitude when it flies by the target. I even had a missile fly in the opposite direction of the target after I shot it. Lol


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

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

AirHippo
01-08-17, 10:42 PM
I've found this myself - the Kilo has a pretty ropey sonar suite, and relies mainly on staying undetected to get a shot off at all.

When you were using your AShMs, you may be encountering the problem of sonar inaccuracy again. I can't speak for the Kilo TMA update rate, but it should be pretty quick (1-2 minute intervals); check the Age parameter on the summary (on the map/3D view screen) to make sure you're still getting regular updates to the fire-control system.

Anyway, as you've probably noticed, your AShM's seeker head can have two modes: Wide and Narrow search. Generally speaking, with a Kilo, I'd go for wide - the sensors are sufficiently poor that a narrow search will miss. That's one thing to make sure of.

I've also noted that, in a similar scenario to the one you tried, I managed 4/5 hits; the ship that I missed I missed twice, but it was also very close - about 6,500m. It may be that the missile seeker has a minimum arming range - the "Seeker Range" parameter on the fire-control board, which has a minimum value of 5nmi. In that case, no matter how good your sensor data, your missile will be unable to attack a target because it hasn't yet armed its seeker.

KilooliK
01-09-17, 08:18 AM
I find the Kilo sonar, as simple, and easy to navigate. It doesnt look like a space station panel. As mentioned earlier, the Kilo sonar picked up the 5 contacts pretty much instantly (every time) at the start of the mission. While the Akula lll took a bit of time to pick them all up. So in conclusion, I think the sphere/hull sonar in the Kilo is actually better than the Akula lll. Now of course the TA on the Akula, give it an obvious edge against other subs. I dont expect the Kilo to find a modern (Virginia/Akula/Kilo) sub out past 4-5nm reliably if the sub is on the hunt. If it all. But, it will pick them up if youre close (3-5nm) enough. Conditions vary. Speed/Depth/Current etc etc. I dont feel the Kilo is the best choice of sub, to go head to head with against a Virginia. Since the Kilo lacks a TA. But, it does have the stealth advantage. 90% of the time, an enemy sub doesnt engage me first. It is only after I fire my torpedos first, that he learns of my location and fires one back down my bearing. So in short, I get first shot. If I can find him.


But yes, the ASM have a minimum range, which is 5nm. The seeker wont home on anything under 5nm by default. But it seems in RA, that may be 8nm+ seeker minimum? Because shooting at boats at 5-7nm with Club SSM missiles is a no go in RA.

Ill check tma on 3D map. Might be some of my issues regarding contacts hoping around .

AirHippo
01-09-17, 03:02 PM
Horses for courzses, as they say; I'm an Akula fan, although I find Gepard's waterfall displays very weird. One thing I like about the annular style of display is that it's great for instantaneous situational awareness, something the waterfall doesn't lend itself to so easily.

Anyway, regarding the mod, I love the new Alpha command station! Everything else... well, it's the usual high standard of work from the RA team. Well done all! :up:

AirHippo
01-12-17, 03:25 AM
Couple of small bugs I've found:

The Victor-III seems to have a surplus tube that can't be edited or loaded:

http://images.akamai.steamusercontent.com/ugc/170408850316532377/0643B57246B8B56A766CA436042FC2E8FB6D06A9/

And the Narrowband display's contact lines are sometimes so dim as to be invisible (this has occurred with the Victor-III and Akula so far).

http://images.akamai.steamusercontent.com/ugc/170408850316532213/AB98DA9393BF4819AD92A3ED002CA396C5DF8C72/

KilooliK
01-12-17, 08:46 AM
Kilo Alrosa and Improved has the same issue (at times) regarding narrowband contacts. Dots/lines barely visible.

I wish the Kilo had a TA. That would be the perfect sub. Its already my #1. The lack of the Victor not having anti ship missiles keeps me using the Kilo. I think ship missiles are a must on a sub. But, I see the Kilo as basically an anti ship sub.

FPSchazly
01-12-17, 11:56 AM
Kilo Alrosa and Improved has the same issue (at times) regarding narrowband contacts. Dots/lines barely visible.

I wish the Kilo had a TA. That would be the perfect sub. Its already my #1. The lack of the Victor not having anti ship missiles keeps me using the Kilo. I think ship missiles are a must on a sub. But, I see the Kilo as basically an anti ship sub.

Be sure to check out the Lada if you want a towed :03:

If you want to report bugs, you should submit them directly to the RA forums at redrodgers.com

Stewy1
01-14-17, 06:02 PM
Hi guys,

I'm running 1.39 and am reticent to go to 1.41 because I've spent a long time getting my database just right (added ALL LA boats, Sturgeons and Virginias, painted some subs and ships, and adjusted the Sonar Source Levels on all of the Russian, Chinese, and Western subs, etc.)

Could you tell me, are you happy with 1.41? What are the best things in your opinion? What are some of the new objects that are cool?

Could you please post a screenshot of the Shang Class, Yasen and new counter-measures models? (and anything else which you think is cool - I'd love to take a look at them!)

Cheers fellas
Stew

MR. Wood
01-15-17, 09:36 AM
Photo for photos lol will take some in a bit and upload them so you can see. 1.41 any chance we can see some of the paint jobs you did.

Hi guys,

I'm running 1.39 and am reticent to go to 1.41 because I've spent a long time getting my database just right (added ALL LA boats, Sturgeons and Virginias, painted some subs and ships, and adjusted the Sonar Source Levels on all of the Russian, Chinese, and Western subs, etc.)

Could you tell me, are you happy with 1.41? What are the best things in your opinion? What are some of the new objects that are cool?

Could you please post a screenshot of the Shang Class, Yasen and new counter-measures models? (and anything else which you think is cool - I'd love to take a look at them!)

Cheers fellas
Stew

Stewy1
01-15-17, 04:43 PM
Will do - I'll get onto that tonight - but they're nothing special, eg. I made the Seawolf black instead of the 'blue' colour is was - and removed the sail number...little things like that... ;)

MR. Wood
01-15-17, 09:26 PM
It wont let me upload the screen shots they are too big shoot me an email with your subsim name in subject and I will send them to you

Yobakz
01-16-17, 01:13 PM
I have recently updated to 1.41 and noticed that the font sizes for both the info area and the map contacts has been decreased.

Is there a way to reverse this? I am having trouble reading time to time (dont have the perfect eyesight)

MR. Wood
01-16-17, 02:33 PM
Go into settings in the game select 3d and top right box lower the resolution that will increase the font size I just tested it out to be sure

MR. Wood
01-16-17, 02:57 PM
Here are the new ssn and the new surface ship and passive cm and active cm along with towed decoy

Stewy1
01-17-17, 02:21 AM
Sorry to side-track the thread - For Mr Wood - here's my repainted Seawolf - made darker and with the sail-number removed...

http://img.photobucket.com/albums/v316/Stewy44/Seawolf_zpshiculbbh.jpg

I also added a rough tile texture to the Trafalgar - but it doesn't show up well in a screenshot...

Thanks for those pics Mr Wood - while they look great, it's probably not worth starting again with all my painting and database tweaks :)

FPSchazly
01-17-17, 09:34 AM
Stewy1: There is a way for you to keep your RA 1.39 and install RA 1.41 and play them separately using JSGME.

Polak2
01-17-17, 04:25 PM
while they look great, it's probably not worth starting again with all my painting and database tweaks
To contrary....
DW is such a really great, deep and in a way "special" computer simulation, that making any contribution and effort in order to improve its graphics, interface or any of its visual quality IMHO should be (and is) always greatly appreciated.
Sure that all that maybe just small blip in comparison with magnitude of changes and vast improvements brought to us by RA Team, but everything counts when talking how to preserve popularity of the true gem of naval simulation.

I also want to mentioned here FPSchazly's and others gameplay videos and tutorials , which is always met by great interest and true appreciation.Those all are the important steps, which make the already great simulation even greater and spread its popularity among newcomers and new fans of this genre.

I only wish that Sonalyst looked at this effort and recent revival with approval and perhaps even second it by releasing some of the informations about the game files and maybe even editing tools to make it happen even more.

KilooliK
01-17-17, 09:03 PM
Be sure to check out the Lada if you want a towed :03:

If you want to report bugs, you should submit them directly to the RA forums at redrodgers.com


The Lada doesnt seem to be able to launch a SSM above the surface of the water. Ive launched them at 25m, 35m, and 55m, and none of them take flight. They all go "gray" and sink to the bottom. Fired at 4knots. Even tried snapshots. When they do manage to break the surface and miss, it wont let me assign the target to another SSM tube. I have to do a snapshot with waypoints.

The difficulty increase with the RA mod takes some of the fun out of DW. Using my Kilo, it took me 6 Klub ASM and 6 Test 71 torpedoes before I could manage 1 hit on a french destroyer, on medium difficulty. Even guiding the torpedoes manually. If the torp is in line and looking good, about to make a hit, the contact will suddenly disappear and reappear 500 yards in another direction. The torpedoes also become stupid once they close to within 500 yards and turn every which way, except in the direction of the target. And missiles ALWAYS get shot out of the air. Always. Especially on hard. Kinda worthless. You have a better chance at ramming a boat then you do at shooting it with any weaponry. Boats also seem to be able to outrun and outmaneuver my torpedoes. I switched to the Akula lll in hopes the Sizzler ASM, with its supersonic warhead, would be able punch through a ships defenses without getting shot out of the air. Only 1 out of 7 made it through. And all were in supersonic stage. Damn those boats are tough..

And they seem to always know your location and heading, even if they arent shooting at you. Almost impossible to get behind a boat, in an effort to use wake homing torpedoes for a higher hit percentage. The boat always keeps its nose in my direction and bounces around the map. With its nose pointed at me. Really?

Dont get me wrong, this mod is great. Lots of platforms and new weapons. I just dont think it should take 6 torps in order to luck out and get 1 hit. And missiles should have a much higher hit %. If they were this easy to shoot out of the air, every single nation would discontinue their usage because it would be a colossal waste of money to shoot them. Kinda a buzzkill.

Castout
01-18-17, 08:34 AM
Amazing update. It looks like I'm on my way to finish my own old scenario, Gibraltar transit Hard version. Victor II is an amazing SSN!! The thing is the propeller seems to cavitate at all speeds above 40 meters of depth...even at 0 knots...Is this a bug? Seems the sub has a propeller designed to maximize speed since it has so many blades....

https://rqgo9w.bn1302.livefilestore.com/y3pR8_mAD6cyTsxmzKULCmzOdY_R9ERsdo2Tv-R3UGHQ7mdiGAlGCYPr300wmshQ0n-D6tWocOLq1LETBBobUdXg7Rgs2xbwjznCT8ezJ0kJle-iXPtQEr35NTWzLzajTmuCO3UHrDF-7mWaejpP1D6c0iEMgaojCurHrkw24MDRHs/Victor%202.jpg?psid=1

https://rqgo9w.bn1302.livefilestore.com/y3pRAOKaNI1nrNc1CG7JTs-aiese_Op9qImZZgtg1jwVcahrJ-F5bKMAOWvIpNg6gFzI-OAEUmWPdW0eq5j9JQJRqFhPBd1WSPamdGnL5KQnD5ZfXMIWiO2 z_jVmWw9Hwh_Iw6MXMEYNNFmHn2fRa9XnZyzRHqdtUveQNhIrK ydc_o/Victor%202-3.jpg?psid=1

Nippelspanner
01-18-17, 10:49 AM
To contrary....
DW is such a really great, deep and in a way "special" computer simulation, that making any contribution and effort in order to improve its graphics, interface or any of its visual quality IMHO should be (and is) always greatly appreciated.
Sure that all that maybe just small blip in comparison with magnitude of changes and vast improvements brought to us by RA Team, but everything counts when talking how to preserve popularity of the true gem of naval simulation.

I also want to mentioned here FPSchazly's and others gameplay videos and tutorials , which is always met by great interest and true appreciation.Those all are the important steps, which make the already great simulation even greater and spread its popularity among newcomers and new fans of this genre.

I only wish that Sonalyst looked at this effort and recent revival with approval and perhaps even second it by releasing some of the informations about the game files and maybe even editing tools to make it happen even more.

Fantastic post, I agree completely.

Also, Stewy1's seawolf looks great, it makes a true difference to the vanilla boat I think! :up:

KilooliK
01-20-17, 09:37 AM
Ive been playing with the MH-60 Seahawk the past couple days. Its weapons are amazingly accurate. Hellfire's are almost a sure hit against boats and other aircraft. Love how in RA you can target surface/air targets with Hellfires. As it should be. Though they are light on the damage side. MK-54 is also deadly against boats. Havent tried it out against subs yet.

Nippelspanner
01-20-17, 11:12 AM
Hunting subs with the Mh60 can be a little tiring as many subs survive one or even two torpedoes in RA. This is arguably authentic though, especially some Russian subs are very sturdy, the typhoon for example.

Remember that you can return to base to rearm with aircraft in DW.

Ive been playing with the MH-60 Seahawk the past couple days. Its weapons are amazingly accurate. Hellfire's are almost a sure hit against boats and other aircraft. Love how in RA you can target surface/air targets with Hellfires. As it should be. Though they are light on the damage side. MK-54 is also deadly against boats. Havent tried it out against subs yet.

FPSchazly
01-20-17, 04:45 PM
I also want to mentioned here FPSchazly's and others gameplay videos and tutorials , which is always met by great interest and true appreciation.Those all are the important steps, which make the already great simulation even greater and spread its popularity among newcomers and new fans of this genre.

I only wish that Sonalyst looked at this effort and recent revival with approval and perhaps even second it by releasing some of the informations about the game files and maybe even editing tools to make it happen even more.

Fantastic post, I agree completely.

Thank you for the kind words :yeah:

I agree it would be very nice if Sonalysts would release the source code, however, even doing something as small as gathering that together would require some lost money on their time (if they got no compensation)... which is assuming the source files even exist anymore. :o

Save

Dimitrof
01-20-17, 06:38 PM
Hi guys,

I love the RA mod for DW but i think there are not much missions to play.

What i think will be really interesting is a bunch of "realistic" missions. I mean that kind of mission starting from "cold war" (Victor I era) up to today (Borey era).

In those kind of missions the point will be to stay undetected and collect info and no to sink a fleet.

The torpedo firing can be during exercises with friendly naval forces firing blank torpedoes and missiles

What do you think?

KilooliK
01-20-17, 08:09 PM
Hunting subs with the Mh60 can be a little tiring as many subs survive one or even two torpedoes in RA. This is arguably authentic though, especially some Russian subs are very sturdy, the typhoon for example.

Remember that you can return to base to rearm with aircraft in DW.


I also like the 50 cal's mounted on both sides of the Seahawk. Not that it really does much in the effort to sink a ship, but its a nice touch. The Seahawk is super vulnerable though. Easily shot down if youre not really careful when employing your attack plan

And my Kilo always dies when hit by a Seahawk torpedo lol

Nippelspanner
01-21-17, 05:21 AM
Hi guys,

I love the RA mod for DW but i think there are not much missions to play.

What i think will be really interesting is a bunch of "realistic" missions. I mean that kind of mission starting from "cold war" (Victor I era) up to today (Borey era).

In those kind of missions the point will be to stay undetected and collect info and no to sink a fleet.

The torpedo firing can be during exercises with friendly naval forces firing blank torpedoes and missiles

What do you think?

While I like cold war Era missions myself, dw doesn't provide much possibilities for good missions without the use of weapons. They are in fact the most tricky missions to create.

FPSchazly
01-21-17, 09:27 AM
While I like cold war Era missions myself, dw doesn't provide much possibilities for good missions without the use of weapons. They are in fact the most tricky missions to create.

My thoughts exactly. Those types of missions were very tense in real life, reading about them is very exciting, but as Nippelspanner said, DW isn't really built to make that style of mission particularly exciting, unfortunately. That's not to say it couldn't be done, but yeah, I would say it would definitely take a lot more work than a normal-type mission.

Dimitrof
01-21-17, 12:27 PM
Crazy Ivan made some of those kind of missions for Sub Command (the Delta IV missions). I played those again and again but i need something new... Definitely i can't make something like that by myself. I say it just for those who can :03:

MR. Wood
01-21-17, 01:09 PM
Hey guys I will get off my ass at some point been super busy in real life with getting deadly sick, I will make this promise to all of you I will start making Missions once again expect a few in about a month currently working on a few other things. They will be cold war missions with some older boats just wish we had a few more playable older ones from around the world would create a lot of veracity. Which is something I am also working on

Dimitrof
01-21-17, 05:59 PM
MR. Wood :Kaleun_Salute:

swampy
01-22-17, 05:38 PM
Im having problems with the uuv. It just keeps going at 15knots no matter what I do, and I cant enable it.
Am I doing something wrong or is this a 1.41 problem?

Nippelspanner
01-22-17, 07:22 PM
Haven't used it in ages but RA 1.41 changed lots in regards of weapon deployment, I could imagine this also applies to the uuv.

What do you guys use it for anyways, I find it rather useless since it creates a TIW warning. It's meant for anti mining ops isn't it?

swampy
01-22-17, 07:54 PM
This is from the RA weapon doc:

NOTE: the UUV device is not found out on launch - (TIW the message will not come!).
This very covertly unit.

I havent used it alot but sometimes as a sonobuoy to get range

KilooliK
01-26-17, 01:41 PM
So im currently doing a "quick mission" on hard, in my trusty Kilo Alrosa, and Im tasked with destroying a Sovremennyy and a Delhi. Ive emptied my weapons cache and havent hit anything. They outmaneuvered my 6, Uset 80 torpedos, shot down my 10, Klub missiles, and shot down my 2, SS-N-15 missiles before it could deploy its torpedos. What should I do, ram'em? I wish the Kilo had a 50 cal mounted. Theyd probably dodge and shoot down all the bullets though. Pretty tough. Really tough. Super tough.

p7p8
01-26-17, 02:14 PM
You probably were too far. USET 80 have only 9.7 nmi of range at minimal speed. With 48 kts range is only 7.3 nmi.
You should be max 4 nmi from target.

Quick mission have many errors. Targets are too close, modern vs old vessels, surface units without EMCON etc...

KilooliK
01-26-17, 04:52 PM
Definitely wasnt too far. 3-4nm max on torpedo shots and over 10nm on missiles. Just ran another quick mission on hard, using the Kilo.


Naturally, missiles may as well have been a flying baseball bat. Worthless. So I turned on truth for a snapshot torpedo. Just as I start typing in the bearing to launch the torp, the ship turns and points its nose at me so my Uset torpedos cant home in on its wake. Happened on more than 1 mission. If id had been using a different torpedo, he'd had turned and hauled ass away from me Lol im done.


Try a quick mission, ASUW barrier search, using a Kilo Alrosa on hard. Have fun.

swampy
01-26-17, 08:18 PM
Use the wireguided test 71. They can't evade that if you do it right

KilooliK
01-26-17, 09:49 PM
Tried one last mission with the Kilo. Literally couldnt guide a Test 71 torpedo into an enemy ship. 0/6. The torpedo stays on track until spitting distance from the boat and then it becomes retarded. Its like the torpedo becomes afraid of the ship and tries to runaway. Constantly trying to correct the bearing on the torpedo as its turning every which way, but the correct way. Impossible to log a hit. And forget about keeping an accurate bearing reading. I can be staring down the ship with my periscope and keeping an update on him with ESM and autocrew on sonar, and my torpedo will miss by a mile if I dont try to guide it. Every time. Its like the torpedo has no homing ability of its own.


Switched to the Seawolf 23 and sunk 2 ships right away on hard, with the adcap torpedo. Sunk 1 by guidance, and the other the adcaps homed in on by themselves. Have had similar "good"ish results with the Akula lll. The Kilo and its weapons shouldnt be THAT BAD, to where its basically useless on hard. Is the Kilos sensors turned waaayy down? Doesnt make sense to not be able to hit anything in the Kilo, and then hop right in a Seawolf or Akula lll and start sinking ships.


Id like to hear some success stories, using the Kilo, on hard.

ikalugin
01-27-17, 05:25 AM
How about search patern and activation range?

Btw how is Yasen-M in game?

swampy
01-27-17, 06:01 AM
I tried it and got up against a type 42 batch, and a kilo.
I hit the type 42 with 2 wakehoming uset 80 so it seems to be working as it should. I did fire from close range and the type 42 did try to outrun them so it is definitely hard to kill fast ships far away.
The kilo was 20 nm away so I never found it.

ikalugin
01-27-17, 06:10 AM
I tried it and got up against a type 42 batch, and a kilo.
I hit the type 42 with 2 wakehoming uset 80 so it seems to be working as it should. I did fire from close range and the type 42 did try to outrun them so it is definitely hard to kill fast ships far away.
The kilo was 20 nm away so I never found it.
You mean the Yasen-M?

What kind of armamemnt does it get?

Did you consider using AShMs against the Type 42?

swampy
01-27-17, 06:48 AM
Ok the submarine was actually a HAN not a Kilo. I was just trying if I could sink the surface ship with torpedoes and it worked.
Im going to try ASM next time

KilooliK
01-27-17, 07:22 AM
Are you sure it was on hard? I always have 3 enemies (ships/ASUW) minimum on hard. 2 on medium. 1 on easy. Good luck with ASM.

swampy
01-27-17, 07:32 AM
Yes Im sure.
Hm how do I add a screenshot to this message?

Edit: the third enemy was a satalite :)

KilooliK
01-27-17, 08:48 AM
How close were you when you fired the USET's? Also, did you manually type in weapons coordinates, or was autocrew turned on? Ive had the same bad luck both ways. Yeah, its hard to find enemy subs with the Kilo unless they are right on top of you. Under 4nm. But I like the challenge. Difficulty on "Hard" though is nearly impossible unless the stars align and the moon is just right.

Also, does anybody know the "default" difficulty setting on personal created missions?

p7p8
01-27-17, 09:31 AM
@Kiloolik, if you upload replay file and give me link i will explain you where is problem.

FPSchazly
01-27-17, 09:41 AM
How close were you when you fired the USET's? Also, did you manually type in weapons coordinates, or was autocrew turned on? Ive had the same bad luck both ways. Yeah, its hard to find enemy subs with the Kilo unless they are right on top of you. Under 4nm. But I like the challenge. Difficulty on "Hard" though is nearly impossible unless the stars align and the moon is just right.

Also, does anybody know the "default" difficulty setting on personal created missions?

There isn't really a difficulty setting. The "star" system is purely the mission editor's opinion. What separates the quick missions in terms of difficulty is that the more difficult usually means more enemies / advanced enemies. But, as p7p8 said, the quick missions are rather bugged and after playing them just a few times, you can tell how they're set up. Can't fault Sonalysts for trying to implement something like that but it could have used more dynamicism.

ikalugin
01-27-17, 10:09 AM
While we are on topic, do you know any good anti surface missions for Yasen-M?

p7p8
01-27-17, 10:21 AM
My report:

Quick mission
region: GIUK
difficulity: hard
platform: Kilo Imp
mission type: ASuW Barrier Search
My settings: TMA - auto, Active intercept - auto

1) Attack with 2 TEST-71 torps (west) and 2 USET-80 (south)
http://i.imgur.com/BsitJNn.jpg

2) USET-80 missed, Tourville killed
http://i.imgur.com/P1sAEs3.jpg

3) Mission status
http://i.imgur.com/idn2KJe.jpg

4) Passive TEST-71 tracking HAN (earlier active one lost all fuel). My Kilo running from enemy torpedo
http://i.imgur.com/S4L5aI6.jpg

5) End
http://i.imgur.com/VF7GEcM.jpg

My replay file:
Link (http://www.filedropper.com/replay_6)

In my opinion quick mission is too bugged for play.

p7p8
01-27-17, 10:31 AM
While we are on topic, do you know any good anti surface missions for Yasen-M?
Yasen is not playable in RA 1.41

ikalugin
01-27-17, 10:37 AM
I guess I would have to wait for it :(

p7p8
01-27-17, 11:03 AM
Yasen was playable in RA 1.36 + Betamod 4.11

http://i.imgur.com/CDVGJbd.jpg

http://i.imgur.com/juMnhUf.jpg

http://i.imgur.com/yBxt3Un.jpg

http://i.imgur.com/Y9qrPaz.jpg

http://i.imgur.com/9gDUL2R.jpg

:)

KilooliK
01-27-17, 02:28 PM
My report:

Quick mission
region: GIUK
difficulity: hard
platform: Kilo Imp
mission type: ASuW Barrier Search
My settings: TMA - auto, Active intercept - auto

1) Attack with 2 TEST-71 torps (west) and 2 USET-80 (south)
http://i.imgur.com/BsitJNn.jpg

2) USET-80 missed, Tourville killed
http://i.imgur.com/P1sAEs3.jpg

3) Mission status
http://i.imgur.com/idn2KJe.jpg

4) Passive TEST-71 tracking HAN (earlier active one lost all fuel). My Kilo running from enemy torpedo
http://i.imgur.com/S4L5aI6.jpg

5) End
http://i.imgur.com/VF7GEcM.jpg

My replay file:
Link (http://www.filedropper.com/replay_6)

In my opinion quick mission is too bugged for play.

Good job. Try Klub ASM sometime. Youll pull your hair out. I also believe the quick missions are too buggy. Because I can blast any civilian or neutral ship at will. But when it comes to shooting an enemy, not a chance. And 90% of the time they dont even shoot any countermeasures to draw my torpedoes away. They either out run my torp, my torp completely misses, or they shoot my missiles. Sometimes within 1nm of launch from my sub. Theyre pretty good. Or my torpedoes actually pass through the hull, as if the ship is invisible. And I know its not a false contact, because Ill confirm the ship is there via periscope before shooting. So I know the ship is there. And I cant look through the scope and guide torpedo at the same time. Like, as soon as i get off the scope and shoot the torpeoes, the ships bearing changes by 2nm. Pretty buggy.

KilooliK
01-27-17, 02:43 PM
I like the 2 torps west and 2 south approach. I normally just fire a pair down the same bearing. Maybe ill start shooting 1 torp in front and 1 behind on a snapshot. I couldnt possibly do any worse.

swampy
01-27-17, 04:46 PM
This random mission generator is a good alternative if you dont like the buggy quick missions.

http://www.subsim.com/radioroom/downloads.php?do=file&id=4794

Nippelspanner
01-27-17, 06:01 PM
Since this is the dw discussion thread, how many of the actual creators are following this topic?
I wonder, because I recently started digging in the mod and found some (minor/aesthetic) bugs I'd like to report. I'm aware of the Russian forum, but it is a little inconvenient there if one doesn't speak Russian.

Further, I'd like to help the RA team if possible/wanted.

For my own purposes, I worked on re-designing the rather chaotic/inconsistent USNI database among other things.
I've also started to "clean up" the database by giving the sensors their real names. I've noticed a lot of duplicate sensors that could easily be avoided.
Example: 2 submarines both use sensor an/tb-16d in rl, but in the sim we might have one for sub 1, one other (with same specs) for sub 2 etc.
This is unnecessary and only clutters the database among other possible problems.

This is by no means meant as an attack, it is just meant as constructive criticism with the goal to make ra better and more fleshed out.

Also, some boats could really use an upgrade. The 688 Flt 1+2 for example use adcap for ages now, and the 688i uses the an/tb-29a since the early 2000s, as far as I know, yet ingame it still has the tb-23.

Btw,, here are some examples:
- Thresher -> Permit (class was renamed in 63 after the infamous Thresher incident.)
- Yasen class -> Severodvinsk class
- Snang -> Shang class
- SSK -> SS (term SSK was retired)
Etc.

In general one issue is the inconsistent use of terms. Sometimes correct and full NATO designations are used (e.g. Mk48 Mod 4), sometimes Russian designations, sometimes wrong/fantasy ones.
I think it would be much better to stick strictly to one system, which logically should be the NATO designations, these everyone is, or should be, aware of in a military simulation.

In the long run I will adjust my game to the above standards and if the RA team - or anyone - is interested, I'll gladly share my results.

KilooliK
01-27-17, 07:08 PM
This random mission generator is a good alternative if you dont like the buggy quick missions.

http://www.subsim.com/radioroom/downloads.php?do=file&id=4794

Cool. Ill give it a try. Ive been having a bit more luck. I switched back to inputting weapons coordinates manually, and have started shooting 2 torps down different bearings at an enemy. Still not great, but sunk 1 ship and a submarine on my last mission and never had to reengage. Auto weapons is a waste of time on hard.

p7p8
01-27-17, 07:12 PM
I like the 2 torps west and 2 south approach. I normally just fire a pair down the same bearing. Maybe ill start shooting 1 torp in front and 1 behind on a snapshot. I couldnt possibly do any worse.

TEST-71 have too small warhead for sinking "big" warship like Tourville. USET-80 had settings for active and passive (not wake-homming) searching but i shoot them too late - my mistake. With wake-homming they could probably kill DDG

It was my fault but this mission was little experiment - not serious game (for me).

KilooliK
01-31-17, 12:15 PM
Been having much better success with "rolling my own" when it comes to weapons. 6/10 on my last 5 engagements with USET 80 torpedoes against ships. All wake homing snapshots. 5 pair (2 torpedoes) shot down different bearings. Deadly. Auto weapons couldnt hit an island.

swampy
02-06-17, 12:56 PM
Sorry to side-track the thread - For Mr Wood - here's my repainted Seawolf - made darker and with the sail-number removed...

http://img.photobucket.com/albums/v316/Stewy44/Seawolf_zpshiculbbh.jpg

I also added a rough tile texture to the Trafalgar - but it doesn't show up well in a screenshot...

Thanks for those pics Mr Wood - while they look great, it's probably not worth starting again with all my painting and database tweaks :)

Looks good!
Can you make the 688 class the same color or the default color but without the red lower hull?

Dobbin0514
02-07-17, 12:28 AM
Since this is the dw discussion thread, how many of the actual creators are following this topic?
I wonder, because I recently started digging in the mod and found some (minor/aesthetic) bugs I'd like to report. I'm aware of the Russian forum, but it is a little inconvenient there if one doesn't speak Russian.

Further, I'd like to help the RA team if possible/wanted.

For my own purposes, I worked on re-designing the rather chaotic/inconsistent USNI database among other things.
I've also started to "clean up" the database by giving the sensors their real names. I've noticed a lot of duplicate sensors that could easily be avoided.
Example: 2 submarines both use sensor an/tb-16d in rl, but in the sim we might have one for sub 1, one other (with same specs) for sub 2 etc.
This is unnecessary and only clutters the database among other possible problems.

This is by no means meant as an attack, it is just meant as constructive criticism with the goal to make ra better and more fleshed out.

Also, some boats could really use an upgrade. The 688 Flt 1+2 for example use adcap for ages now, and the 688i uses the an/tb-29a since the early 2000s, as far as I know, yet ingame it still has the tb-23.

Btw,, here are some examples:
- Thresher -> Permit (class was renamed in 63 after the infamous Thresher incident.)
- Yasen class -> Severodvinsk class
- Snang -> Shang class
- SSK -> SS (term SSK was retired)
Etc.

In general one issue is the inconsistent use of terms. Sometimes correct and full NATO designations are used (e.g. Mk48 Mod 4), sometimes Russian designations, sometimes wrong/fantasy ones.
I think it would be much better to stick strictly to one system, which logically should be the NATO designations, these everyone is, or should be, aware of in a military simulation.

In the long run I will adjust my game to the above standards and if the RA team - or anyone - is interested, I'll gladly share my results.
-ReinForce Alert - worldwide discussion
http://www.redrodgers.com/forums/showthread.php?t=4912