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tAKticool47
04-06-17, 06:33 AM
Hi all,

Have been running the Reinforced Alert for almost a month now. I love it, really nice touches, but some issues I was hoping to bring to the brain trust here.

Let's consider the Ohio Trilogy. My first issue which is not really the reason I came here but since I'm here, mission 1- always seems like I only "detect and classify" one of two contacts, because no matter what, when I start Mission 2 , I am told "last mission one contact only detected not classified!!" -- I never really cared, I didn't think it was an issue, but annoying.... what gives?

My real problem seems to be SATCOM. For some reason, I am never able to complete this mission - 9 out of 10 times I play it, the second SATCOM transmission re-retracting the targeting package does not come through. I will get the second "Capt, radio, receiving flash traffic VLF" msg - I will come up and raise my ESM mast - and the satellite just flies on by. I had been thinking I was missing the time frame, so id set myself shallow and just wait, so I would have my mast up in plenty of time- nope. I wondered if I had to ALREADY have my mast up - nope. I wondered, do I need to actually toggle the mast up as the satellite approaches? Nope. It just flies on by the second time.

So of course, when I get the radio message to launch, my targets are not the silos, so I don't really complete the mission.

And the handful of times I have HAD the second SATCOM message actually work, I don't destroy all the targets of course. One or two will be 99% and one will either be shot down or failed to work at all, not sure, but the two or three times (out of 30? 40?) Times I have tried, and had the successful second SATCOM message, I don't get "good effects on target" on all of them.

Am I doing something wrong or not understanding something?

Ok thank you very much.

Nippelspanner
04-06-17, 08:13 AM
Hi,
no, it's not your fault, the Ohio campaign is just flat out broken. Besides terrible design, tons of typos and inauthentic objectives, I'd not be surprised if it is functionally broken as well.

I played it once, after that checked it in the editor and realized I'm wasting my time.

My suspicion?
The RA team added these 3 nonsensical missions without playing it themselves.
Alas, I don't see how that mess went through anything like a quality check.
This goes, unfortunately, for many missions - RA or not.

Advice?
Skip it, it's not fun at all anyways.

tAKticool47
04-06-17, 03:42 PM
Thank you very much! Makes a lot more sense now!


Sucks because as an American, it felt like a lot of fun to use the Ohio-class and especially sneak and peak doing some SLBM atomic booms.

Sucks really.

But thank you very very much!!

Guts
04-09-17, 04:04 PM
I've recently completed the RA 141 upgrade an it keeps coming up with a English Text File missing message.

I've tried 3 times. I did not have the Steam addition, I'm running Win 7 and I did a clean install with 104 Patch.

I even added the 141 Patches 1 & 2 from Red Rodgers forum.

Desperate for help.

Nippelspanner
04-15-17, 01:16 PM
I even added the 141 Patches 1 & 2 from Red Rodgers forum.

Desperate for help.
How did you install these patches exactly?
Patch #1 needs some hand-holding. In the Graphics folder is a batch file you gotta execute. Maybe that's the problem.

I'm running 1.42 as well, no problems on my end.

FPSchazly
04-19-17, 04:19 PM
I've recently completed the RA 141 upgrade an it keeps coming up with a English Text File missing message.

I've tried 3 times. I did not have the Steam addition, I'm running Win 7 and I did a clean install with 104 Patch.

I even added the 141 Patches 1 & 2 from Red Rodgers forum.

Desperate for help.

In my experience installing it on Windows 7, installing the RA Mod 1.41 BASE installation requires running the batch file as an administrator. However, for patch 1, the batch file can NOT be run as administrator. It can be run as an administrator, but only works when you run it normally. Again, this has been my experience and your mileage may vary.

Guts
04-20-17, 02:00 PM
In my experience installing it on Windows 7, installing the RA Mod 1.41 BASE installation requires running the batch file as an administrator. However, for patch 1, the batch file can NOT be run as administrator. It can be run as an administrator, but only works when you run it normally. Again, this has been my experience and your mileage may vary.

Thank you Gents. I'm going to try it. Wish me luck

tAKticool47
05-21-17, 05:14 PM
One more question if I may?

Is it possible to just easily edit the general "skill level" of the campaigns of the Reinforce Alert?


What I am noticing is that the hardness is *much, much, much* harder than what I had been used to before I installed Reinforce Alert.


Like, ridiculous.

I can't seem to have fun in any of the campaigns because I just can't advance! Even if I use Truth, and basically 'cheat' I still wind up randomly taking damage, I'll suddenly hear 'OH NO WE'VE BEEN HIT" and I'll see "Ownship destroyed by" and it's Russian terms I have never even heard of. Other times I'll get detected and torpedoed or missiled etc. no matter what I do, it's like I'm battling a supercomputer.


Can I easily switch this in a way I am not understanding, or am I just screwed here? I tried loading the mission editor but it seems like it's a bit above my brains paygrade.

Thank you very much!

Nippelspanner
05-21-17, 05:32 PM
You cannot adjust AI skill level, no.
If nothing works, you can load the mission in question in the editor and edit the trigger necessary to complete the mission.

For example, if in any mission one critical goal is named "12345", then the trigger will exactly bear this name in the mission. click on it, and un-hook "critical" on the first page of the trigger. now you can exit the mission and it will resolve as completed.

Be mindful about this, though.
RA is more difficult, yes, but it isn't as much as you make it out, so don't ruin your own fun and learning process by just skipping everything.
One further note: Sorry to say, but the RA campaigns are quite badly designed/playtested in general and often cause confusion and problems due to bad mission design - not the mod or game itself.

tAKticool47
05-21-17, 05:35 PM
fair enough, thank you very very much not only for the info but for the very very prompt reply!


I will have to check that out, thanks!


The thing is, I'd hate to remove the Reinforce Alert and uninstall/reinstall fresh clean copy because all those extra subs alone make it worthwhile, let alone weapons and missions/campaigns/etc. Sucks to have to lose that, I might mess with the mission editor , who knows,

but thank you very much for the info, again sir!

Nippelspanner
05-21-17, 06:05 PM
You're welcome.

But please, don't uninstall RA. I mean, do as you please, but honestly there's no reason to do so, as DW vanilla is just so...naked.
RA does way, way more than just adding more playable platforms, or platforms at all. If you read the readme attached in your install folder, you'll see.

I do criticize the mod for a few things, mainly a rather "dirty/sloppy" way of working on it, the butchered missions, see above, and the lack in quality assurance - but there still is nothing better in the end.
From what I gathered, you just need more experience overall.
While RA does get more difficult (or rather: complex), it is very worth it to stick with it.

Think about it.
But whatever you do, enjoy DW!

Cybermat47
06-07-17, 07:25 PM
Can someone give me a link to a working download? I can't find one :hmmm:

yubba
06-08-17, 10:41 AM
Can someone give me a link to a working download? I can't find one :hmmm:
I can't find 1.41 either but I do have the first one 1.0 that will get you started,, it's easy to install in jsme and then go to sub guru and get Red Storm missions,, you get a drivable OHIO that works and a Virginia and many others


https://www.fileplanet.com/209059/download/Dangerous-Waters---Reinforce-Alert-v1.0-JSGME-Compatible-Mod

p7p8
06-08-17, 11:28 AM
ReinForce Alert - worldwide discussion (http://www.redrodgers.com/forums/showthread.php?t=4912) link to forum about mod on RedRodgers.
(First post have link to mod).

Patches are here (http://ra-dwx.narod.ru/todo.htm).
(read instruction!)

red2112
06-19-17, 08:05 AM
Greetings skippers!

I just recently installed RA v1.42 to my DW (Steam) and now I have two app icons in my main DW directory to choose from...

- One called "dangerouswaters".

- A second called "DW_Veterans_Edition".

So the question is which one to use and why two different icons/app?

Thanks and ahoy!

PD.: Sorry if this has been asked before...

FPSchazly
06-19-17, 09:31 AM
No problem. Veterans mode gets rid of sonar call-outs for "torpedo in the water" and "undersea missile launch". I feel like there's something else I'm forgetting, but it does get rid of those transient call-outs.

red2112
06-19-17, 02:26 PM
No problem. Veterans mode gets rid of sonar call-outs for "torpedo in the water" and "undersea missile launch". I feel like there's something else I'm forgetting, but it does get rid of those transient call-outs.

Hey Chazly! Cool to see you around here too! Iam also (Hex2RedOneAlpha) BTW :D

Thanks alot for the info, now itīs clear to me, thanks!

Care,

Red

Nippelspanner
06-19-17, 02:36 PM
So the question is which one to use and why two different icons/app?
From the DWX/RA readme inside your manual folder on your computer:
64 - DW_Veterans_Edition.exe - game version without TIW, Underwater missile launch, and sonobuoys splashes text, and audio messages.

It is meant with multiplayer (veterans) in mind who look for a challenge.
For single player, there's no reason to play with it, as it basically degrades realism (no callouts).

red2112
06-19-17, 03:08 PM
From the DWX/RA readme inside your manual folder on your computer:


It is meant with multiplayer (veterans) in mind who look for a challenge.
For single player, there's no reason to play with it, as it basically degrades realism (no callouts).

Thanks Nippelspanner!

Hmmm, no readme in my DW/manual folder, only readme is one with regards to Windows 10, anyway...

So should I use my original Steam launch/icon, or should I use the "dangerouswaters"/icon inside the Steam/DW directory in order to use the RA mod?

Again thanks!

--

FPSchazly
06-19-17, 03:30 PM
Thanks Nippelspanner!

Hmmm, no readme in my DW/manual folder, only readme is one with regards to Windows 10, anyway...

So should I use my original Steam launch/icon, or should I use the "dangerouswaters"/icon inside the Steam/DW directory in order to use the RA mod?

Again thanks!

--

Good to see you too! You can use either. The launcher from in the folder will launch the game regardless of whether Steam is running.

red2112
06-19-17, 03:47 PM
Got it, thanks again Chazly!

Care!

Nippelspanner
06-19-17, 05:07 PM
I think the Readme is in the root folder, I probably just put it where it belongs.

It's a must read anyways to get a good idea about the features. On top make sure to read the weapons manual - that should really be in said folder.

Have fun!

red2112
06-20-17, 07:24 AM
I think the Readme is in the root folder, I probably just put it where it belongs.

It's a must read anyways to get a good idea about the features. On top make sure to read the weapons manual - that should really be in said folder.

Have fun!

Thanks NS!

Maybe you have a different version, I donīt see a RA readme in my root folder...

http://i1189.photobucket.com/albums/z427/deep2112/DWRA_02_zpsetwuaodi.jpg

http://i1189.photobucket.com/albums/z427/deep2112/DWRA_01_zpsvwyrwckz.jpg

Cheers!

Nippelspanner
06-20-17, 07:28 AM
That's weird. You have 1.42 it seems, as do I.

This is what my DWX_142.7z looks like.
As you can see, the file I meant is provided by default and will install into the root directory automatically.
http://i.imgur.com/hQHR9tn.png

red2112
06-20-17, 07:53 AM
That's weird. You have 1.42 it seems, as do I.

This is what my DWX_142.7z looks like.
As you can see, the file I meant is provided by default and will install into the root directory automatically.
http://i.imgur.com/hQHR9tn.png

Ok, now I see where we have cross issues with info....

- We have the same installation (you refer to !DW_RA_1_42_OPFOR_INFO text file, which I also have, itīs just that it dosenīt say "TEXT" at the end of the file name on my install.

- When you mentioned "64 - DW_Veterans_Edition.exe - game version without TIW, Underwater missile launch, and sonobuoys splashes text, and audio messages." This is taken from the "DWX 1_141 version notes! I wasent looking there, I was looking at the 1.42 notes and thatīs why I thought I was looking at a wrong doc. or was missing it! :D

All solved! Well these things happen, no problem!

Thanks for your kind help NS, I will have a read on your suggestions! Godspeed and good hunting mate!

Care,

Red

Nippelspanner
06-20-17, 09:12 AM
Of course, no problem. Same to you!

subunit
06-24-17, 07:48 PM
Hey folks- I'm getting the following crash at the debrief screen for the "Holddown Excercise" mission of the RSR campaign in 1.42:

"Problem signature:
Problem Event Name: APPCRASH
Application Name: dangerouswaters.exe
Application Version: 0.1.0.4
Application Timestamp: 45b1069b
Fault Module Name: ntdll.dll
Fault Module Version: 6.1.7601.23807
Fault Module Timestamp: 5915f8e8
Exception Code: c0000005
Exception Offset: 00032a62
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Additional Information 1: 62eb
Additional Information 2: 62eb03491d77b04b594cf0c7c6f4cf44
Additional Information 3: d384
Additional Information 4: d384047d8b41e1922377eb9797af0438"

Does anyone know what might be causing this or how to fix it? I'd really like to carry on with this campaign, it seems worth the effort.

e: Crazy Ivan has a fix for this here, in case anyone else has this issue:
http://www.redrodgers.com/forums/showpost.php?p=144406&postcount=2590

Seppel
07-02-17, 04:16 AM
Is it possible to integrate a bearing with two decimal places? Letīs say I got a bearing s1 is 90deg but I want the 90.00deg bearing. Goal for this is to calculate a very accurate bearing rate for an enemy contact.
Can someone help me with this?

tAKticool47
07-04-17, 01:48 PM
Okokok good stupid questions-

One- most importantly-- a bit of background, I have finally after long last moved into the house I have been building for the last forever. However I only just got internet, but had the power turned on a month ago, so I had been playing a lot of DW during nights to pass the time. I got into the mission editor, had a little fun bamboozling up the missions. I noticed the Iowa-class BB and the Iowa-mod CG.

What I want to know is will they shoot their guns? I can't seem to figure it out. The CG mod will launch TASMs and Harpoons, and they seem to shoot CIWS at incoming missiles, but I have never seen them shoot their guns. Possible? Or just for decoration? Because I want to see some 16" gun kabooms!



Second... am I doing the tactics wrong when inserting a new ship? I can't seem to figure out how to make them attack *anybody who needs attacking* rather than just pick one ship... sometimes they don't even seem to want to attack the ship I pick as their attack target. Maybe I need to pick a different tactic like expanding box or transit search etc.?




Thanks! I had more questions but forgetting now, will remember soon.

Aktungbby
07-04-17, 02:05 PM
Seppel!:Kaleun_Salute:

Nuibility
07-05-17, 11:48 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!


Same problem here
It seems that all sub's bow array give wrong bearing of target, sometimes the error can be 1~2degrees.
I think that is the reason why people complaint about kilo class weapon miss their target. Wrong bearing information results bad TMA solution.

Aktungbby
07-05-17, 11:55 PM
Nuibility!:Kaleun_Salute:

tAKticool47
07-06-17, 09:00 AM
What I want to know is, will the Iowa-class guns go boom?

For that matter, will the guns shoot at all, will the turrets rotate, or is it strictly a big good-looking target for Russian Shipwreck and Sunburn missiles?


I will say this- the CG mod is able to put out a TON of anti-ship missiles as fast as you please when it's motivated! But I'm trying to see some 16" gun wreckage.

Thanks again!

tAKticool47
07-31-17, 10:35 AM
Hi there... was hoping for some help with a few bugs I have experienced.

I just installed the newest update of Reinforce Alert (is it 1.42b? I think?) - but it did not fix the issues I have had since RA installation.

One is more serious- generally when I play as a Seawolf-class sub, I can't reload the torpedo tubes. The Seawolf-class has 8 tubes, and I can pick whatever I want to load the tubes with in the pre-mission , but after firing a tube, they won't reload. Let me backtrack. First, I can't flood a tube - if I press the Flood button, immediate crash. So I usually just right click a target and Fire tube # @ that target. Then it will flood, equalize, etc. fire the weapon fine. Afterwards, the tube is totally unusable. I can physically go to the bottom tube selection and click to put a weapon in it, but it will not actually load. I can't flood or deflood, can't pressurize, can't establish the "interlocks" -- I basically only get 8 shots with a Seawolf. And as I said, if I were to try to manually flood a tube, instant crash. Does not happen with the Los Angeles class. Although some Russian subs I have noticed, I can't flood a tube at all, I can press all day, nothing happens.



The other thing I've noticed is, I can't play some platforms. The Udaloy and Italian ship for example, instant crashes. last version of RA, this version, same thing. Instant crashing.


Any advice here? Something I can do to fix? Or am I just SOL? Thanks much.

p7p8
07-31-17, 10:50 AM
Did you install RA 1.42-B over 1.42?

tAKticool47
07-31-17, 12:02 PM
I am not sure to be honest, I DL'd the 1.42b from the site and I am not 100% sure which version I had before, I THOUGHT i had the latest but not 100% sure.

p7p8
07-31-17, 12:17 PM
From readme:
Installation Steps

I recommend to install it on the "clean" version 1.04 - without any other mods [even RA any previous 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_42-B' Folder Name and 'Install_RA_OPFOR_DWX1_42-B' BAT file ] at root directory Your game [ C:\...\Dangerous Waters ]

4. Launch Install_RA_OPFOR_DWX1_42.bat file for install pack.

RA is NOT upgradable - please remember this!

FPSchazly
07-31-17, 12:45 PM
IMO, 1.42b should have been named 1.43. 1.42b does imply it's like a patch or something.

Hawk66
09-29-17, 02:05 PM
does anybody have a changelist for the new 1.43 patch ?

Halcyon
09-29-17, 04:38 PM
does anybody have a changelist for the new 1.43 patch ?

It's in the INFO.txt file in the manuals folder. I'll repost.


Some important info about add-on "Reinforce Alert" (DWX 1_43 version).
[ * - Hardcoded fix ]
1 - Some 3D models KONI FF Class has been fix.
2 - PMT & PMR doctrine fix.
3 - Active Sonar, default bug: The timing of the mark's drawing is synchronized with the time of echo return to the transmitting sub,
instead of drawing the mark at the moment when the sound ping just reached target platform.*
4 - UMS-72 "Grad" ASuW mission: effectiveness weapon has been decreased.
5 - OHIO SSBN User platform: Damage sonar systems fix.*
6 - Stadimeter CTD problem when scrolling through the list of platforms fix hopefully finally.
7 - Alfa SSN, Sierra-I, II SSN: MAD profile has been fix.
8 - Alfa SSN: Max scale depth meter fix to 500 meters.*
9 - IL-38 mini campaign: Fixed an error that incorrectly sets the result of the accuracy of the container drop
10 - Captor Mk 60 , Captor PMK-2 (User Planes): doctrine fix.
11 - Russian Voices Mod ( ver 1.8 ) remains fully compatible with DWX ver. 1.43

ET2SN
10-10-17, 07:10 PM
If its any help, I run DW/RA (1.43 right now) on a Win10, 64 bit system.

The best way to update RA is to run the update on a "pure" install of DW(patched to DW 1.04). I also tend to avoid installing DW and Sub Command to a "program files" location. They just run a little cleaner from a root directory and Win10 doesn't spazz out.

I keep a "pure" DW install in my main C directory (C\: ) and copy it out to the desktop to add an RA update. Then, rename the new folder to something like DWRA143 and move it back to the main C directory. I have a non-Steam version of DW (direct download from Amazon), so I use the "Launch DW" exe proggy to select which version of RA I want to run. :D

As it stands now, I can run DW, RA1.42, RA1.42b, or RA1.43 by just launching "Launch DW" from the folder I want. After that, I can launch that version from a desktop icon. As long as I run "Launch DW" first, I can point the desktop shortcut to whichever version I want to run.

Obviously, for Win10 you'll also need the display dll file installed to the MAIN DW folder as well as all of your modded DW installs. I keep the DLL in my "pure" DW folder as well. Ivan included the DLL with RA, but you need to be sure it gets moved to the main folder. :up:

One last thing to keep in mind- RA is a VERY complex mod of DW. Some things will just be a little flakey, like driving the playable Ohio or Delta boats at slow bells, but overall RA keeps things interesting. :up:

ET2SN
10-14-17, 09:37 PM
BTW, just one gripe for Ivan and RA- Sturgeon (637 class) subs WERE under-ice and through-the-ice capable. :03:

While they had fair water planes, they could pivot the planes 90 degrees up to punch through the ice cap. The 637's were the mainstay of USN operations in the arctic until the 688i's (688 flight 3) came along. :up:

Just sayin'.. Otherwise, carry on. :yeah:

tAKticool47
10-18-17, 11:00 AM
Just wondering if there is any area where the RA folks discuss the mod and the future/playable platform possibilities?

What got my thinking up was my desire to play as an Arleigh Burke or even a Ticonderoga. It would be awesome to control those radars, sonars, guns, and VLS VLS VLS! So much awesomeness. However, I realize it would probably be impossible to develop that platform , simply too many weapon options and complexity to "mod into" the game as a new platform (I say this as a non-programmer type, maybe it would not be hard, who knows.)

HOWEVER, I did start thinking.... if it would be too hard to do the Aegis-type ships, the ZUMWALT-class might be eminently doable!

When you think about it, it wouldn't be much more different than the Udaloy they developed, albeit different. The Zumwalt would basically be a very very "stealthy" platform (I have read it has the radar return coefficient of a small fishing vessel, and is as quiet as a LA-class submarine, which is really a feat in itself -- with marked IR reductions as well) which should pose no problems for the programmers to "tune up" into the game... Plus, then it would be very simple for equipping it up... It would have two 155mm guns which would probably be easy to define a range, power of each shot's impact/damage, and accuracy ... and the VLS is pretty basic. It has 80 cells, with Tomahawk LAM (already a game option) and ESSM ( which is already in the game, not as a playable weapon, but already set up) ... and an MH-60R ( again, already in the system) .... Seems to me it would be fairly easy to tailor this into the game, and it would probably be a blast to play, very hard to see/hear, very very good sensors and ESM/ECM ability, and it would be fun to me to use the guns offensively, the TLAM strikes, and perhaps the ESSMs as your defensive/AAW suite.


Just something I thought about. I realize it would be probably close to impossible to add in an Aegis ship or an aircraft carrier ... but less-difficult but awesome platform like the Zumwalt might just be doable . (Dare I suggest a similar approach with the Littoral Combat Ships lol.)

Anyway, just throwing it out there.

ET2SN
10-19-17, 03:05 AM
I would be more than happy to see the Xia "class" SSBN get upgraded to a Jin class. Same basic model, but the Xia was a single ship and there are several Jin's already in service. :up:

FPSchazly
10-19-17, 08:05 AM
Just wondering if there is any area where the RA folks discuss the mod and the future/playable platform possibilities?

This is where the RA guys hang out: http://www.redrodgers.com/forums/forumdisplay.php?f=172

I brought up the possibility of adding the LCS, which are very much relevant to a Perry's type of mission in DW, but they said they had no plans to add any more surface ships, as it's too much work / too difficult.

tAKticool47
10-19-17, 02:54 PM
Thank you very much sir, appreciate the response and info


I have asked once or twice in various threads but never got a straight answer- so let me ask you this- I realize there is not a "newer version" or successor to Dangerous Waters, but is there another comparable modern naval sim? Other than Cold Waters, which just doesn't seem to be what I am looking for.

To be honest , 688i was my favorite but DW is basically just a much more better, newer, upgraded version of 688i.... but I really yearn to play some platforms that are in DW but not playable, like an Arleigh Burke or Tico or even maybe an Aircraft Carrier (it would be cool to be the 'captain' of the carrier, even if you didn't fly the planes, you could control them and their orders and control the ship etc.)

Anyway thanks again

ET2SN
10-19-17, 03:19 PM
It almost sounds like you're looking for Jane's Fleet Command. Try searching for that title on YouTube, I know there were some videos covering it (early Jive Turkey?).
JFC is old school, I'm not sure if it was released before or after 688i and I've never played it but it looks like its the traditional 688i user interface but with more of a "top down" view (JFC looks to me like its more about strategy than eye candy but it does run in real time).

I know I've seen it bundled with other Jane's/Sonalyst titles on Amazon or else check Steam or GOG.

ET2SN
10-29-17, 03:09 PM
For the RA crew on the new "combo patch" for 1.43. :Kaleun_Cheers:

I look inside the package and find that Sicilian Wedding has been updated. :D

Barleyman
11-19-17, 01:19 PM
Is there any summary of changes in the mod? I know there's the weapon platform manual. I presume there are also sensor changes and the like. e.g. do we get TB-23 for 688i etc? Yes we do but short of going through USN database for 3ach platform..

p7p8
11-19-17, 06:12 PM
Sure :)



Release Full DWX Version Pack 1.43 -FINAL CUT-

Non Commercial,Unofficial, ADD-ON TO GAME "DANGEROUS WATERS" OF THE MANUFACTURER "SONALYSTS" Inc.

Requirements:

Game version - 1.04 build 378.
Language - ONLY ENGLISH VERSION ( Or Any National Language Localization Patched ENGLISH v 1.04 ).
Free Space: It is desirable 1 Gb on Your hard Disk.


This add-on be tested and installing at OS MS Windows-XP Sp3, Windows7 64, Windows 8 [with special video support file]

MOD PREVIEW:

This ADDITION made specially for improvement of REALNESS and expanding the potential the -DW- game.
Concept assumes SIM of authentic behaviour.
We simply have tried to make it by more plausible. As far as it was allowed [As the game is the completed program and is not friendly for modable.]...

We do not make countless and useless platforms.
We're doing the right job, for those that are presented.

The database is edited specially.
As the hard coded physics of game works incorrectly, some inputs in a database were specially edited.
That that you see in a Database - not mistakes.
For example - if you will put real weight of the helicopter in 3-4 tons,
then the helicopter will not be long to fly - he will fall in water. (Or SLBM Missile with real weight of 80.0 tons )
It is simply surprising - having the real characteristics unit in a Data Base -
you receive a disabled platform or weapon. (I think some guy from SCS has made
the is very dirty own job.)

Some mathematical formulas were thoroughly rewritten for correct work - concerning
acoustic conditions of operation, cavitations profiles, etc.

Many types of weapons, actually modelled as REAL operating conditions, such as MK 60 CAPTOR, Torpedoes APR, MK 48 ADCAP, and many other.

Some basic statistics: DW Stock DWX -Reinforce Alert- 1.43

No. of Classes 305 1013
No. of Objects 493 1621
No. of Platforms 1470 4030
No. of Countries 18 49
No. of Sensors 346 1675
No. of Doctrines 48 218

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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. 971UM AKULA-III 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/
53. Type 093 SSN /China/
54. 585 SKIPJACK SSN /U.S/
55. 685 Mike SSN /Rus/
** - SONALYSTS Manufacturer malignant not support this application

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Installation Steps

I recommend to install it on the "clean" version 1.04 - without any other mods [even RA any previous 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_43' Folder Name and 'Install_RA_OPFOR_DWX1_43' BAT file ] at root directory Your game [ C:\...\Dangerous Waters ]

4. Launch Install_RA_OPFOR_DWX1_43.bat file for install pack.


NOTE:

* - Install_RA_OPFOR_DWX1_43.bat file and 'RA_OPFOR_DWX1_43' 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.

++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++
== HOW CREATE COMPATIBILITY -RA- Mod WITH OTHER VERSIONS ==
JGSME COMPATIBLE MANUAL /By -Goldorak-/:
Actually you can make DWX jsgme compatibile but it is not automatic.
First you have to install DWX over DW 1.04 with no other mods.
Then you backup the DW directory with DWX version, put it somewhere on your disk.
Deinstall DW. (after removal of game - remove the manually stayed files and folders from this addition)
Reinstall DW 1.04.
Install Jsgme and lwami ( or other mod or default version SCS ). Now inside the directory of DW you'll find the mods folder. First disable all mods compatible with jsgme.
Then take the backup DW which had DWX installed and copy it inside the mod folder.
Finally you can activate or deactive DWX, or LwAmi ( or deafault SCS version ) normally.
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++

Check Up Included Info Files /Manual Folder - After installation will be in a folder Manual/:
RA_Sonar_Profiles.htm
RA_Weapon_Info_rev38.pdf

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IMPORTANT NOTE: Some types of the weapon is significant the algorithm of behaviour is advanced - it gives enhanced use of weapons, depending on ambient conditions - the presence of the layer, bottom depth, etc. etc..
We urgently recommend to read a manual to the weapon from the very beginning.
Some options are described only in one place - for example, option of recognition CM and option ReAttack, is only in the description of a torpedo MK 48 ADCAP, in other torpedoes we any more do not duplicate twice - as it works.
Assigned Subrocs of torpedos in various modes of search, Assign waypoints for TLAM of missiles, etc etc...
Now are available 2 TIW of the separate message - for a torpedo and for a missile of undersea launched.
TIW (torpedo in the water) the message for a torpedo - distance is reduced. Now player can earlier find out a torpedo, than the message TIW comes. TIW for a torpedo will act is last boundary of the warning inform.
The new message - " Undersea Missile Launch " - can comes on significant distances.
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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.
IMPORTANT NOTE: When playing MULTI-STATION mode, station shipcontrol and station sonars should be assigned on control ONE player. Otherwise, the depth of the towed sonar will not be shown (static value of 0 meters/feet be show), also the sound for broadband sonar will not be involved.
* - 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.
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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)
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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.
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Some info about add-on "Reinforce Alert" (DWX 1_36 version).
* - Fixed Quick Mission in ASUW mode 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.
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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.
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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 ship 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 28-21 kts (vs default 6 kts for O.H.Perry - Prairie Noise Masker was modelled) *.
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.
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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 fire control radar enemy, 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 Win 8 and Win 10 game compatible. [Thanks -Komat-]
After install, you must move the file d3d8.dll from the folder Win_8_10 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 if depth bottom - valid.
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.
It gives the player a better target solution than the default periodicity.
================================================== ===
$$$$$$$$
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 (default mode) and now allowed new mode: blow warhead by range to target (if target range - is precisely known for AI Captain). 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.
================================================== ===
$$$$$$$$
Some important info about add-on "Reinforce Alert" (DWX 1_41 version).
[ * - Hardcoded fix ]
1 - CounterMeasures (Decoy,Jammer) - changed 3D models.
2 - Added 105 objects. [DbRecNum 1489 - 1594]
3 - AI Yasen-M SSN (Granay) added.
4 - Chinese NAVY: Updated.
5 - Chinese Kuznetsov CV: Armament and airgroup has been added.
6 - AWACS, ELINT planes and Helo: Local FCR Jammer (AAM missile defence) and Radar Jammer countermeasure has been modelled.
7 - EW Planes: Modelled damage any detected SSM and ASM missiles with active radar guidance - in terminal stage attack.
8 - New doctrines added: AWACS,EW,ELINT mission.
9 - Whales: added doctrine - escape from active ping sonar.
10 - Coordinates for some weapon launchers has been fixed.
11 - ESM-Radio Station Akulas: Window data Name platform and Radar Name types has been expanded. Now all string fully is visible in the window.*
12 - Float Wires: aerial cap 3D-model added.
13 - AI Submarines: 'Whale Jump' surface maneuver evade active torpedo has been refined.
14 - Type 212A (Italy): SS 528, SS 529 added.
15 - Nav Buoys: Short Range VHF Emitter added (around 7.5 Nmi).
16 - AI Sub: Towed Array Deployment-Retracted option added (virtual option not modeled for 3D, only on sensor level).
In evade mode, for maximal speed TA has been Retracted (TA sensors switch to OFF, besides sphere and hull).
If AI Sub evade with Deployed Towed Array, speed must be limited to user value Towed Array Cut.
17 - Sub AI Sonarman: in mode avoid from torpedoes, work in real-time
If torpedo traced AI sonarman - then the target data is accurate. If torpedo not on a sonar, the target data approximate or the old data.
18 - Sonobuoys Lifespan has been increased x2.
19 - AI Subs: Towed Array Under Layer Search Capabilities has been improved - for low speed move at PD or near surface depth. Dive Towed Array under layer.
20 - AI Warships: Towed Array Under Layer Search Capabilities has been improved - for low speed move.
The higher the ship speed, the higher depth is the sensor passive towed array .
21 - Fishing Nets added: used as part of the formation with a leader fishing trawler or fishing boat astern location.
info: USNI data Sub-Based Section.
22 - HF Ice Avoidance Active Sonar For AI Sub, has now equal Player detectability possibility.
23 - Kilos: FCTarget Display: Preset Colors has been replaced to green.
24 - Ship Towed CM Decoy: Bubbles added. *
25 - "MP4-Opposed Transit" default multiplay mission: has been restored.
26 - Loadouts Displays (Based on Kilos loadout) has been fixed - weapon for tube #5 and tube #6 not available for loadout in main rack. MAIN RACK name, replaced to # 1-4 RACK.
27 - SLMM Mine: Explosive Part Has Been Increased.
28 - Chinese Type 093 SSN Added to Playable Sub.*
29 - SS-N-19 Shipwreck SSM User Missile: Doctrine has been fixed. Capability CM defence option, now allowed.
30 - SSP Convergence Zone: Sound propagation cue has ben improved. *
31 - Feedback option added for wire-guided Mobile Decoys.
32 - TLAMs: sinusoidal flight over water has been fixed. Now missile fly over deep water at assigned 50-ft altitude.
33 - Skipjack SSN Added to Playable Sub.*
34 - SSN 21 Narrowband Sonar: Frequency Scale has been fixed to 100 300 600 800 1000 2000 Hz. *
35 - Kilo Narrowband Sonar: Frequency Scale has been fixed to 100 300 600 800 1200 2500 Hz. *
35 - Airport Objects: Damage value point has been reduced. (Now 4 tlams for fully destroy needed instead 8).
36 - Sounds on surface ships Broadband Sonar Station have been fixed. Now sound is correlated with tonnage and type of ship engine.
37 - Campaign "Earning Your Dolphins" from 688 Hunter/Killer Jane's reassembled and ready to use in DWX ver 1.43
38 - The transition process for launching torpedoes has been fixed. Now the torpedo no longer gives the its maximum noise at launch.
For the electric torpedoes, the process will be quiet, for gas turbine - louder. *
39 - Broadband sounds for torpedoes now sets depending on the caliber and type of engine torpedo - electric, gas turbine, a peroxide.
40 - Some sonars have been removed from the conformal and is made as bow location. For example, a KILO SS class now has Bow LF and Bow MF.
The ability of tracking the DEMON now applied is low-frequency sonar instead mid-frequency. *
41 - Tracking Doctrine for AI Sub has been reworked.
42 - Towed Arrays TB-16, TB-23, TB-29: The cable length has been set very close to the actual values.
43 - All scenarios, and campaigns, for DWX now automatically places in Scenario folder at install.
44 - Sonobuoys, Captors, Depth Bombs: Added noise splash for into water entrance. The Submarine player is able to monitor the laying process,
if sonobuoys layer platform located near to player. Sound message and text message about splash for sonobuoys has been added.
Captors and depth bombs - have visual effect on Broadband Sonar, but not have sound and text info messages. *
45 - DDI the display was redone. Now shows the depth and height of all units in the regime of truth of the view (Nav.Map) *
46 - Kilo Rus, Akulas and Victor-III: UUV has been replaced to Mobile Decoy MG-74 Korund (Submarine Noise Imitator). *
User Manual (MG-74_User_Manual.doc) added in manual folder.
47 - Playable Bergamini FFG, added to ITALY fleet. *
48 - Playable NFH-90 Helo, added to ITALY fleet. *
49 - Playable MH-60, NFH-90: Gun Machine station added. *
50 - Multirole missile IDAS, added to controllable Type 212 SS. *
51 - Some graphics interfaces added from Betamod. Sound compatible nas been fixed. *
52 - "Submarine approach and attack tactics" instruct document, added in manual folder.
53 - AI ASW air platforms: Attack Tactic has been improved. *
54 - AI Warships: Torpedo Evade Tactic has been improved.
55 - Ship AI Sonarman: in mode avoid from torpedoes, work in real-time. If torpedo traced AI sonarman - then the target data is accurate.
If torpedo not on a sonar, the target data approximate or the old data. Evading Course may be not very correct.
56 - Tu-16 Badger ASW added.
57 - MILAS, SS-N-14 "Silex": Now ASW and ASuW mode, separate flight parameters is used. Torpedo chute added for missiles.
The behavior of the torpedoes in shallow water is significantly improved
58 - Onboard Special Forces - now you can launch it below 1 meter (3 ft) periscope depth. *
Periscope depth - a dangerous level. If the sub is at periscope depth, even with lowered masts - it can be detected at a considerable distance LADAR sensor, or VISUAL sensor in a very short range. *
59 - Some old U.S surface platform added - Truxtun, Albany etc.
60 - Some underwaters explosions, now can hear at Broadband Sonar.
61 - Depths exit to the sail bridges of the submarines, has been reworked.*
62 - Turn Radius for some Subrocs torpedoes has been modified /Variable Range Circles - wide or narrow/.
63 - Removed default bug, when the sub with a Shkvals or torpedoes go to depth of launching Subrocs, instead of shooting with a Shkval or tordedo that current depth. *
64 - DW_Veterans_Edition.exe - game version without TIW, Underwater missile launch, and sonobuoys splashes text, and audio messages.
65 - User Akula-III And Borey: Station shipcontrol - you have the option to return the default view of the station if necessary.
Controllers.ini file - Akula-III:
[Interface] "AkulaIIi" 382
[DLL] "ShipControlM2.DLL" - replace name to ShipControlM.DLL

Controllers.ini file - Borey:
[Interface] "Y_Dolgorukiy" 870
[DLL] "ShipControlM2.DLL"- replace name to ShipControlM.DLL
! Compatibility in a multiplayer game can be broken.
! Make sure that all players have the same station of ShipControl.
66 - Comms Depths for AI Subs has been reworked [In the direction of decreasing depths] *
Outgoing contacts from AI Sub,will come always, regardless of the depth of communication.
67 - Promote Link time set to 3 minute,instead 5-8 minutes default value.*
68 - Some techno-sounds volume has been reduced (wire stream, mast rise, etc)
69 - Tactical speed battleships was increased. Default values of sensors suggests that the ship's sensors
can operate at 4 knots less than the maximum speed of the sensor. Thus, to the tactical speed of the ship correspond to the declared data,
sensors max speed has been increased on all battleships.
70 - ASW helos without dipping sonar, now must used ASW Planes tactic - target localization and classification, from sonobuoys.
71 - A new type of countermeasures added - anti torpedoes M-15. Apply on the new Russian ships (pr.22350; 20380; 20385 ) as Paket-E/NK complex.
Included Latest Russians MTT ASW Torpedo.
72 - Voice message "Conn, Sonar - Crazy Ivan !", added as a standard sound, packed on SFX files based on SSN21 and 688 subs interfaces (trigger activates). File name - Ivan.wav
73 - Database: For scenario designers, empty helicopter hangars added.
74 - MG-74 Korund - Fix.

================================================== ===
$$$$$$$$
Some important info about add-on "Reinforce Alert" (DWX 1_42 version).
[ * - Hardcoded fix ]
1 - New 3D Model "Atlantic" Mk3 added (User Platform)./postponed/
2 - New 3D Model IL-38 "May" added (User Platform).
3 - Hull Sonars User Ships - fix.
4 - USNI DATA - fix.
5 - Special Forces Bug, when them avoid landing - fix.*
6 - Akulas, Kilo FRAZ Sonar (NB): issues faint lines signal fix. *
7 - UUM-44 Depth Charge: improved conditions of detonation.
8 - Kilo DEMON: bug fix when max speed hold contact takes from MF sonar instead LF.*
9 - User Aviation: CMs quantity has been increased.*
10 - Akula-III, Red October: Sonar BB & NB Station, buttons sound set to beep instead clicks.*
11 - Atlantic Mk3: Acoustics Station, fix to meters, instead yards and feet. Some Station Changed Colors for data.*
12 - Viking S-3B: Pilot Station, tactical Display Fixed. Now Data Updated.*
13 - AI Parchim-I, Parchim-II Corvette added.
14 - ASTAC Bergamini: Button "TORPEDO" now available, if "ASW" Loadout selected by User.
15 - Missile MARTE ER for AI NFH-90: fix.
16 - Plane User: Sonobuoy Launcher coordinate fixed.*
17 - "Alfa" SSN Fire Control Station: TEST-71 Torpedo, allowed loadouts in MAIN Rack instead only Tube #5 and Tube #6.*
18 - "Mike" SSN Class driveable added.
19 - AIR User Mk 46 Torpedo has been fix. (separate torp for Viking & Mk3 Atlantik)
20 - Tu-142 Bear: New Graphic Pilot Station added.
21 - Planes and helicopters that use the metric system (Russian and European), fixed the bug with the inaccuracy of coordinates on the tactical TAKKO and PILOT displays.*
22 - Driveable Aviation: acoustic station is corrected to receive more than 99 channels of sonobuoys.*
23 - MIM-23B SAM Missile fix.
24 - Akulas: Weaponloadout has been reworked. External Tubes now no reloads and equipped only MG-74 Korund Mobile Decoys (not including Akula-III)*
65-76 Torpedoes has been removed from Akula-II and Akula-III and replaced Stallion ASW with tactical depth charge.
Akula-I has only 8 tubes. No external ones .*
25 - Fix bug when destroyed Special Forces not remove from mission.
26 - Trilogy Campaign for OHIO: fix.
27 - Trilogy Campaign for IL-38 MAY added. (with slider show).
28 - The frequency scales on the DEMON of russian subs were changed*.
29 - SSP Convergence Zone: fixed to ensure that AI platforms also receive a peak of noise from the player's platform when the player enters the ring zone.*
Range of best signal strength CZ Ring has been increased to 2.2 Nmi, but the increment of noise has been reduced. In most cases, a broadband waterfall, will note this by slight perturbation.
30 - Wakehoming search algorithm fix. Torpedoes are no longer induced from the front hemisphere from the target. The guidance is possible only if the torpedo crossed the wake.*
Or torpedo not crossed the wake, but passes under the keel of the ship - magnetic detonator will work for blow at target.
31 - AI Krivak-V added to Russia NAVY.
32 - Driveable SHANG SSN: Fixed a bug where missiles could not be launched from any depth.*
33 - Fix bug when minefield with scenario for original DW, call CTD DWX 1.43 add-on in game.
34 - Syria NAVY added.
35 - The random generated transit and search speeds of the AI torpedoes, were reduced to an integer. Which increases the reliability of the player's calculation of on the rule of 6 minutes.
(A difference of 0.5 knots between the true speed of the torpedo and its speed at the player's demon station).
36 - Bug fix when torpedo launch from ship, allways transit on maximal speed, by reason enable engine in air, but not in water.
37 - USNI reference full reworked. Objects allowed for command ALT+I, including land based objects.
38 - Weapon malfunction have been introduced (small percent). Mines, Torpedoes, Missiles and Sonobuys can be refused - now they are not 100% reliable weapons.
This option can be disabled via Dangerous Waters.INI file: After the first launch of version 1.43, the line WeapMalfunctions appears in this file.
Set it NO, if you want the weapon to be 100% functional.
39 - User Kilo ShipControl: has been fix diesels.
40 - Mk 37C User Torpedo: Fix.
41 - Some Diesel Sub Cavitation Profile has been fix. (Including problem with cavitation Foxtrot SS at snorkeling depth, with 3 kts moving speed)
42 - Added info file (User Manual Folder): Weapon_142_info.txt

================================================== ===
$$$$$$$$
Some important info about add-on "Reinforce Alert" (DWX 1_42-B version).
[ * - Hardcoded fix ]
1 - 3D models 65-76, 53-65K,KE; 53-65M; SET-65M,ME Replaced.
2 - fix CTD bug with Narrowband Kilo and other filter use.
3 - Shkvals: doctrine fix with uncorrect calculate trigonometric function.
3 - User Planes: Maximal speed on high altitude bug fix.
4 - Interfaces SLBM missile presets has been reworked. Only ONE waypoint now in route missile.*
5 - New Document RA_Weapon_Info_rev38.pdf added.
6 - Captor MK60 P-3 Orion User: Added an additional mode - manual installation for shallow mount at deep water.
7 - OwnShip info in USNI: Condition weapon launch added.
8 - Sonobuoys: Malfunction percent was reduced
9 - SSN21: Weaponloadout TASM SSM replaced to UUM-125B "Sea Lance" Subroc.
10 - Behind horizont targeting helos (AEW): Doctrine has been reworked.
11 - Removed the default bug when the use of "CTRL + Enter" option before launching the TLAM of the missile with assigned route
causes the CTD when TLAM launching and return to the target display from nav. map.
12 - The brightness of the displays improved KILOs was increased.*
13 - Broadband sound for Dolphin added.
14 - Weaponloadout Akula-III changed: wireguide UGST torpedo now load only internal tubes.
MG-74 can be loaded into both internal and external tubes.
15 - CmpUtil.exe Utilite has been replaced.
16 - Akula-III Target Display: Colors Change.
17 - Controlable Ships: Multistation mode, unlocked weaponloadout station.
18 - Stadimeter CTD problem when scrolling through the list of platforms fix (Error with the interpretation of the alpha channel)*.
19 - Sound noise for Ships has been increased in the low-speed area.
================================================== =======================
$$$$$$$$
Some important info about add-on "Reinforce Alert" (DWX 1_43 version).
[ * - Hardcoded fix ]
1 - Some 3D models KONI FF Class has been fix.
2 - PMT & PMR doctrine fix.
3 - Active Sonar, default bug: The timing of the mark's drawing is synchronized with the time of echo return to the transmitting sub,
instead of drawing the mark at the moment when the sound ping just reached target platform.*
4 - UMS-72 "Grad" ASuW mission: effectiveness weapon has been decreased.
5 - OHIO SSBN User platform: Damage sonar systems fix.*
6 - Stadimeter CTD problem when scrolling through the list of platforms fix hopefully finally.
7 - Alfa SSN, Sierra-I, II SSN: MAD profile has been fix.
8 - Alfa SSN: Max scale depth meter fix to 500 meters.*
9 - IL-38 mini campaign: Fixed an error that incorrectly sets the result of the accuracy of the container drop
10 - Captor Mk 60 , Captor PMK-2 (User Planes): doctrine fix.
11 - Russian Voices Mod ( ver 1.8 ) remains fully compatible with DWX ver. 1.43
================================================== =======================


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_rev38.pdf.

"RA_Weapon_Info_rev38.pdf" and OwnShip info in USNI reference - 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.

The quick missions too can be played with any this Sub, Surf and Aviations,

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

Due to whom was held special:

Database Edit Tools: "DWEdit" by Ludger Stura, "DWDBEdit" by -JSteed- , "DWDBEdit" with ver.1.04 DW Compatible by -Jaf-.

Utilite AudioRepacker: -Dr.Sid-

Utilite SCSoundEdit: -JSteed-

Utilite CmpUtil: Sonalysts.

-Bill Nichols- starchart fix included

-Hitman- mod for Kilo Periscope Graghic Scale included

-Kegetys- mod for Helo Sonobuoy Station included (Assembled anew and bug fixed for v 1.04 compatible) bottom, bowwake textures mod added.

French Virtual Naval Community.

Italian Virtual Naval Community - www.betasom.it

John Smith, Vice President Naval Historical Society of Australia.

================================================== =======================
3D wire preparation models Udaloy, Lada ,Tu-142, KA-27, by -Aaken-.

3D models from Betamod: by -Von Faust-.

Models finally 3D created, edited, mapping and repainting: -Jaf- -FoxAlfa- -kpv1974- -Roman.V.Oginsky-.

Database, Interfaces, coordinator project: -Crazy Ivan-

Elimination of the hardcoded bugs in executable files: -Krabb- , -Jaf- , -CrazyIvan- .

Splash Screen: -Kyte- ( also Point Designated - Create Web Place for DWX Mod ) .

Doctrines: -Jaf-, -kpv1974-, -Crazy Ivan-.

USNI remastering: -Crazy Ivan-, ( the given extended data, new photos: -Jaf-, -Dushman- )

Also gratitude guys from SCX-II - some base doctrines, and many graphic models came from those far happy times. :)

Some the borrowed models from -NWP- Fleet Command Project (1.39): respect for -NWP- modders team.

Special Thanks By:
-Aaken-
-Bellman-
-Denis Dolgushev-
-Dr.Sid-
-Dushman-
-Goldorak-
-IB-
-JSteed-
-KotVasja-
-Kyte-
-Ludger Stura-
-Oxygen Spear-
-Roman.V.Oginsky-
-Shipwreck-
-Wingman-

And other not named here people who took part in this project.
================================================== =========
SOLID DWX TEAM
-Jaf-
-Crazy:Ivan-
-kpv1974-
-Krabb-
Site: http://www.redrodgers.com/forums/
================================================== =========
Rel: Sep 2017
and

Install: Replace files in game folders - just copy folders from archive in DW root directory.
In Graphic folder: Launch "!_USNI_DATA_Patch.bat" file. (Make sure the file CmpUtil.EXE is in the graphics folder)

================================================== =======================
$$$$$$$$
Some info about Patch # 1.0 for "Reinforce Alert" (DWX 1_43 version).
1 - Captor Mk 60 (air user) doctrine fix.
2 - Air User Torpedo: Fix Doctrine.
3 - Mode "Direct Run" for torpedoes TU-142 "Bear and MK 3 "Atlantic" assigned by 5555 value MODE/FLOOR parametr.
4 - Bergamini FFG: MU-90 Torpedoes mode "Direct Run" - 9987 preset value (Default Setting).
5 - User Ships: Run To Enable default value fix.*
6 - Driveable IL-38 May: Fix loadout. PMK-2 CAPTOR allowed for loadout in bombbay #1 (ex-wing pylons).*
================================================== =======================
$$$$$$$$
Some info about Patch # 2.0 (Cumulative) for "Reinforce Alert" (DWX 1_43 version).
1 - Fix bug, when false message incoming about splash sonobuoy, when sonobuoy static and not fall into the water.
2 - SeaWolf, Virginia SSN: Trackers increased. 8 and 6 trackers per each sonar suite.
3 - Bergamini FREMM: - Weapons Control Station colors has been changed.
4 - Controllable Ships: SAM missile fix, weapon range launch, now not exited FC Radar range.
5 - Scenario "Sicilian Wedding" assembled for DWX 1.43 play.
6 - Default Scenario "ASW Gauntlet" fix.
7 - Captor Mk 60 and PMK-2 CAPTOR (air user) doctrine fix - impact to the bottom is minimized.
================================================== =======================
Rel: Oct 2017

Barleyman
11-19-17, 07:08 PM
It doesn't say anything about getting TB-23 in the 1st place :D I did check that list in fact and didn't find the keyword..

p7p8
11-19-17, 10:32 PM
It was changed long time ago because when in mission editor you check "Stream TA" - game always stream starboard one.

When TB-16 was't liked by newbie players (because is less sensitive) it was changed only for game purpose (retriving and streaming takes time).


I haven't problem with this (im not orthodox submariner).

BTW searching text about it is in my opinion pointless because it gives you absolutely nothing.
You can accept it or not, and play pure vanilla DW :)

edit:

I have found this in manual for... LwAmi mod :) (RA takes some ideas from this great mod)


2.2.2 Sensors
The Seawolf’s hull array no longer has a forward baffle.
The TB-23 towed array has replaced the starboard TB-16 on the Los Angeles. This array was placed on the starboard side instead of the port side (where it is located in the real world) because the starboard array is the default array, and the TB-23 is more sensitive. The TB-23’s sensitivity is about halfway between the TB-16 and TB-29 and begins to wash out above 14 knots.

Barleyman
11-20-17, 09:14 PM
Hey, the whole point was that I already knew about TB-23.. But yeah, OK, writing summaries is not what most programmers enjoy.

Newbies or not, vanilla has TB-16 only both sides and I can think of a few reason why seasoned players would prefer TB-23 as well. Hearing the bad guy before he hears me being chief among them. On the other hand TB-16 allows more violent manoeuvring And works at higher speeds which is useful at some situations.

One of those things that are anything but obvious if you don't know about it.. Yes, it's in the USNI ref.

p7p8
11-20-17, 10:24 PM
Not only wash out but also breaking speed is important while bad guys shoot at you :)

https://i.imgur.com/cpXe8ff.jpg

BTW i forgot that in vanilla both TA are TB-16 ;)

Last time i've play vanilla 6 months ago, only OHP. Sub playing counts not in month but in years.

p7p8
01-12-18, 10:48 AM
New Reinforce Alert has been released!

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

Some info about "Reinforce Alert" (DWX 1_44 version).
1 - Captor Mk 60 (air user) doctrine fix.
2 - Air User Torpedo: Fix Doctrine.
3 - Mode "Direct Run" for torpedoes TU-142 "Bear and MK 3 "Atlantic" assigned by 5555 value MODE/FLOOR parametr.
4 - Bergamini FFG: MU-90 Torpedoes mode "Direct Run" - 9987 preset value (Default Setting).
5 - User Ships: Run To Enable default value fix.*
6 - Driveable IL-38 May: Fix loadout. PMK-2 CAPTOR allowed for loadout in bombbay #1 (ex-wing pylons).*
7 - Fix bug, when false message incoming about splash sonobuoy, when sonobuoy static and not fall into the water.
8 - SeaWolf, Virginia SSN: Trackers increased. 8 and 6 trackers per each sonar suite.
9 - Bergamini FREMM: - Weapons Control Station colors has been changed.
10 - Controllable Ships: SAM missile fix, weapon range launch, now not exited FC Radar range.
11 - Scenario "Sicilian Wedding" assembled for DWX 1.43 and later version play.
12 - Default Scenario "ASW Gauntlet" fix.
13 - Captor Mk 60 and PMK-2 CAPTOR (air user) doctrine fix - impact to the bottom is minimized.
14 - USER ASROCs problem parachute drop - fix.
15 - Controlable Ships: SSM and ASROC missiles presets reworked.
The manual entry of the waypoint distance values is disabled, except for the first waypoint
for the ASROC missiles. It is necessary to use the moving waypoints on the display to exclude default bugs.
16 - The displays of the loadouts were redesigned. Now there are no empty tubes. The bug fix is Victor-III SSN and Trafalgar SSN with an unused empty tube.
17 - Russian kilos - fix tactical numbers of hull, correct names for the current moment and belonging to the class.
18 - The damage system was altered with respect to the tonnage of the vessels. Armor-Damage points were recalculated using the harpoon-3 formulas, as well as correction factors.
Submarines use correction factors for the number of compartments and the presence of a double hull (mainly for Russian subs).
Surface ships - the correction factors for the material from which the ship was built (aluminum aluminum plastic, etc.). Also, Soviet technology uses a correction factor of 0.9 for the strength of the case.
Torpedoes - the number of explosives corresponds to the coficient 6. (since direct contact with the body of the object at the point of detonation)
Subsonic missile - the weight of explosives corresponds to the actual weight of the explosive.
Supersonic and heavy supersonic missiles - the weight of explosives is increased by correction factors - since the effect of penetration of the ship's side and compression explosion inside the hull.
Etc.
After recounting, the Armor Damage was scaled to the grid of the DW.
19 - Driveable UDALOY DDG: the graphics of the displays on most stations are redone.
20 - MILAS ASROC user missile: Range in ASW mode fix to 35 nmi (64.8 km).
21 - SILEX ASROC user missile: Range in ASuW mode fix to 48.6 nmi (90 km).
22 - User Typhoon 941 SSBN: Addded SAET-60M Torpedo.
23 - User OHIO SSBN: FireControl Station, preset for Captor mine was redone.
24 - Fix bug version 1.43 when SLBM missile, user ability to launch from any depth.
25 - New IceBergs objects added.
26 - An object was added to the landing pad on the ice floe for the helicopter.
27 - Iran: New platform added. Fouque LCT, Wellington UCAC, Ghadir SSW.
28 - Removed the default bug when a submarine (and other platforms) with a damage point below 100 can not be damaged by ice keels and ice coverage.*
29 - AI Helo: Distance launch torpedoes over target reduced.*
30 - User Ships: Radars sweep period set to real value.
31 - Driveable S-3 Viking: LLTV Camera changed to IR.*
32 - User IR Stations: Now mark contact with classification (Surf, land etc) instead unknown.
33 - Tu-142 Bear: Guns station - graphics reworked.
34 - Nav.map, sail brigdes, and external views places - compass has been replaced.(improved night and day visualisation)
35 - Akulas Fire Control Station: background color has been replaced.
36 - Removed the default bug when the periscope on the submarine player can not mark the helicopter or plane.*
37 - Removed the default bug when the IR station player, can not mark the helicopter or plane.*
38 - Active Frequences list in USNI reference has been updated.
39 - Some LAND based object added.

tAKticool47
01-16-18, 12:15 PM
Hi guys...

...so I was having this problem before this latest RA upgrade. I installed it hoping it would fix it but it didn't. You guys might remember I was having problems last year , particularly with the Seawolf-class submarine, but I eventually reinstalled everything step-by-step-by-meticulous-step and it was working fine. But eventually...after a month or two...

A lot of non-sub vessels crash upon loading. The Udaloy and the Bergamini (which I would really, really like to use, often) crash always after I load them. Quick Mission, in a custom mission, makes no matter. The loading bar loads 3/4 of the way and then stops, and then after a second, Windows Crash. I have to CTRL-ALT-DEL and stop the process from the task manager.

Now it just happened with an MH-60.


A week ago, I tried on a whim to go into the Win-10-Support folder, copy the DLL and paste it like it suggests.... Presto! Fixed and Udaloy/Bergamini worked! Next time I turned on my computer, though, same thing, crashing. And when I try copy-and-paste again, no dice.


Something is up, any ideas? Nearly all the other vessels work (I can't say I tried them ALL but no other ones have crashed that I recall.)

Thanks again

Pirate
01-16-18, 03:31 PM
Hi guys...

...so I was having this problem before this latest RA upgrade. I installed it hoping it would fix it but it didn't. You guys might remember I was having problems last year , particularly with the Seawolf-class submarine, but I eventually reinstalled everything step-by-step-by-meticulous-step and it was working fine. But eventually...after a month or two...

A lot of non-sub vessels crash upon loading. The Udaloy and the Bergamini (which I would really, really like to use, often) crash always after I load them. Quick Mission, in a custom mission, makes no matter. The loading bar loads 3/4 of the way and then stops, and then after a second, Windows Crash. I have to CTRL-ALT-DEL and stop the process from the task manager.

Now it just happened with an MH-60.


A week ago, I tried on a whim to go into the Win-10-Support folder, copy the DLL and paste it like it suggests.... Presto! Fixed and Udaloy/Bergamini worked! Next time I turned on my computer, though, same thing, crashing. And when I try copy-and-paste again, no dice.


Something is up, any ideas? Nearly all the other vessels work (I can't say I tried them ALL but no other ones have crashed that I recall.)

Thanks again

Try going to "%LocalAppData%\VirtualStore\Program Files (x86)\Sonalysts Combat Simulations\Dangerous Waters" and remove all .lod files and see if it makes any difference.

tAKticool47
01-16-18, 04:23 PM
My machine is set up with an SSD drive for Windows and system files and a WD HDD for storage-

Just to be clear, as I have my DW in a D:\ specific directory, shall I be deleting all the .lod files in that directory, or is there another phantom directory in the system files area (which is on my C drive) I need to also seek out ?

Thanks much,

Pirate
01-16-18, 04:48 PM
Check your Dangerous Waters install folder for the .lod files and remove them if you have them there.

Try loading the missions with the problematic platforms and see if it loads successfully now.

ET2SN
01-16-18, 08:05 PM
My machine is set up with an SSD drive for Windows and system files and a WD HDD for storage-

Just to be clear, as I have my DW in a D:\ specific directory, shall I be deleting all the .lod files in that directory, or is there another phantom directory in the system files area (which is on my C drive) I need to also seek out ?

Thanks much,

Just curious, are you running 32 bit or 64 bit Win 10? :hmmm:

I just got RA 1.44 installed last night and it looks fairly smooth on my machine (Win10 64 bit, I3 CPU, 8 gigs of RAM). Everything I run is off the C drive. :up: I did have some short, minor hangs at first test in some Quick Missions when switching to the replays. :hmmm:

Just keep in mind, RA is kind of an exercise in cramming 20 pounds of stuff in a 5 pound bag. :D Older flight sim fans can usually relate to what happens when that bag just gives up. :k_confused:

tAKticool47
01-17-18, 10:09 AM
i7-4790K @ 5 GHz, 16 GB G.Skill Sniper Ram, MSI GTX 970 Gaming 4G.

So while I agree DW and other games can tax your system, on the other hand, I should be able to handle much much more system stress with no problems. I note it is only the new surface (and some air) platforms which makes me wonder if it's some sort of graphic setting crash/error/conflict.

p7p8
01-17-18, 10:51 AM
If you have CD version, did you install before RA patch 1.04?

ET2SN
01-17-18, 10:58 AM
No, my point is that DW/RA shouldn't tax your system. :03:
Your hardware can run circles around mine.
Maybe its time to bite the bullet and buy a fresh install of DW?
You can get the direct download version of DW from Strategy First on Amazon for about $15:

https://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Daps&field-keywords=dangerous+waters+strategy

It takes less time to download and install than RA plus its already patched. :salute:

Just be sure you put the display DLL file (included with RA) in the same folder as the DW exe if you run Win 8 or Win 10.

p7p8
01-17-18, 11:15 AM
Maybe its time to bite the bullet and buy a fresh install of DW?

It's not solution. I have CD version and newest RA 1.44 runs very well.

For me it looks like not correct installation. RA should be ALWAYS indtalled on clear (patched to 1.04) version of DW.

In other hand maybe graphic card settings causes problems? Have you set all 3D options as "controlled by aplication"?

ET2SN
01-18-18, 04:44 AM
Are you sure? :O:

Its none of my business where tAKticool got their DW source files from, but I suspect they may have become corrupt due to the problems encountered.

You can re-install them from now until doomsday and the problems may change but the problems WILL remain (if you keep trying to re-install from a bad source). :yep:

I've been running the direct download version from Strat First since I set up this desktop. DW stock has been rock-solid. Some versions/updates of RA have been a little buggy but I've only seen a small number of CTD's over the last year. :up:

p7p8
01-18-18, 05:28 AM
Yes, i'm sure.
In our small community all problems (like described by tAKticool) was ALWAYS caused from wrong installation -no matter which version of DW. I know players with Steam, original CD, CD from paper magazine, and pirated CD images.

Mostly they forgot "only 1 step" like:
1) doesn't install patch 1.04 before RA
2) installation on previous RA ("updating" - this causes many bugs)
3) they forgot run additional *.bat program from patches to RA (mostly in Graphics directory)
4) running installation process on OS partition without admin rights
5) running cmputil instead correct *.bat file (part of RA patch)


Sometime even installation on "not deleted" directory from previous version DW+RA causes problems

Of course most players doesn't read anything: readme files, weapon manual, editor manual, USNI ref. (in game) etc. They prefer ask here, on subsim forum or RedRodgers forum for every single thing (ususaly very easy for checking) :)

Polak2
02-24-18, 04:50 AM
3) they forgot run additional *.bat program from patches to RA (mostly in Graphics directory)
Is there any additional *.bat program to run in Graphics in RA 1.44 installation? Or just only main *.bat file which installs RA 1.44 from DW root directory?

p7p8
02-24-18, 08:14 AM
No, RA 1.44 is complete and ultimate release.
*.bat file in graphics folder was only part of patches for older versions

Btw: users of Win XP may have problems with Udaloy new interface (CTD). They should copy/paste udaloy interface from previous version of mod (from 1.41-1.43)

waynewyl
05-22-18, 11:10 AM
30 - User Ships: Radars sweep period set to real value.


i find that the setting of the radars is far from reality and there's a blind spot between the ASR & SSR (for all the radars) making detecting sea skimming missiles almost impossible.

In details, ASR covers 1 deg above the horizon while the SSR covers 1 deg below the horizon. Letting to a 2 deg blind spot. And the ASR & SSR of OHP (SPS-49 & SPS-55 respectively) are 2D radars which should not provide target altitude. The Beamwidth which determines the resolution of the radars is not what it should be.

And the Mk13 Launcher is set to 3 rounds per min instead of 7 - the real world value.

All these end up making the Perry far less capable than what it should be in the real world

BTW, does anyone interest in a tweak of the radars

p7p8
05-22-18, 05:24 PM
BTW, does anyone interest in a tweak of the radars

NO!!!


From RA readme:
The database is edited specially.
As the hard coded physics of game works incorrectly, some inputs in a database were specially edited.
That that you see in a Database - not mistakes.
For example - if you will put real weight of the helicopter in 3-4 tons,
then the helicopter will not be long to fly - he will fall in water. (Or SLBM Missile with real weight of 80.0 tons )
It is simply surprising - having the real characteristics unit in a Data Base -
you receive a disabled platform or weapon. (I think some guy from SCS has made
the is very dirty own job.)

waynewyl
05-23-18, 12:17 AM
NO!!!


From RA readme:
I'm altering the radars & launchers, not the platforms.
Anyway, i take no as no. But, i 'm curious how do u survive sea skimming missile attacks without seeing them coming?

p7p8
05-23-18, 11:26 AM
Radars and launchers works very good in my opinion. Much more better than vanilla.

Of course you can detect sea skimming missiles. This is my quick mission on Perry with ASM defence:

https://youtu.be/YEoiPca-ulI?t=49m20s

Missiles on my video was set to enable own radars quite early - in MP game players set "seeker range" closer to target. Btw this is second wave so i had all radars ON

In RA some values are not the same like in real because game engine is little stubborn. Please do not change this cause "improving" one thing you probably destroy dozens other things.

waynewyl
05-23-18, 12:17 PM
Indeed, i came cross some mission that the ship got knock out of the sea without detecting anything incoming(with both the ASR & SSR on), except the EW warning. For example the N.Atlantic convoy, and some other mission that need to defence the ship against supersonic missiles.
That's why i end up digging into the radar settings, and i did alter some values and played without any problems.

FPSchazly
05-23-18, 05:23 PM
That mission's a weird one. The Perry isn't really set up for defending from more than one or two fully supersonic cruise missiles. I also feel like in that mission, there isn't anything you can do to prevent the launch, even if you're running dark. Is the convoy emitting? I don't remember. Getting past the inbound Kitchens was always just a matter of luck in my experience.

p7p8
05-24-18, 01:25 AM
N.A.Convoy was playeble only under vanilla - where Perry had much longer range SM-2 missiles and much longer radar detection. Also all ASM's were easier for shooting down.
In RA this mission is unplayable because Perry have very limited chance for destroying supersonic ASM's.

Red_88
05-24-18, 12:42 PM
I looked into the mission. I gather detection of convoy by Tu-22 is by its own radar. Own convoy is set to EMCON.

I made quick test and replaced tu-22 with tu-16. Only two missiles fired and since not sea skimming I was able to intercept. If this is to easy another plane could be added. Another idea: use plane only to locate convoy and let the missile be fired from a charlie or juliet.
Another problem I found: Enemy subs are pretty close to the convoy form the start (6 - 7 nm). Also both Helo no alert status (but that's easy to change). One sub is created at point blank range causing to fire torpedos immidiately. With the new damage model of DWX 1.44 one has to keep in mind to kill one cargo ship one torp is sufficient.


BTW the mission African Bees Nest is bugged too. I corrected some script errors (missing attack boats and goal trigger never fires) but I did not test it.

p7p8
05-25-18, 04:03 AM
Much easier is to make completely new scenario than fixing N.A.Convoy :)
Btw this scenario is very popular because of lack real combat scenarios for O.H.Perry in vanilla DW

tAKticool47
05-30-18, 07:26 AM
I don't think this is really anything to do strictly with Reinforce Alert- but let me ask you this.

When you're playing as the FFG-7 ... when you fire shipboard torpedoes, and you reload them, is there a way to select WHICH of the torpedoes you reload?

What I mean is this... You can select from MK50 or MK54s in the 3 tubes on each side. Then in the ships stores, you can select up to 24 reloads. (These also get used by the helicopters). Whenever I fire shipboard torpedoes, and then reload them, the ship automatically picks the torpedo to reload, and then reloads ONLY THAT KIND, until they are totally depleted, THEN reloads only the other kind.

is there a way to say, OK, I shot the 3 Port-side torpedoes, I want to reload a specific type in a specific slot etc.?

OK thanks much.

FPSchazly
06-01-18, 09:47 AM
I don't think this is really anything to do strictly with Reinforce Alert- but let me ask you this.

When you're playing as the FFG-7 ... when you fire shipboard torpedoes, and you reload them, is there a way to select WHICH of the torpedoes you reload?

What I mean is this... You can select from MK50 or MK54s in the 3 tubes on each side. Then in the ships stores, you can select up to 24 reloads. (These also get used by the helicopters). Whenever I fire shipboard torpedoes, and then reload them, the ship automatically picks the torpedo to reload, and then reloads ONLY THAT KIND, until they are totally depleted, THEN reloads only the other kind.

is there a way to say, OK, I shot the 3 Port-side torpedoes, I want to reload a specific type in a specific slot etc.?

OK thanks much.

Have you checked the manual?

p7p8
06-06-18, 11:48 AM
*************** Patch # 1 for -Reinforce Alert- version 1.44 *************


1. Placed unzip this add-on [ "!_PATCH_#1_for_144" Folder Name and "!_Patch#1_Install.bat" file ] at root directory Your game [ C:\...\Dangerous Waters ].

2. Launch "!_Patch#1_Install.bat" file for install pack.

3. When the CMD window closes, patching is completed. All installation files and folders will be automatically deleted.

4. New version 1.45 will be installed. (Old LOD files has automatically delete)

IMPORTANT !: To successfully install this add-on you in the root directory of the game after unpacking the archive, should be: Folder "!_PATCH_#1_for_144" and the file "!_Patch#1_Install.bat".

Changes in patch:

1 - Akula-I SSN: Special Forces added for user sub.
2 - Bergamini User platform: fix bug when 127 mm gun unable to shoot the front sector.*
3 - fixed bug when Ataka missile in Helo controlled from user Udaloy, with ASUW loadout. unable attack LAND based targets.
4 - Some cosmetic alterations in the interface of the launch panel of Akula's - more contrast readable text in the windows.*
5 - Fixed a bug at the pilot's station of the helicopter - DDI display, where the scale is specified in nautical miles instead kiloyard.*
6 - KA-27 User platform: Pilot and ATO DDI display scales has been increased.
7 - AI helos controlled from user ship: The transit speed is increased to the maximum when the player does not specify programmable modes.
Removed active ping option, when the player does not specify programmable active-passive dipping modes.
8 - KA-27 User: Dipping sonar cable fix to real length value. (150 m. 505 ft)
9 - Removed bug when weapons hit the corvettes Kotor Beograd Koni, game gets CTD.
10 - The distance of the blast wave from the detonation of the weapon was reduced.*
11 - Torpedo-Rockets ( Shkval and other ): an additional option is added to the weapon preset. The setting of the preset depth is 0005 (mode 0) or 1005 (mode 1),
sets the depth of the Shkval to the current launch depth. This allows for quick activation of the weapon.
12 - ESM meter level gauges (include periscope station): has been fix.*
13 - Collins Towed Array - lendth fix to 340 meters.
14 - Some Object added: Kashin DD, Chengdu FFG, Riga FF, Shershen PT, SU-57, Bastion SSM Site.
15 - User Viking: Fix bug with weapon reload in multiplayer game.
16 - Non Nuke Sub (AIP), Kilos - noise profile was corrected.
17 - Some propeller blades for surface platform set to real values.
18 - USNI DATA: RBU reference section added.
19 - User Udaloy: External view for helo and gun camera was redone.*
20 - Akulas IceTV (HF Sonar Station) was redone.*
21 - Some ASR Radars was redone.
22 - HF Sonar mark bug - potentially fix.*
23 - Udaloy User: UGST torpedoes replaced to SET-65 Torpedoes.
24 - Udaloy User: graphics Acoustic Display Station was redone.*

***************

Check on RedRodgers forum :)

MANoWAR.U52
06-25-18, 12:20 PM
I started the converted Sub Command Seawolf campaign in RA and are supposed to excercise PD attacks wihtout launching a weapon but somehow the missions does not proceed.

Also I have a hard time to hear anything on sonar, even surface ships on standard are just fading in at 7nm, is this supposed?

p7p8
06-25-18, 02:46 PM
Use Narrowband instead Broadband or audio :)

MANoWAR.U52
06-26-18, 07:33 AM
I am using the narrowband


I am detecting a Alreigh Burke making revs for 8 kts at about 6.5nm on narrowband towed, is this what is expected or is there something wrong?

FPSchazly
06-26-18, 08:12 AM
That mission utilizes a different ocean bottom type that greatly reduces the distance sound propagates. Yes, that mission is working as intended and yes, it's kind of ridiculous lol

MANoWAR.U52
06-26-18, 08:31 AM
That mission utilizes a different ocean bottom type that greatly reduces the distance sound propagates. Yes, that mission is working as intended and yes, it's kind of ridiculous lol
Was thinking of that because of the shallow waters, thanks for clarification, is there a way to figure out facts like ocean bottom when playing the mission?



I am stalking the group and also detected the Akula but the mission wonīt proceed. All ships stopped an remain at 0kt.Running full time speed since 10 minutes, nothing happens...


Edit: Goddamn what a bugged mission, I had to manually set a lower depth (60) than Seawolfīs PD in order to trigger the mission goals, both main goals are now fullfilled, mission still shows incomplete because I am waiting for a radio message that ends the mission which I never receive.


Is there even a point to continue this campaign? Looks like a train wreck to me, spent over two hour to figure out what the issue here. Look I appreciate the converted campaigns and the RA/DWX mod but if nobody even tested if added things work properly it is just a utter frustration and useless time waste. Nobody benefits from that.



Also why isnīt any OH Perry mission playable?

p7p8
06-26-18, 09:47 AM
Vanilla missions for Perry are not available because Ra uses 2 perrys:
- Perry AI (replaces vanilla controlable Perry)
- Perry User - controlable in RA
All old missions still have Perry AI as platform for player (but uncontrolable in RA)

You can change in editor Perry AI to Perry User but.. you should be prepared for other problems :P

BTW best way for resolving this problems is to delete all vanilla missions and campaigns.

FPSchazly
06-26-18, 10:10 AM
Was thinking of that because of the shallow waters, thanks for clarification, is there a way to figure out facts like ocean bottom when playing the mission?

Not that I'm aware of, no. The only way you can is perhaps by having a sense of how loud typical merchantmen or fishing boats are and realizing they're actually much closer (re: quieter) than normal because of a different bottom type. However, the ocean bottom only affects how loud things are if the sound speed profile of the mission is bottom-limited, which you can see in the SSP pane of the sonar. If there is a layer, the loudness will always be the same.


I am stalking the group and also detected the Akula but the mission wonīt proceed. All ships stopped an remain at 0kt.Running full time speed since 10 minutes, nothing happens...

You need to approach each ship in order to simulate an attack. If I remember correctly, you need to approach within 4 nmi of each ship but no closer than 2 nmi of each to "attack" them.


Edit: Goddamn what a bugged mission, I had to manually set a lower depth (60) than Seawolfīs PD in order to trigger the mission goals, both main goals are now fullfilled, mission still shows incomplete because I am waiting for a radio message that ends the mission which I never receive.

Is there even a point to continue this campaign? Looks like a train wreck to me, spent over two hour to figure out what the issue here. Look I appreciate the converted campaigns and the RA/DWX mod but if nobody even tested if added things work properly it is just a utter frustration and useless time waste. Nobody benefits from that.

I would say no. I tried it on my YouTube channel and I think the fourth mission became unplayable. I was trying to remake the campaign at one point to be more faithful to Sub Command but it's a lot of work and it fell to the wayside. Given how RA is presently tuned, etc, I'm also not sure it's possible to make it that faithful to Sub Command.

Hawk66
06-26-18, 11:02 AM
@FPSchazly

is it still that the mod is heavily on favor for Russian units ? For a older version I tweaked the database but it is a hell of a work to do that manually...

p7p8
06-26-18, 12:54 PM
@FPSchazly

is it still that the mod is heavily on favor for Russian units ? For a older version I tweaked the database but it is a hell of a work to do that manually...

RA never was "heavily on favor for Russian units" - just a little ;)
Newest version do NOT overpower russian units. For example:
- now Udaloy can use only USET-80 or SET-65K instead UGST (Russian best torpedo smimilar to ADCAP)
- older Akulas uses only older torpedoes
- Akula I haven't external tubes, etc.

Vanilla game was "heavily on favor for US units" :P
For example:
- O.H.Perry could detect incoming missiles from near 40 NM
- Seawolf was too fast
- almost all sonar sensors were too sensitive


BTW I wonder what in your opinion needed tweaks in database? And what version you had in mind?

It will help to improve RA balance in future :yeah:

Hawk66
06-26-18, 12:56 PM
Do not remember the version, it was more the sensor sensitivity and noise levels of russian subs, which I had in mind....but maybe this has changed in the meantime...

MANoWAR.U52
06-27-18, 12:35 PM
Not that I'm aware of, no. The only way you can is perhaps by having a sense of how loud typical merchantmen or fishing boats are and realizing they're actually much closer (re: quieter) than normal because of a different bottom type. However, the ocean bottom only affects how loud things are if the sound speed profile of the mission is bottom-limited, which you can see in the SSP pane of the sonar. If there is a layer, the loudness will always be the same.



You need to approach each ship in order to simulate an attack. If I remember correctly, you need to approach within 4 nmi of each ship but no closer than 2 nmi of each to "attack" them.



I would say no. I tried it on my YouTube channel and I think the fourth mission became unplayable. I was trying to remake the campaign at one point to be more faithful to Sub Command but it's a lot of work and it fell to the wayside. Given how RA is presently tuned, etc, I'm also not sure it's possible to make it that faithful to Sub Command.


Thank you for taking time, giving a detailed answer. What is the name of your YT channel?



I had no luck in finding a way to proceed the mission and abandoned the campaign. Looks like RA is more geared towards the MP folks as there is not much (working) RA SP content and there is probably a high risk that non-RA-exclusive scenarios will cause issues. Iīll return to an unmodded install.

FPSchazly
06-27-18, 01:54 PM
@FPSchazly

is it still that the mod is heavily on favor for Russian units ? For a older version I tweaked the database but it is a hell of a work to do that manually...

I agree with pepe. It's closer between US and Russia than in stock, but the US still has the edge in sonar, and corroborates with info out there about Akula-II and Akula-III being as quiet or even quieter than 688(I) at low speed. However, I think the AI may be pushed to the limits of its programming, or even pushed beyond it.

MANoWAR.U52
06-28-18, 02:17 AM
I gave RA another try and reinstalled it. HOLY MOLY I see dozen of RA-dedicated singler player missions and campaigns. I somehow messed up my first install. Glad I installed it again.



Donīt know which campaign to play first, also somewhat afraid if I will get completely wasted by the AI. Heard from folks this modīs AI will bring hell upon you.

FPSchazly
06-28-18, 07:27 AM
I gave RA another try and reinstalled it. HOLY MOLY I see dozen of RA-dedicated singler player missions and campaigns. I somehow messed up my first install. Glad I installed it again.



Donīt know which campaign to play first, also somewhat afraid if I will get completely wasted by the AI. Heard from folks this modīs AI will bring hell upon you.

You can click the links in my signature to check out my videos. Here's a direct link to my channel: https://www.youtube.com/user/FPSchazly

I tried the Il-38 May campaign a while back and remember having issues. I'm not sure of it or the other custom content's current state. The AI is pretty brutal lol

MANoWAR.U52
06-28-18, 07:53 AM
Alright will check out your channel.



Iīve played a MH60 mission and love the expanded capabilities of the MH60 in RA. Also noticed that getting accurate solutions is way harder as most means are way more inaccurate (active sonar, passive triangulation).


However Iīve noticed that my SBīs no matter if I deploy the shallow or deep version, they all hang out direct beneath the water surface. Transmission and contact aquisition is working but they do not sink to their according depths.

Somebody knows what Iīm doing wrong here?

p7p8
06-28-18, 08:51 AM
In 3D view you can see only "buoy" - device is much deeper (or shallower) on vertical line.
Of course it depends what type of sonobuoy you use.

MANoWAR.U52
06-28-18, 01:52 PM
In 3D view you can see only "buoy" - device is much deeper (or shallower) on vertical line.
Of course it depends what type of sonobuoy you use.
So they work correctly but show wrong depth info in 3d view, ok got it, thanks


Iīve noticed the huge range of the DIFAR buoy in the RA weapons guide. Iīve learned that VLADīs have the greatest detection range, was this changed?

FPSchazly
06-28-18, 06:29 PM
No, the buoy is at the correct depth. That's the thing that keeps the sonar probe afloat. The sonar probe is at whatever depth it's at.

VLADs still detect the furthest, yes. In stock, VLAD and DIFAR could both see the whole spectrum of sound, so there was basically no point in using DIFAR given VLAD had the greater range. Now, VLAD only sees very low frequencies, probably no higher than 100 Hz or something. This way, you actually need to use DIFARs in addition to VLADs, as DIFARs can still see low, medium, and high frequencies.

MANoWAR.U52
07-02-18, 08:48 AM
No, the buoy is at the correct depth. That's the thing that keeps the sonar probe afloat. The sonar probe is at whatever depth it's at.

VLADs still detect the furthest, yes. In stock, VLAD and DIFAR could both see the whole spectrum of sound, so there was basically no point in using DIFAR given VLAD had the greater range. Now, VLAD only sees very low frequencies, probably no higher than 100 Hz or something. This way, you actually need to use DIFARs in addition to VLADs, as DIFARs can still see low, medium, and high frequencies.
I see thanks for clarification

p7p8
07-02-18, 12:48 PM
VLAD only sees very low frequencies, probably no higher than 100 Hz or something

This is why VLADs are very useful for torpedo detection. In RA mod all torpedoes have first freq. 55Hz or 65Hz. In omni-directional mode "filter" havent problems to recognise torpedoes because VLAD shows only first and sometimes second freq. string.

MANoWAR.U52
07-12-18, 09:38 AM
Really enjoy the mod as a singleplayer. The bear is really cool.

Avimimus
10-14-18, 01:57 PM
Quick question: Are there any active sonar systems (e.g. special collision detection) that would allow a Russian submarine to pick up objects at speed?

Or would the Alfa class be running completely blind at higher speeds?

I find this is limiting my enjoyment of the Alfa class in RA, but it might be accurate that they would be completely blind. I'm mainly curious.

p7p8
10-14-18, 04:07 PM
HF sonar - on Russian subs check top egde of screen in periscope station (F8)

tAKticool47
10-17-18, 08:27 AM
OK I do have a question now p7p8-

I noticed in the Alfa sub that there are diesel engines. I understand that on diesel-electric subs like the Kilo, you have a limited battery life, and when you use up the battery you need to come to snorkel depth, raise the snorkel, and start the diesels to charge the battery. What are the diesels for on the Alfa? I also noticed that the reactor temperature got very hot when I was playing it - does that affect the sub or have anything to do with the diesels etc?

Ok thanks. I don't THINK this is in the manual but if so tell me and I'll keep looking thanks.

EDIT EDIT- I went through the manual folder, I can't find anything on this- are you not answering me because I'm supposed to find it in the manuals?

EDIT EDIT EDIT -- Still no answer huh?

p7p8
10-25-18, 05:42 PM
Sorry - i was very busy last time.


Its only "legacy" of Kilo interface :P
Its doesn't matter - Alfa is only nuclear sub in DW.


Real Alfa have electric engines for slow movement (look at small propelers)

https://i.imgur.com/AGQdTi3.png

tAKticool47
10-27-18, 04:57 PM
Sorry buddy, I was drinking when I made that last edit. Sorry about that.

Another quick question. I was watching RT's recent documentary on the Delta-IV class SSBNs and how they're the "workhorse of Russia's nuclear triad" -- it mentions the USSR submarine "Vladimir Monomakh" and "Alexander Neveskiy" -- I can't understand the Russian word he uses to describe the class, but it sure doesn't sound like "Borei" -- it sounds like he's saying "Tsar" or "Tzar" -class submarine. I have never heard that before. Is that what they're referred to in Russia?

Just curious, I try to learn something every day lol. Thanks much brother.

p7p8
10-29-18, 09:34 AM
Sorry buddy, I was drinking when I made that last edit. Sorry about that.
No problem :)

I was watching RT's recent documentary (...)
Best way is to watch it again.
Have you link for this "document" (RT is propaganda tube - but they have very good pictures and montage)

FPSchazly
10-29-18, 11:54 AM
Sorry buddy, I was drinking when I made that last edit. Sorry about that.

Another quick question. I was watching RT's recent documentary on the Delta-IV class SSBNs and how they're the "workhorse of Russia's nuclear triad" -- it mentions the USSR submarine "Vladimir Monomakh" and "Alexander Neveskiy" -- I can't understand the Russian word he uses to describe the class, but it sure doesn't sound like "Borei" -- it sounds like he's saying "Tsar" or "Tzar" -class submarine. I have never heard that before. Is that what they're referred to in Russia?

Just curious, I try to learn something every day lol. Thanks much brother.

Do you have a timestamp for the part of the video in question?

Borei is the Russian name for the sub. The NATO reporting name is Dolgorukiy.

tAKticool47
10-29-18, 04:18 PM
https://www.youtube.com/watch?v=euyrvmDueww

That is the RT Documentary video about the Delta-IV class submarine. It's a worthwhile watch, very interesting. ANYWAY, put the time @ 2:30 and listen. Right before 2:30 it's describing how this is a famous , secretive naval base with restricted access. Then it says, "This is where the [Tsar?]-class submarine ABC123 is based, along with it's twin DEF456" etc.

Anyway, it sounds a lot like TSAR or TZAR to me, but I don't speak a word of Russian. It certainly doesn't sound like anything approximating "Borei" or "Boreas". And yep FPSChaz I am familiar with NATO reporting names, I just figured for a Russian speaker and local subject-matter-expert like p7p8, the actual Russian word or local class-word would be the important part.



Now also if anyone is interested- this is also an RT Documentary video on the second Yasen-class submarine, the "Kazan", and it's a fascinating look at not just the boat but it's design, construction focus & metallurgy, & emphasis on cruise missiles and "electronic sensors" etc.

https://www.youtube.com/watch?v=UEzgQ26W4hE


Ok thanks to all, nice to have a conversation about this actually lol :)

p7p8
10-29-18, 05:58 PM
For me its "Tsar" - strange because Nevsky wasn't Tsar - he was a prince.

RT is directed to english speaking people - Tsar probably was used as non-official name (for civilians) for this class - not used by Russians or NATO :)

BTW I don't speak in russian language. I had lessons in primary school but it was long time ago (before Berlin wall colapsed). Now i remember only few single words.

tAKticool47
10-30-18, 01:59 PM
Fair enough thank you again for your time brother.

I thought you were Russian. I'll be honest, I'm not a big Russian fan... I watch RT Documentaries strictly for the military stuff (A movie once told me "It is wise to study the ways of ones adversary" lol). but my Mom was born in Poland, not the biggest fans of Russia.

I also thought the person said "Tsar". I know RT is a propaganda machine but it's fun to watch and gain perspective etc. A great example is the Delta-IV documentary -- the Captain of the Delta-IV SSBN says how he was in command since 2013. This is comparable to what I have heard about Russian SSBN captains -- they get assigned a boat to command for 5 years (I am not sure if SSNs are the same.) In the US it's not nearly like that. There is a program called "Fleeting Up" where you get assigned to a ship/boat as an XO on a 3 year assignment... you spend 1.5 years as the XO, then you "Fleet Up" to the CO for another 1.5 years, then you'll probably get a shore assignment. But the Russian SSBN COs get assigned their commands and are the Captain of their boats for 5 years.

And another interesting thing from the that Delta-IV doc, the Captain says how that water usage is not restricted ("not at all!") but showers are only taken weekly. That to me is fascinating. ON US Subs, water is conserved at all times but you can shower every day, it's encouraged. That is the type of info I like to watch RT for, great bits of random info.

p7p8
11-01-18, 04:33 PM
Reinforce Alert 1.46 is out!

1 - Controllable Ships: ESM sensors fix (Auto Classification now only on Bergamini).
2 - Controllable Ships: CIWS and GUNS effectivenes has been reworked.
3 - AI Sub: HF Active sonar detectability reduced.
4 - Some Doctrine has been fix (SubAssignedTrack).
5 - SAM And SSM Land Based Sites: Now used Fire Control radar when engage target, instead search radar.
6 - ESM User Stations: Mark land-based object with assign class at Nav.map (If Autoclassification possibolity)
7 - Default Campaigns from SubCommand for DW Has been Reworked. Now with briefing sliders.
8 - TU-142F "Bear" User: TACCO and WeaponLoadOut Station display graphics reworked.*
9 - IL-38 "May" User: WeaponLoadOut Station display graphics reworked.*
10 - Bergamini User: Guns range has been reduced.
11 - Kotlin DD, Kildin DD, Krupnyy DDG, Kanin DDG - 3D model replaced.
12 - Driveable Aircraft: ESM sensor has been fix.*
13 - AI SH-60: Mk 54 Torpedo fix.
14 - Playable Sauro SS class added.
15 - Armor Some LWT torpedoes has been increased for game purposes.
16 - ASM Missile for MH-60 Helo User Ctrl & KA-27 User Ctrl has been fix.
17 - Some SAM missiles has been fixed*.
18 - User Udaloy & Bergamini: bug with helo camera view fix.*
19 - Fix: Detonate one mine in minefield, now not iniciated detonate other mines.
20 - Controllable Ships: fix bug, when guns FC Radar not turn off from missile control substation (Default allowed only from Gun Substation option OFF ).
Fix CWI (Locked) option. Now second missile unavailable for launch, before CWI activated.

Overkill
11-01-18, 11:09 PM
Awesome! Thank you. :D

MANoWAR.U52
11-06-18, 11:55 AM
Iīve played the first mission of the Ohio class campaign. On arrival at the patrol area the mission did not proceed and it looks like my mission bugged out.


https://youtu.be/3K7RW8qMm8g

p7p8
11-07-18, 06:28 PM
Iīve played the first mission of the Ohio class campaign. On arrival at the patrol area the mission did not proceed and it looks like my mission bugged out.

Check new fix for RA 1.46

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

It improves first mission fron Ohio campaign and Kilo HF bug :)

Lusik
11-07-18, 06:38 PM
The error is still there and it's in the radio message, which gives wrong LAT LONG coordinates. The patrol area is marked with a star and it's to the NE of the arrival point. The radio message points to SE coordinates. At least this was the case when I played the mission.

MANoWAR.U52
11-08-18, 03:23 AM
Check new fix for RA 1.46

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

It improves first mission fron Ohio campaign and Kilo HF bug :)


Thank you! In the meantime Iīve started the Akula-II SC Campaign that got overhauled for RA in 2018 and having a blast. Thanks to the RA devs for their work!

https://www.youtube.com/watch?v=qNHBi3E6Szc



Iīve noticed that with the Akula I have the same minor issue like I had with some other subs a year ago in RA. Sometimes setting them to Periscope Depth isnīt enough to receive messages or ESM with the antennas and you have to ascend another meter. Donīt know if bug or game engine limitation/sea state dependant, just wanted to let you know.



The error is still there and it's in the radio message, which gives wrong LAT LONG coordinates. The patrol area is marked with a star and it's to the NE of the arrival point. The radio message points to SE coordinates. At least this was the case when I played the mission.
Yes Iīve noticed this small red asterix on the map. Does that mean when I sail to this symbol the mission should proceed?



Also is there an convenient way to unlock campaign missions without deconstructing the campaign in the editor? Iīve heard that certain modifications to the debrief.txt can achieve this.


Thanks in advance.

p7p8
11-08-18, 06:03 AM
Iīve noticed that with the Akula I have the same minor issue like I had with some other subs a year ago in RA. Sometimes setting them to Periscope Depth isnīt enough to receive messages or ESM with the antennas and you have to ascend another meter. Donīt know if bug or game engine limitation/sea state dependant, just wanted to let you know.
It's not a bug. RA mod uses different masts heights (like in real) for periscopes, radars, ESM etc.
You should check it in:
USNI REFERENCE -> OWNSHIP INFORMATION -> (your submarine)

Btw I've played first mission of Ohio campaign (soon on my YT channel) and all worked fine.

There are 2 random variants of partol areas. One on NE and second on SE direction. In my game patrol area was on NE from start position and message with coordinates and red asterisk were correct.

MANoWAR.U52
11-08-18, 07:11 AM
I see good to know. Also good to see that people still do content for this awesome game.

p7p8
11-08-18, 07:20 AM
Is your youtube channel by accident "wertumnus"?
yup :)


Do you have an idea regarding my last question in my latest post?
I haven't a clue how to do this. I can send you my Ohio Campaign progress but i don't identify enemy sub (only detect).

BTW in my US SC campaign i stuck in mission 8 and i cannot comply scenario until someone fix this bug (SAG doesn't go to finish line)

MANoWAR.U52
11-08-18, 09:23 AM
yup :)


I haven't a clue how to do this. I can send you my Ohio Campaign progress but i don't identify enemy sub (only detect).

BTW in my US SC campaign i stuck in mission 8 and i cannot comply scenario until someone fix this bug (SAG doesn't go to finish line)
That is fine in my run I also didnīt get the ID objective.

p7p8
11-08-18, 09:37 AM
No problem:

Ohio Campaign (https://drive.google.com/open?id=1JjQwEBipVi0yhPNQWqhtedDu6LNjo9jW) - after first mission progress


Btw i would like to record my videos from this campaign, I hope you won't be angry for copying your idea of content.
For me its good idea to placing both videos in one topic as prof for "dynamic campaign" - with all differences in randomization and style of playing.

What you think about this?

MANoWAR.U52
11-08-18, 11:38 AM
Unfortunately these didnīt unlock the mission for me as the progress is not located in the mission/campaign files but somewhere else probably in the *yourplayerprofile*.log files in the root directory but I donīt know for sure. When I donīt find out how to unlock it I simply will deconstruct the campaign in the editor to access the single missions.


DW and RA deserve all the coverage it can get. So if you wish to do a Ohio playthrough I even encourage you to do so because the more the merrier.

p7p8
11-08-18, 12:01 PM
Im sure you can try again (with fix) and mission should work fine

Video from mission 1

https://youtu.be/KS0nFBjDHpk

..and mission 2

https://youtu.be/5y33PGByNac

Last part 3

https://youtu.be/1JaLFHvVqHQ

Avimimus
11-11-18, 07:27 PM
HF sonar - on Russian subs check top egde of screen in periscope station (F8)

Thanks! I always looked at the top part of the periscope - I never noticed the tab until now! :Kaleun_Salute:

artao
11-12-18, 01:15 PM
Heyo!
Haven't really played DW since like 2016 or so it looks like, but have caught the urge to get back to playing some cold war naval sims again ... and to get back to work on my Operation Ivy Bells mission.
It looks like my last RA install is v1.40 .. and I am using it via JSGME.
The instructions for RA install, of course, say to do it on a fresh DW insteall.
Seeing as I'm doing it via JSGME, do I actually HAVE to do this?
Looking forward to some cold war naval gaming. It's been too long. :D
EDIT: Nevermind. I just did a separate install for it.

tAKticool47
11-12-18, 05:50 PM
I didn't do the full-fresh-install and correct process the first time I did RA.


And it worked, but then I realized it didn't work.

For example- I lost the total usage of the Seawolf-class. I could launch a torpedo, but never reload the tubes. Once it was launched, each tube became inaccessible.

Also the game would crash randomly, and frequently, when I clicked on something. Everything would be fine, I'd move my mouse randomly to something, click, crash.

It got worse and worse and I couldn't get any help, so I redid everything and made sure I followed the instructions completely, reading the correct steps etc. and much, much better.


So I would do it the right way, much less hassle long-term.

p7p8
11-13-18, 02:05 PM
RA patch #01 & Ohio campaign fix are here (http://ra-dwx.narod.ru/todo.htm)

Ohio campaign works fine - i did 2 attempts (on my YT channel)
First try was little buggy but second was played with all fixes.

Last mission in second attempt have 2 versions:
- passive (avoiding contact with enemy)
- aggressive (where Ohio killed Akula III)

Pirate
11-14-18, 03:56 AM
RA patch #01 & Ohio campaign fix are here (http://ra-dwx.narod.ru/todo.htm)



Does the patch #01 contain the ohio campaign fix?
Their release method is just so messy and confusing!

p7p8
11-14-18, 02:01 PM
Their release method is just so messy and confusing!
Method is quite normal:
After releasing Patch #01 with Ohio campaign fix i did test and found one more bug. So fully fixed Ohio campaign is released as optional download. But if it is too confusing for you, you can play without lastest fixes for campaign.

p7p8
11-14-18, 02:27 PM
Few minutes after my post patch #2 were released :)

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

Some info about Patch #2 "Reinforce Alert" (ver 1.46)
1 - SSM Sizzlers (CLUB) missiles fix. (AI and User)
2 - SAM For Controllable Ships and AI platform fix.
3 - SAM Missiles fix default bug, when missile never fly with max.speed *
4 - Ohio Campaign has been fix.
$$$$$$$$

Install: Just Copyed Unzip Archive into DW Game Folder.
This is cumulative archive - previously released patch #1 is not required.

MANoWAR.U52
11-17-18, 09:47 AM
Mission "Training Flight 3" of the Bear campaign canīt be completed because the arrival at home base objective does nothing.


You have to land at another base, need to turn on link for the message.

MANoWAR.U52
11-20-18, 05:50 PM
https://www.youtube.com/watch?v=GFb-LB5gYBo


https://www.youtube.com/watch?v=u40AC6mkZLQ

p7p8
11-20-18, 06:19 PM
Your masts were detected by MPA!

RA has implemented a "mast detector" system for ASW Air / Surf platforms, but DW engine can not check whether any mast is physically raised.
So every time you are on the surface, the game assumes you have raised masts.

Solution: if you don't want to use periscope (or other mast) do NOT run on PD or shallower. You should run 1-2 meters below PD.
Go to PD only for quick checking situation.

MANoWAR.U52
11-20-18, 08:06 PM
Your masts were detected by MPA!

RA has implemented a "mast detector" system for ASW Air / Surf platforms, but DW engine can not check whether any mast is physically raised.
So every time you are on the surface, the game assumes you have raised masts.

Solution: if you don't want to use periscope (or other mast) do NOT run on PD or shallower. You should run 1-2 meters below PD.
Go to PD only for quick checking situation.
So if you go to PD +/- 2 meters to do a check and by accident any ASW plane flies in a radius of 7.5nm no matter what facing, what (stormy) weather or if night, youīre detected 100% in an instant 0.1 seconds. Wether you have your masts out or not.

To be honest why implement such a broken system in the first place?

Nevertheless this mission is a matter of luck and in most cases you will get detected by random MAD fly-overs at any depth.

p7p8
11-21-18, 09:55 AM
So if you go to PD +/- 2 meters to do a check and by accident any ASW plane flies in a radius of 7.5nm no matter what facing, what (stormy) weather or if night, youīre detected 100% in an instant 0.1 seconds. Wether you have your masts out or not.

Nope. Don't be so touchy :P
You should to watch again your own video and you will see most of your conclusions doesn't reflect reality.

BTW this information is in RA readme (in RA 1.41 section)
58 - Onboard Special Forces - now you can launch it below 1 meter (3 ft) periscope depth. *
Periscope depth - a dangerous level. If the sub is at periscope depth, even with lowered masts - it can be detected at a considerable distance LADAR sensor, or VISUAL sensor in a very short range.
Advice for all new DW players:
Please read RA manuals - weapon guide and !DWX_RA_1_XX_OPFOR_INFO before you report "bug" on forum.

MANoWAR.U52
11-21-18, 11:37 AM
Says the guy that comes to channels desperately spamming his promotion links.

These videos are provided as feedback to help make the game or mod better as I am pretty sure that a ASW airplane spawning right on your head right at the beginning of the mission is neither intended nor described in your beloved manual papers there. I want to keep other users there from reloading and wasting their time like with the Ohio Mission or the Bear Campaign that doesnīt give the radio message in case of turned off Link.


Also I dont need to rewatch my video because everything I stating is exactly happening there. If you see things different fine by me. I perceive this magic detection system as broken and still do it. Donīt need your arrogant go read the manual advice there.

If you canīt stand reading this, well than youīre the touchy one and simply should skip my posts as they are not intended solely for you self-appointed RA moderator here.


Problem with the Land Strike scenario, a CTD happens exactly when the video finishes. Different LAM point settings (1,4, and 5) were tried, still resulting in a crash when impacting.

https://youtu.be/iUlobb5ast8


@Jaf Iīve read your message and link was turned of in my playthrough.

p7p8
11-21-18, 01:08 PM
Says the guy that comes to channels desperately spamming his promotion links.

:har:

Are you serious? If "yes" it means you are just jealousy :D

My videos are mostly directed to players who participated in a particular battle. Rest is for testing (mainly not public - for RA developers, some for DW community) and sometimes (smallest %) from my single player games - just for fun.


These videos are provided as feedback to help make the game or mod better (...)
wrong!
These videos are proof - you did NOT read manuals :P


...as I am pretty sure that a ASW airplane spawning right on your head right at the beginning of the mission is neither intended nor described in your beloved manual papers there.
Screen from mission editor - the same scenario:

https://i.imgur.com/ONzcOKC.png

You were unlucky, so please - stop crying
BTW this mission should be played on Victor II, but you have chosen LADA - best (ultra modern) SSK for Russians :P
..and you failed :P


I want to keep other users there from reloading and wasting their time like with the Ohio Mission...
Ohio missions in campaign works fine - without any bugs.


Donīt need your arrogant go read the manual advice there.
and:

Problem with the Land Strike scenario, a CTD happens exactly when the video finishes:

:har:

But your next video with launching LAM's proved you sill didn't read weapons manual (missiles explodes in 1/4 way- typical wrong LAM settings ) and probably this fact caused CTD.

I know - real DW master like you don't need to read anything - all bad things are always someone else fault

:haha:

MANoWAR.U52
11-21-18, 02:08 PM
There is absolutely nothing that you exert one could be jealous at, the opposite is true: feeling sorry.

The Ohio campaign was fixed with the hotfix patch #1. People simply can check the post history here to see it is the truth, you yourself posted the hotfix link. I also understand why this ASW detection is happening because of the Nimrod patrol area, no need to panic and boot your photoshop up. I donīt think that placing a tiny patrol area like this right above the player sub is good scenario design and probably wansīt intended by the creator to give such results. Also as RA crack you should know that no matter how modern or quiet your sub is, it wonīt protect you from MAD/SAD detection but I guess this was your way to try to insult me.

I openly admit that I am not good at this mod and probably never will invest the time amount to become ace with its mechanics. I am not sure what caused the CTD thats why I posted my problem here. I gave nobody fault just shared my observations.

But the way you try to desperately gain an edge with your arrogant and psychic post there shows what a sorry guy you are and that there is not much you have to "offer".

I donīt want to turn this thread into a infantile flame war so we leave it be and I have nothing to discuss with your kind.

p7p8
11-21-18, 02:39 PM
Your accusations and hypotheses are completely missed with truth

I wrote twice to you - read manual - especially weapon settings and you thanks me on YT but did not read anything.
Now after making more "not corrected" procedures you accused me for spamming and more weird things.
I haven't time for answering ridiculous accusations.

Let's focus on game.

Reason why your LAM explodes is here (46:10):

https://youtu.be/3eQrS66iF4g?t=2770

You set waypoint route (last is always waipoint #4) but you did not change SSN shut/LAM point and leave 0001

It means: LAM attack target on waypoint #1

And now screen from weapon manual pdf:

https://i.imgur.com/HmdI83O.png

You should read manual :D

Jace11
12-16-18, 08:33 PM
They should put this Arleigh Burke model into RA. It has animations for CIWS, TT's, FC radars and main gun. Good enough for a controllable platform IMHO.

https://i.imgur.com/LKajg2Z.jpg

p7p8
12-25-18, 01:44 PM
Model 3d is less than 1% of working on additional playable warship.

Pirate
12-25-18, 02:22 PM
They should put this Arleigh Burke model into RA. It has animations for CIWS, TT's, FC radars and main gun. Good enough for a controllable platform IMHO.

https://i.imgur.com/LKajg2Z.jpg


It looks nice.
Where's that model from? LWAMI?...

Jace11
12-25-18, 04:58 PM
It's from ACTUV, it was in the 3d archive. I believe it may have been ported to Lwami, but whether its used or not I don't know. RA uses the old models.

Pirate
12-26-18, 02:36 PM
It's from ACTUV, it was in the 3d archive. I believe it may have been ported to Lwami, but whether its used or not I don't know. RA uses the old models.


I thought the RA guys had imported all the improved models from ACTUV into RA, but apparently not!

p7p8
12-26-18, 08:12 PM
Some models with lights were imported. Like Fishing boat 2, probably active lighthouse cargo ship - maybe more :)

Wolfcat
01-04-19, 09:40 AM
In vanilla, Arleigh and Ticon used to have VLS launch animation. You can see the missiles going up vertically from their cells. But RA messed it up. All you see now is a puff of smoke in mid-air and missiles are gone. DDGH doesn't seem to have helo hangers in the back. They seriously need revamp the 3D models for the existing ships rather than adding in all those new cool looking new ships. I am not saying they shouldn't add new platforms. But please do spend a bit more time on existing ones because a lot of scenarios and campaigns are based those platforms.

Fearless
01-04-19, 07:11 PM
Hi all,

Is there a way the Collins class sub's sensors can be adjusted so that at 10 Kts the broadband can still be used? It is very frustrating that the variation between 7 and 10 kts is huge.

UPDATE: Found where to adjust. :Kaleun_Salute:

Fearless
01-06-19, 06:28 AM
Hi all,
Can anyone advise which interface is used by the Collins Class sub?
Thanks in advance :Kaleun_Salute:

UPDATE: Solved

Fearless
01-10-19, 03:52 AM
Hi Team,

Can anyone advise what the ShipControlColl.dll file's purpose is that is located in the NON_NUKE_SUB folder?

Thanks in advance. :Kaleun_Salute:

p7p8
01-26-19, 04:59 PM
RA 1.47 has been released!

changelog (only 1.47 part):

1 - Some SURTASS has been fix.
2 - All Torpedoes: Behavior regarding biologic objects has been fix.
3 - All Torpedoes: Behavior regarding Mobile Decoys has been fix ( Recognition as false target by logic level possibility torpedoes ).
4 - Spearfish User and AI torpedoes: Fix bug with low speed in passive mode (Terminal phase).
5 - Frequency Profiles for Mobile Decoys has been reworked (Ability to determine the bait from the boat in the classification).
6 - Passive Sonar Model has been changed. Also, DEMON Station will work now only in the presence of a signal.*
7 - Broadband Sonars: improved sound visualization of platforms noise in backgroung.*
8 - Victor-II SSN User: 65-76 torpedo max.depth launch has been fix.*
9 - LandBased SAM and SSM Sites doctrine has been fix.
10 - Some AI Passive sensors rewrite for respecification.
11 - Lost sound file for 5 kts order for russian subs (english voices) - fix.*
12 - Radars mechanics has been reworked.The contrast of the mark on the display has been increased.*
13 - Kilo Interfaces: rotating indicators for the course of bearing of distance - were replaced by more readable.
14 - Improved Kilo: Passive sensors has been replaced (Improved Sensitivity).
15 - MG-74 Korund: Active Sonar, Detect range has been significantly reduced to 500-600 m.
16 - SSM Sizzlers (CLUB) missiles fix. (AI and User)
17 - SAM missiles For Controllable Ships and AI platform fix (Doctrine).
18 - SAM Missiles fix default bug, when missile never fly with max.speed *
19 - Ohio Campaign has been fix.
20 - Subbase Land Object added (large location).
21 - Arley Burke DDG 3-D model has been replaced.
22 - AI Towed CM: replaced 3-D model.
23 - Acoustic voice messages: transient reports are now dependent only on passive sonar.
Splash Buoy message, range reduced to 1 nmi.
24 - Fix bug, when the message about the transient process could come from the baffle area for passive sonar.
25 - Fix ranges, about undersea missile launch (transient process) message, depending type missile.
26 - Helo sonars: Active Dipping Sonar - sensitivity has been reduced.Sonic cue echo return has been increased.*
27 - User Helos: Dipping Sonar Station - small rework display control (NMI scale instead meters).
28 - Sirena Device: re-restored to database.
29 - Frequency profile 100 for the second line has been corrected to 105. (eliminates washout frequency on the hull sonars).
30 - Type 094 (Jin SSBN) AI platform added to China.

tAKticool47
01-29-19, 08:52 PM
I am just seeing this now so I will DL it soon and install it -- I was hoping for your help--

I simply CANNOT use the FREMM/'Begamini' or Udaloy -- loads 3/4 of the way and crashes every time.

I have tried everything -- messing with my GPU settings, messing with the game settings. The only thing that has ever worked for me to get the FREMM or Udaloy to work was to insert 10 random numbers into the "Random Seed" area on a Quick Mission, and the 2 or 3 times it had ever worked, it would work for the rest of the missions until I quit the game. But hasn't worked in over a year.

Any ideas?

Thanks!

p7p8
01-29-19, 10:04 PM
I haven't any problems with RA but for example some friends from Italy (Betasom community) had similar troubles.

Check this thread:

Link (http://www.redrodgers.com/forums/showthread.php?t=6767)

Von Faust discover new settings of windows for stable running. I hope it will work for you

Btw for most of my friends solution from first post works.

:salute:

bstanko6
02-05-19, 08:36 PM
Just got RA 1.47, looks great but some of the models such as Ohio and Virginia masts are in wrong places. When you go to bridge I’m inside the sail! Help please.

Polak2
02-05-19, 09:55 PM
When you go to bridge I’m inside the sail!All good over here. You are on the top of the sail next to periscope or whatever other sensor mast you might have raised. :Kaleun_Binocular:

bstanko6
02-05-19, 10:57 PM
No... I'm inside the sail! I can't see the water, I'm in the hull. Not good.

ET2SN
02-07-19, 10:17 AM
If you're installing from an "old-old" first edition CD, you'll need to check (and install, if its needed) the DW 1.04 patch before you add the LWAMI or RA mods. :up:

Getting stuck in the sail sounds like an old pre-1.04 problem. :doh:

bstanko6
02-07-19, 02:25 PM
You're right problem fixed

ET2SN
02-07-19, 03:00 PM
Its not that I'm old, I just can't remember where I left my Metamucil. :oops:

FWIW, both the Steam and direct download (Strategy First) versions are already patched to 1.04.

bstanko6
02-07-19, 05:31 PM
You ain't that old. This cd is the original non 1.04 patch!

Stewy1
04-05-19, 11:53 PM
Hi guys,

Per chance, do any of you guys have the 1.39 database patch downloaded and could send it to me?

I can't see it on the RA website for download anymore - and I've just noticed the 'Kilo speed bug' when snorting...

Here's what I'm looking for...

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/sho...61&postcount=1 (http://www.redrodgers.com/forums/showpost.php?p=93461&postcount=1)

Or, do you guys know how to fix it without the RA patch?

Cheers guys
Stew

p7p8
04-06-19, 12:08 AM
Here is my uploaded RA 1.39 fix

link (https://drive.google.com/drive/folders/1sYAikuJM1BQR9X_qzOwy_QB7Tf1CPZsC?usp=sharing)

Fix haven't readme but i think its the same from description.

Stewy1
04-06-19, 01:23 AM
Ah, thanks P7 - and thanks for the speedy reply!

P.S. - Your videos on YouTube are awesome too!

Stew :Kaleun_Salute:

p7p8
04-06-19, 10:09 AM
Thank you

Videos on my channel are mainly raw recordings for archival purposes.
It allows to analyse what was good/wrong from tactical perspective.

For example they gives opponents and rest of players informations about:
- when they were detected
- is detection was persistent or not
- effectiveness of engaging/defending
- cooperation in team
- coordination in engaging
... and much more, but without any commentary.

BTW since RA 1.39 many things was corrected (include Kilo), why you uses obsolete version?

Stewy1
04-06-19, 07:16 PM
... and much more, but without any commentary.

BTW since RA 1.39 many things was corrected (include Kilo), why you uses obsolete version?

I think that's the great thing about your videos - it's good to see your tactics and strategies without the commentary.

Yes, I probably need to update...must get around to that ;)

Cheers again,
Stew

torpedolov
04-17-19, 10:17 AM
I noticed that the AI-helicopters that take off at the appointed time when returning to recharge very quickly recharged and take off again.:k_confused: Fast recharge is off.Is it possible to fix this in the next patch??

p7p8
04-17-19, 01:03 PM
I didn't observed this behavior

Maybe its caused by "flight schedule" because status 5 and 15 depletes helo fuel.
If you set flight schedule 5 and taking off is 2 hours later - helo will start only with small amount of fuel.

torpedolov
04-17-19, 04:13 PM
You do not understand me.The problem is that the AI-helicopter sits at the gas station on the ship and only touching the deck again takes off.Maybe i will record a video and put it on my channel in YouTube

p7p8
04-17-19, 05:21 PM
Ok, now I understood.
I don't use AI ships with airctafts/helos because it only makes big mess in scenarios (course changes etc.)
As mission designer i recommend to select "empty loadout" and all helos launch only via scripts & triggers. Not from deck or hangars but from "create group" trigger

torpedolov
04-18-19, 01:59 PM
I am too a desiner missions in the single player.In order that the AI-ships did not create chaos when start helicopters it is possible to remove wind and current in the settings.And this problem disappears.
Create air groups on the trigger can be,but then they will have nowhere to recharge.

p7p8
04-18-19, 04:03 PM
Ok, i think you have right - AI helo can reload weapon immediatly.

torpedolov
04-18-19, 05:39 PM
I didn't understood.I on the contrary that the reloading was realistic:Kaleun_Thumbs_Up:

p7p8
04-19-19, 08:05 AM
I'm not so sure. If i remember correctly this issue was also in vanilla game

For me all "air operations" in DW are broken and works really bad. I don't use AI helos/aircrafts launched from ships if possible.
Most of AI ships have "empty loadout" - and this is my "default setting" when i make sceanrios.

torpedolov
04-19-19, 10:08 AM
Hello!
Can American ships Bainbridge and Leahy appear in the near future in the game ?:woot:

torpedolov
05-03-19, 12:59 AM
Will NATO have corund-type simulators ?

p7p8
05-03-19, 03:16 AM
In RA or real world?

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

In real world Ohio class SSBN used MOSS (https://en.wikipedia.org/wiki/Mobile_submarine_simulator) device but only to 90's

Nowday this kinds of devices are use mainly for training.

BTW newest Russian submarines probablu also are not equiped with Korund but in RA this device is far too good than should be. In RA 1.48 Korund will be nerfed again (active sonar range from 5 nmi to 0.5 nmi).

torpedolov
05-03-19, 03:30 PM
Yes, now the corund for training.War the there is no.But in our game there is always a war!!
Is it realistic that corund detection is only 0.5 miles ?Given still the that simple active sonar of
a torpedo sees on 1-2 miles :хммм: And have torpedoes as we know high frequency of unlike corund.Given the fact that low frequencies propagate futher underwater than high come to the conclusion that corund needs to see further than a torpedo active sonar: Kaleun_Wink:Moss in 1.48 it's good !! :-)

p7p8
05-21-19, 04:06 PM
Reinforce Alert 1.48 has been released!


New playable submarines preview:

https://youtu.be/ps2AXS0cyM4



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


Check on RedRodgers Forum!

Pirate
05-22-19, 02:22 AM
@p7p8

Isn't that the Sierra model from Cold Waters?
It really looks like it!

p7p8
05-22-19, 09:22 AM
I don't think its the same but i haven't Cold Waters and cannot compare

ET2SN
05-22-19, 08:31 PM
So far, it looks great and plays well. :salute:

I need to go to school for the new playable hulls, but I expected that. :D
As an old diesel boat sailor, I really like the addition of the Juliette.
:Kaleun_Cheers:

Two minor things I've seen so far, in the USNI database the Graney and the Australian F-18 Hornet will crash the game if selected. The Graney is an old issue but the Hornet seems to be new. I'll check an older version of RA to verify and I'll try building a couple of missions with these models to see what happens.

BTW, thanks to Ivan for adding the built-in Boomer tactics. :yeah:
Last, as I understand it there were only two Xia hulls and they served as test beds for the later Jin class. Once the Jin's came on-line I would think the Xia's were either de-commissioned or rebuilt as Jin class. :hmmm:

p7p8
05-23-19, 03:58 AM
So far, it looks great and plays well. :salute:
Two minor things I've seen so far, in the USNI database the Graney and the Australian F-18 Hornet will crash the game if selected.

I haven't this bug:
https://youtu.be/JoUi8nv2mas

Did you install RA 1.48 on clean DW 1.04 version?

BTW, thanks to Ivan for adding the built-in Boomer tactics. :yeah:

Its very interesting - i will test how it works :)

ET2SN
06-11-19, 10:19 PM
Well, one last issue and this is really nit-picking. :)

The 3DO model of the "first flight" 688s shouldn't have the stern planes with the vertical slabs (like the 637 class).
I think that idea came from some early illustrations of what the class looked like or it may have been an early idea of how replace the original planes. The stern planes started out as a single piece "slab" plane when the Los Angles was first launched and I know they didn't stay that way for very long. Let's just say the crew came back to port a lot more religious than when they left. :o
Basically, the first flight boats are the same as the second flight boats without the VLS.

Hobby Boss has a 1/350th scale model kit where you can build any of the three "flights" and the early stern planes are included.

p7p8
07-04-19, 08:11 AM
Cumulative Patch #3 (for RA 1.48) has been released!!!


Changes for based RA version 1.48:

- The course indicator window for the SS-N-3C missile has been removed (Missile remote control panel FCTarget Station).
- The doctrine of the SS-N-3C, the algorithm for enable the missile radar was corrected.
- AI Aviation dropped torpedo - the impossibility of hitting the surfaced position submarines eliminated.
- Sierra SSN - max torpedo launch depth unlocked.
- USNI DATA - OWN SHIP INFO - removed two entrances for Sierra's.
- USNI DATA - OWN SHIP INFO - Sierra: Weapon data corrected.
- The noise levels for UnderWater launch missiles have been fixed. ("UnderSea Missile Launch Detected" message)
- KH-65 ALCM User Air Launch missile, increase radar signature.
- USNI DATA - Sturgeons: data corrected.
- MG-74 Korunds: fixes weapon launch issues.
- User MILAS & SILEX ASROC missile: problem of parachute generation solved.
- Some user WeaponLoadOuts station has been fix.
- Some torpedoes doctrine has been fix.
- Depth Bombs & Charges: detonation depths corrected.
- Some graphical artifacts fixed for 1024x768 resolution (Kilo Imp Periscore, Laser Finger etc. station).
- India: Polnochnyy LSM (pr.773I) class added
- China: Type 901A LST class added.

Install: Just copy the contents to the folder with the installed game.

IMPORTANT NOTE: To prevent crush, you must delete all the old LOD (such as 380_667_New Player.lod) files in the folder with the DW game installed.

fireship4
08-18-19, 04:55 PM
Thanks to the creators for this great mod, I recently purchased DW after a long while watching FPSChazly & JiveTurkey's videos on Youtube, and have learnt a lot about the modern era of naval warfare since.

A quick bug report:

The USNI gives two values for Virginia towed array arrangement, indicating in one part that the TB-29 is on the port and in another that it is on the starboard. I believe it is currently modeled on the port side.

Pirate
08-19-19, 01:46 AM
Virginia has a Port and a Stbd towed array (total of 2 towed arrays).
The control to select which to extend is at the ship control station.

FPSchazly
08-19-19, 08:26 AM
Thanks to the creators for this great mod, I recently purchased DW after a long while watching FPSChazly & JiveTurkey's videos on Youtube, and have learnt a lot about the modern era of naval warfare since.

A quick bug report:

The USNI gives two values for Virginia towed array arrangement, indicating in one part that the TB-29 is on the port and in another that it is on the starboard. I believe it is currently modeled on the port side.


Glad you liked my videos!


The Tb-29 is indeed on the port on the Virginia (at least, this was true the last time I played RA). It's on the starboard on the other American submarines.

p7p8
08-19-19, 03:09 PM
TA sides are changed intentionally - ist not a bug. Its because when submarine starts with streamed TA from beginning - its always starboard. But most of players likes to start with more sensitive TA (except me) and it was changed for those players.

fireship4
08-19-19, 03:54 PM
Glad you liked my videos!

Quite a few insomniac nights came to a close with your calming voice in the background.

TA sides are changed intentionally - ist not a bug. Its because when submarine starts with streamed TA from beginning - its always starboard. But most of players likes to start with more sensitive TA (except me) and it was changed for those players.

The bug is that the USNI reference lists both the port and the starboard as the location of the TB-29.

EDIT: Also you said that the more sensitive array has been switched to the starboard side because missions begin with this array streamed. This does not seem to be the case on the Virginia, as the TB-29 is the more sensitive array and is modelled on the port side.

p7p8
08-20-19, 12:23 PM
The bug is that the USNI reference lists both the port and the starboard as the location of the TB-29.

Not really - its screen from USNI REFARENCE (ownship information)

https://i.imgur.com/GMv2DQS.png


EDIT: Also you said that the more sensitive array has been switched to the starboard side because missions begin with this array streamed. This does not seem to be the case on the Virginia, as the TB-29 is the more sensitive array and is modelled on the port side.
Hmm it looks like TB-16 is always on opposite side than on hull :)

Virginia was added later, before that, this swithcing TB-16 / TB-23 was made for LA. For me it doesn't matter even if i prefer TB-16 than TB-23 or TB-29

fireship4
08-20-19, 05:34 PM
The same page, a little further down:

https://i.imgur.com/Dw5gdo9.jpg
https://www.dropbox.com/s/5ed0hbyrrg1fxo7/Towed%20Array.jpg?dl=0https://www.dropbox.com/s/5ed0hbyrrg1fxo7/Towed%20Array.jpg?dl=0

Wolfcat
08-25-19, 09:29 AM
Hi just back to RA after a while. A few quick questions about v1.48:
1. I saw v1.48 already has Subcommand campaign installed. Do I need still apply the SC update/patch from RA's website? Or it is redundant?

2. It seems USN destroyers and cruisers tend to wait until a very short range to engage incoming missiles. I measured the first initial SM-2 missiles were launched around 10nm. It makes it really hard for them to deal with SA-N-29 shipwreck missiles.

ET2SN
08-25-19, 01:38 PM
Hi just back to RA after a while. A few quick questions about v1.48:
1. I saw v1.48 already has Subcommand campaign installed. Do I need still apply the SC update/patch from RA's website? Or it is redundant?



I think the patch you're talking about is for SC, itself? RA 1.48 is a stand-alone mod aside from it's own patch#3.:up:

Just to be clear, install RA 1.48 to a stock install of DW. Then, add the RA 1.48 patch #3. The last patch can be slightly tricky, extract the contents of the patch file to your desktop (including the folders). Then, either copy the patch folders into the right folders in your copy of DW/RA 1.48 (say yes to over-write the folder contents) or manually add the new doctrines to each platform's folder over-writing the old ones.

It sounds complicated but it really isn't. Just make sure each doctrine file goes into the correct folder. :up:

Keep in mind RA is still a work in progress. RA 1.48 is, IMO, the best version in the RA series but I don't think Crazy Ivan is done tweaking on it.

:salute:

Wolfcat
08-25-19, 02:08 PM
I think the patch you're talking about is for SC, itself? RA 1.48 is a stand-alone mod aside from it's own patch#3.:up:

Just to be clear, install RA 1.48 to a stock install of DW. Then, add the RA 1.48 patch #3. The last patch can be slightly tricky, extract the contents of the patch file to your desktop (including the folders). Then, either copy the patch folders into the right folders in your copy of DW/RA 1.48 (say yes to over-write the folder contents) or manually add the new doctrines to each platform's folder over-writing the old ones.

It sounds complicated but it really isn't. Just make sure each doctrine file goes into the correct folder. :up:

Keep in mind RA is still a work in progress. RA 1.48 is, IMO, the best version in the RA series but I don't think Crazy Ivan is done tweaking on it.

:salute:

No, I am not talking about the 1.48 patch 3. On the front page of RA forum, there is a link to "Subcommand_update". I wonder if I need install that? In older versions of RA, you do need it. But not sure about the new 1.48.

Pirate
08-25-19, 02:30 PM
No, I am not talking about the 1.48 patch 3. On the front page of RA forum, there is a link to "Subcommand_update". I wonder if I need install that? In older versions of RA, you do need it. But not sure about the new 1.48.

That "Subcommand_update" is to be used with the Sub Command game (2001), not Dangerous Waters and R.A.

They also have a patch for the 688I Hunter killer game from the 90s.

Wolfcat
08-25-19, 04:43 PM
I discovered another issue with American Aegis and SM-2's. The new issue is about SM-2's intercept altitude and climb rate. This problem is especially acute against high flying supersonic antiship missile such as SS-N-19 shipwreck. Due to the primitive missile logic design in Dangerous Waters.
Missiles would only hit a target when they are co-altitude with the target. This is what I observe:

1. Shipwreck's profile: vertical launch up to about 10k then level off. When closing to about less than 10 nmi, it would gradually descent and dump tons of CM's.

2. SM-2's intercept profile against shipwreck: horizontal launch(even though VLS is supposed to be vertical launch), cruise at 2-3 mache and gradually climb to 5-7k ft. At the last moment of interception, it would do a high angle pitch-up to catch shipwreck at higher altitude.

3. Russian SAM's fare far better because the initial vertical launch put them at much higher altitude and they are 2-3 times faster than SM-2. This can put them into co-altitude with target much quicker thus having much higher chance of success.

This problem is especially obvious at long range intercepts. At long range, SM-2's success rate against shipwreck (before shipwreck's CM phase)is below 15%. Russian's SA-N-6 grumbly's chance about 40%. I have created 2 identical scenario (one with a US task group and the other with a Russian ships). The Russian group even has one less escort warship. The difference is so obvious. If you want to test it out, I can somehow upload the scenarios.

If you compare the success rate of sm-2 between vanilla 1.04 and RA1.48, I believe the key that makes them so different is the altitude gained from initial vertical launch. In 1.04, all US VLS ships can do vertical launch but in RA, US ships cannot do vertical launch any more.

fireship4
09-08-19, 09:49 PM
I have been playing a couple of the sub command missions against Kilos over and again trying to learn the game.

The first: "Super Escort", has you escort a super tanker through a strait, requiring you to navigate around some 43ft (!) undersea geography and protect the tanker from unknown lurking subs.
The mission is typically played as a 688I FIII, and is a bastard. I have tried everything from slow and quiet with the tb-26, going further south, going as close around the underwater hill as possible while pinging, either using the TB-16 at medium speed or with it stowed and at high etc. etc.
What is to be done against a lurking diesel boat? I understand when they are on battery they are supposed to be pretty much invisible, so presumably if they are waiting for you in ambush, active sonar must be the answer. But even at under 10kyards I am not reliably picking them up at any depth and speed, and I have tried to account for them being close to the bottom or in shadow zones etc.
I find it hard to believe active sonar and US subs would be so useless against these (old and presumably non-elite crewed, export version) targets. Perhaps I am a poor submariner or the mission is unwinnable.

I am having similar trouble with a second such mission: "Iran to the Strait", in which you have to intercept a Kilo moving south through the Gulf of Oman from Bandar Abbas, before it crosses a certain line of longitude.
Several neutral ships are in play (as with the previous scenario) and the kilo moving south will shadow one on occasion to mask its signature. Complicating matters is a patrolling enemy P-3 Orion.
I have more success picking up the enemy in this mission and have won a few times, but I understand that staying outside 10kyards is recommended practise with diesel subs, and at this range they can be hard to detect in game even with the TB-29. I understand this mod has at times been portrayed as making red subs unrealistically effective - I am not sure I can make that judgement. But shouldn't a Virginia (used in this mission) be more effective against these platforms?

PS A couple of potential bugs are noticable in the second mission:

# The mission will sometimes be called a failiure before the southbound Kilo has reached the line mentioned in the briefing (always in fact, but sometimes even as it is still stuck rounding the land to the NW).

# I have a suspicion the enemy Orion can somehow "hear" you ping. On two occasions when I have made use of active sonar (at 200-250ft) it seemed to notice and drop a torpedo on my head. I have a replay file of this happening if it is useful.

FPSchazly
09-09-19, 10:48 AM
I personally find RA's remasters of the Sub Command missions to be near suicidal and not very enjoyable. Definitely buggy, too. So much so, I actually remastered one myself a while back. The problem with that, of course, is then you know how the mission goes already. :doh:

fireship4
09-09-19, 02:13 PM
I understood going in that default and Sub Command missions would be harder/impossible in RA, and that it is more suited to multiplayer, though work has gone into updating them for RA.

But I wonder would these scenarios be solvable problems in real life or are they a symptom of under-modeled sensors etc. As I understand it active sonar is even weaker in LWAMI.

Obviously anyone who knows the exact numbers is unlikely to be able to help but can we say as interested laymen that active sonar in RA on a 688i or a Virginia is modeled about right in terms of performance?

ET2SN
09-09-19, 08:17 PM
# I have a suspicion the enemy Orion can somehow "hear" you ping.

Think it through. :03:
If the P-3 has dropped buoys, then yes he can hear you ping.

Those two missions are tough due to their location. There isn't that much water under your keel so you can mostly forget about the towed arrays. To be truthful, they really aren't SSN missions- they are more suited to a DDG.

There's no strict rule in DW that you can only play a mission once, that's why there's a save feature and a replay view when you debrief.. :Kaleun_Wink:

Try a tactic, then see how it played out. Then, figure out why it didn't work and try again.

A good stand-alone mission should kick your butt the first time you play it... and the second time and maybe a third. :D

RA makes things tougher but with RA 1.48 you at least have a chance in single player.

fireship4
09-09-19, 10:56 PM
No sonobuoys in the water according to the replay. The Orion turns around right around when I start pinging and drops a torp on my head.

Regarding trying the missions over, as I said I have done so multiple times, perhaps 20 times each.

EDIT: I have just viewed the replay again and the Orion was 21nm away on patrol and turns to my bearing when I start pinging. It simultaneously drops a sonobuoy and torpedo on me as it flies over. I suppose it is possible one of the neutral assets communicated my position to it, but I'm not sure weather this is modeled in game, and they are portrayed as generally neutral, i.e. not Iranian, as far as I can tell. Other enemy assets should be under the surface and therefore not able to transmit my position.

ET2SN
09-09-19, 11:24 PM
Right, I'm trying to say that those two missions didn't make sense in SC, let alone DW. :up:

US submariners don't mind a bit of the daring-do, but we weren't crazy. :yeah:
Maybe try it in a Virginia class? Its got better sonar and its supposed to work better in shallow water than a 688.
Or, better yet, edit in a DDG as your drive-able platform. Its much better suited for those kinds of missions.


:Kaleun_Salute:


PS- From your last edit: Yes, the DW mission editor has limitations. If the P-3 is tasked with finding and attacking you, that's what it will do.
You could check if you did something that gave your position away (radio mast or scope?) but I also doubt that was the problem.

FPSchazly
09-10-19, 07:45 AM
The enemy (or friendly) AI uses the Link feature to an extent that makes them appear to be cheating. That sub probably sent you to the P-3 via Link after it got your ping. And to put the cherry on top, they transmit a perfect Link solution immediately.



I'm with ET2SN, try the mission with a Perry or something. Could be pretty fun, especially with that P-3 flying around.

fireship4
09-13-19, 05:59 PM
Right, I'm trying to say that those two missions didn't make sense in SC, let alone DW.

US submariners don't mind a bit of the daring-do, but we weren't crazy.

Maybe try it in a Virginia class? Its got better sonar and its supposed to work better in shallow water than a 688.
Or, better yet, edit in a DDG as your drive-able platform. Its much better suited for those kinds of missions.

PS- From your last edit: Yes, the DW mission editor has limitations. If the P-3 is tasked with finding and attacking you, that's what it will do.
You could check if you did something that gave your position away (radio mast or scope?) but I also doubt that was the problem.

Would you say it is an unwinnable mission? I have previously tried the Virginia without much luck, and a DDG might be a better fit in real life (for the first mission, I can't imagine a sole DDG sailing up the Gulf in a hot war with Iran), but would still come up against the fact that a diesel boat sitting still makes no noise (correct me if I'm wrong), not to mention its sonar is weaker in game I believe. Its advantages might be that the helicopter could visually identify the subs in such shallow water and allow it to wait at a safe range, it can go fast, and its towed decoy. Thinking about it a DDG would be the right platform for this mission, but I would still like to hear if you think it could be done in reality, or if there is a method with a 688i/Virginia I haven't thought of, or if the active sonar is underpowered as I suspect.

The enemy (or friendly) AI uses the Link feature to an extent that makes them appear to be cheating. That sub probably sent you to the P-3 via Link after it got your ping. And to put the cherry on top, they transmit a perfect Link solution immediately.

I'm with ET2SN, try the mission with a Perry or something. Could be pretty fun, especially with that P-3 flying around.

Oh dear! Yes I think that must be it - I don't think it was mast-detection as the replay shows an immediate change in behaviour on pinging. I wasn't aware of this fact, I wonder if RA's developer can ameliorate it in some way (though I guess he would have done so by now if it was possible). I'm not ready to learn the Perry yet, but as I said above I think it would suit the first mission a bit better. In any case I'm taking a little break and switching to Factorio (the only other game I can really play these days on my Vista system) for a little while until I can suspend my disbelief once more. With any luck Sonalysts will have imported DW into their new engine within the next couple of weeks and I can try it there, Brexit will have been put on indefinite hold for negotiation, and a busload of nubile mathematiciennes will break down outside my house and I can share my innuendo about Mandelbrot sets.

Wolfcat
10-06-19, 04:30 AM
My new laptop has Win10. I installed the latest RA. I can play fine, but when I change the screen resolution, the game crashes out. I am right now stuck with the lowest resolution. :wah:

ET2SN
10-06-19, 06:03 AM
My new laptop has Win10. I installed the latest RA. I can play fine, but when I change the screen resolution, the game crashes out. I am right now stuck with the lowest resolution. :wah:



Find your main DW folder. You should see the dangerouswaters.exe and the dangerouswaters.ico files. Look below them and you'll also see dangerouswaters.ini.
You may need to set file types for .ini files in Win10. Make SURE you open and save .ini files only with notepad.
Click open the .ini file and look for the following:

[Graphics]
.MapStretch No
.ScreenStretchQuality 3
.ParticleMax 500
.ParticleRate 5
.LocalLights Yes
.TransparentWater No
.WantRain Yes
.Disable3D No
.Want3DClouds Yes
.WantVegetation Yes
.AdapterID 0
.DeviceID 0
.ModeID 3
.DetailTextures Yes
.BlendTextures Yes
.Caustics Yes
.WaterParticles Yes
.WaterReflectionQuality 3
.WaterQuality 4
.WaterDrawMethod 1
.CameraFOV 60
.WantShadows Yes
.ModelDetailTex Yes
.RunInWindow No
.Gamma ""
.SoftwareCursor No

Your line should be set to 0 right now. Change it to 3 and save* the file. With some GPUs you may be able to run in Mode 4 but many can't and Mode 3 still looks pretty good. :up: Mode 4 also tends to be less stable. BTW, feel free to use the rest of the settings listed above.

*-Win10 might treat your .ini file as "protected" and make it a pain to save your work. If that happens, just Copy the .ini out to your desktop and make the change and save it. Then move that file back into your main DW folder and say "yes" to "overwrite?".

:Kaleun_Cheers:

Kapitan
10-06-19, 03:13 PM
I don't know how many of you play the Udaloy but i have come up against something annoying.

Three times i have run this mission (one i made) i load out with 2 silexs and the rest 34 gauntlets, it is a very heavy fast paced mission so in 15 minuets ive done 1/3 of the guantlet load out.

Now 3 times this has happened to me, i fire off the guantlets i get to around 22 missiles remaining then i cant fire no more guantlets or silex's, i can lock up the target and load the weapon just wont fire i dont even get the conformation to fire button light up.

Its happened 3 times in the same mission and twice in another mission.

I also dont know how to contact the guy who makes the mod so any ideas will be helpful.

p7p8
10-06-19, 03:23 PM
What mission and what version of RA?

Kapitan
10-06-19, 03:26 PM
Using a mission I made

And DWX 1.48 V3.07 off the top of my head the latest one

p7p8
10-06-19, 03:48 PM
RA 1.48 + patch 3?

I didn't notice any problems with firing gauntlets in large number before.

Below is video from MP session where player's Udaloy launched 22-24 Gauntlets missiles.

https://youtu.be/XTlCrcdrDNY

Its from friend replay because i forgot to uncheck "read only" attribute from replay.dat


Currently Bergamini is bugged (fix will be added in new version) but Udaloy works fine. Nobody report problems with firing gauntles.

Can you share your mission?
I can test it myself and make video from it.


Developer of RA is banned here, contact with him is available on Red Rodgers forum.

Link (http://www.redrodgers.com/forums/showthread.php?t=4912)

:salute:

Kapitan
10-06-19, 04:16 PM
How the heck did he get a ban ?

I’ve uploaded the mission into download section Baltic ops

p7p8
10-06-19, 04:28 PM
RA change dangerouswaters.exe - its forbiden by licence. So Subsim decided to ban developer even if this game still lives mainly because of RA mod :(

Scenario downloaded. Its late for me so i will test it tomorrow.

p7p8
10-07-19, 08:44 AM
Ok, i know what's going on.

This mission is too "heavy" for DW engine - especially with RA mod (where missiles are faster, every polatform or weapon use more sensors, and overall systems are more sophisticated and works closer to real ones)

It means - this scenario is too complex tor DW engine - computer cannot compute all factors so:
- Link shows incoming missiles as land objects or allied ships
- Not all incoming missiles are shown on map
- ESM contacts aren't updated
- and many other bugs including CTD (like in my test)

Main reason are:
- too big allied AI surface group
- too many aircracts (DW is very bad optimalized for engaging aircrafts)

Also you shouldn't make player platform as leader of formation because it causes really big mess if you turn - and turning is essential for good TMA work.

My game crashed - i think playing this mission + recording video was too much to oblolete DW engine. Game just droped some events.

https://youtu.be/dE6AINzaWl0

This mission is would be better for Fleet Command than DW.
I suggest decrease surface group and engaging aircrafts - and all should work fine. It needs some experience with mission designing.
In MP scenarios this problem is resolving by decreasing AI warships - especially Frigates, destroyers etc. Better is to make AI control only for LPD, LST, AOR etc (ships with low number of sensors and weapon)

I would like to make mission similar to you (because i like very much tough fighting) but i know this mission will have many errors, bugs and probably crashes only because DW engine is too obsolete for big battles :(

Kapitan
10-07-19, 12:18 PM
Ahhh so that’s what’s causing it, I will decrease the platforms and see how that goes

My mission designing skills are some what limited to the basics I have a plan of what I want to do but I’ve never set triggers or things like that dynamic location works though that’s about it

Thanks for testing it I’d like to make more complex missions with triggers etc and once I get the internet play online again

I’m currently doing a working up so getting back into the swing of DW

p7p8
10-07-19, 01:41 PM
No problem - i always tries to help with missions. More missions = more fun for DW community :salute:

Kapitan
10-07-19, 03:15 PM
Just want to learn how to make some proper missions using triggers etc

p7p8
10-07-19, 04:15 PM
It depends what you want to do with triggers. Not all works good. For example some triggers doesn't work in MP while working in single player. But overall triggers aren't difficult to learn. Not all missions needs complicated solutions :)

Kapitan
10-07-19, 05:59 PM
So my goal is to work up in the Udaloy, i used to drive the FFG a lot as well as the Akula.

Now i use differing missions to work up in different areas so i make missions that range from simple to complex.

I have areas of focus that i work on too the mission i uploaded was what id consider intense and complex as it focuses all types of combat. and weather.

I turn out basic missions for like 1 v 3 ASW so i have to hunt down 3 submarines say in perfect weather then bad weather then i may encompass a surface unit so on so forth.

Right now i'm re learning mainly ASW ops in the DDG as i've forgotten the sonobuoys and what types they are etc, so right now and tonight i am focusing on working up ASW drills then move on to ASuW and AAW drills

p7p8
10-08-19, 04:42 AM
In RA 1.49 Udaloy will have decreased rangoe of gauntlet missiles to more realistic.
Also new playable surface ships appear :)
- Charles F. Adams (version before modernization) DDG
- Grisha V FFL
and probably playable Ivan Rogov because this LPD is very often used in MP missions.


Charles F. Adams will be good choice for early era scenarios - as opponent for Victor I & II Juliett etc. This DDG haven't towed array and keel sonar will have limited range. Adams don't use sonobuoys.

Grisha - corvette with VDS similar to dipping sonar from ASW helos - detection possible only at 0-1 kts

Ivan Rogov - LPD with short anti-missile defence - where main feature will be using large varitey of helo types - able to start in pair almost simultanously (unfortunately simultanously start is curently not possible).

Kapitan
10-08-19, 06:13 PM
Sounds intresting but will they introduce the QE class carriers? and the stuff thats come along the last year or two?

Also do you think they could get a workable type 23 ffg? given its probably as complex as a udaloy?

p7p8
10-08-19, 07:27 PM
DW is not universal naval game engine. It was made for narrow range of time. RA expands it but still engine limitations are effect. QE is not necessary for rest of playable ships (Perry with MK-13 SM-1 launcher was in service until 2005-2009).

Problem is, DW not allows to make "new"stations" (including types of weapon) because many factors are in dangerouswaters.exe. For example, SM-1 warming time is wiriten in dangerouswaters.exe and changing this value will affect all playable surface ships.
It means Type 23 (I would love to play this frigate) will not be realistic. More realistic would be Broadsword class or italian Maestrale class frigate.
For example: Udaloy is not good simulated in RA. Its compromise of:
- missile range
- sonars effectiveness
- lacking osf some systems/weapons (like RBU)
- not correct work of TA (Udaloy use VDS + long range passive)
But Udaloy was made long time ago, when not all solution for resolving problems were discovered.


From UK platforms i would like to see playable Oberon class submarine - this sub was complete many spying tasks near Soviet teritorial waters in deep Cold War Era. At Beginning UK made more this kind of missions than US. So Oberon would be good choice for older era scenarios. For working tougether with Adams class vs Victor I & II and Juliett.

Wolfcat
10-08-19, 09:43 PM
Btw, how do I bring back the default original DW main screen music?

Kapitan
10-08-19, 10:25 PM
I defiantly would like to see an Oberon as a controllable boat they were good subs and i have been on a couple of them, they could also easily make a swiftsure class they were extremely similar in nearly every way to the trafalgar's.

The broadswords would be a great frigate too, you could make quite a few frigates from that sort of era maybe even a Krivack class but hey im not mod guru i can just about turn the computer on and off :haha:

p7p8
12-13-19, 07:07 PM
New RA 1.49 has been released!

Some info about "Reinforce Alert" (DWX 1_49 version).
1 - Some new 3-D model added: Mi-28N; SH-2F SeaSprite; Type 21 FFG Amazon.
2 - The course indicator window for the SS-N-3C missile has been removed (Missile remote control panel FCTarget Station).*
3 - The doctrine of the SS-N-3C, the algorithm for enable the missile radar was corrected.
4 - AI Aviation dropped torpedo - the impossibility of hitting the surfaced position submarines eliminated.
5 - Sierra SSN - max torpedo launch depth unlocked.*
6 - USNI DATA - OWN SHIP INFO - removed two entrances for Sierra's.
7 - USNI DATA - OWN SHIP INFO - Sierra: Weapon data corrected.
8 - The noise levels for UnderWater launch missiles have been fixed. ("UnderSea Missile Launch Detected" message)
9 - KH-65 ALCM User Air Launch missile, increase radar signature.
10 - USNI DATA - Sturgeons: data corrected.
11 - MG-74 Korunds: fixes weapon launch issues.
12 - User MILAS & SILEX ASROC missile: problem of parachute generation solved.
13 - Some user WeaponLoadOuts station has been fix.*
14 - Some torpedoes doctrine has been fix.
15 - Depth Bombs & Charges: detonation depths corrected.
16 - Some graphical artifacts fixed for 1024x768 resolution (Kilo Imp Periscore, Laser Finger etc. station).*
17 - India: Polnochnyy LSM (pr.773I) class added
18 - China: Type 901A LST class added.
18 - Mike, Victor-III, Shang SSN: torpedo launch depth fix.*
19 - Udaloy DDG brigde view fix.*
20 - Type 094 SSGN: Signature profile has been fix
21 - Juliett SSG: issue 5-th 533-mm tube fix. (inability to reloading)*
22 - UUM-44 User Subroc: Max Range reduced to 6 nmi.
23 - Udaloy User: Gauntlet, only antimissile role now has 22 km max range (to compensate for only one VLS tube). All other target within 12 km.*
24 - AI Grisha-V TA fix firing cones.
25 - Radar on User Ships has been fix. (also added "on-line" autoclassification depending from target speed).
26 - Sierra's SSN - snorkel bug fix.*
27 - 3D Wire Frame model added for Helo Nav.Map label.*
28 - Controllable C.F Adams DDG added /U.S/
29 - Controllable Grisha-V FFL added /Russia/
30 - Controllable Ivan Rogov LPD Added /Russia/
31 - User Active MF Sonars: LOB lines for NAV.MAP contacts has been remove. Now it will be like a radar contact - since the distance and bearing for the target are known, the mark on nav.map is a ready-made "SOLUTION" after once detect event.*
32 - SSM & SAM Sites: Doctrines has been fix.
33 - Added Coastal Artillery Units Class.
34 - Juliett SSG User: Portable SAM launcher fix.
35 - MOSS Device added to driveable SSN 688 class and Ohio SSBN class.
36 - MG-74 added to driveable Russian SSBN Class and Alfa SSN.


Check link below:
Red Rodgers forum (http://www.redrodgers.com/forums/showthread.php?t=4912)

:Kaleun_Salute:

Wolfcat
07-12-20, 12:55 PM
I recently finished a new scenario about an imaginary conflict between the US and China over Taiwan. The scenario is 100% compatible with the latest RA mod. Just some teething problem:

1. There is a bit problem with Chinese Type 52D DDG and its YJ-12 ASM. The missiles would perform some crazy and erratic fly pattern then dip into the sea. It doesn't happen all the time though. I would say out 100 missiles fire, 70-80% would drop into the sea.

2. American SM-2ER missiles. Similar problem to YJ-12. I would say about 40-50% missiles would get wasted like this.

3. Aircraft CMs are so powerful. I would say out of 100 AAMs launched. 90% got spoofed by CMs. Aircraft are so hard to shoot down. Sometimes, hornets launched from the carrier would go strafe enemy destroyers even though the ships are shooting SAMs at them crazily

Let me know if any of you wanna try this new scenario. It is a lot of fun. I played it a lot, myself.

p7p8
07-12-20, 03:17 PM
RA 1.49 have no official patch but in our active players community we use "unofficial cumulative patch" (made by Crazy Ivan).
Unfortunatelly i don't remember every included fixes so just test it. Link below:


Link to patch on my google drive (https://drive.google.com/open?id=1g9GKxiLnUDkgOh-E67T0B0nxetUYTvHL)

Let me know if any of you wanna try this new scenario
Of course im interested to try your scenario :salute:

Wolfcat
07-13-20, 11:04 AM
Can I upload it here? Please let me know.

Polak2
07-13-20, 12:31 PM
Can I upload it here? Please let me know.If the patch you are asking about, click at the orange link above. If for the mission you are asking then I :06: ???

Wolfcat
07-14-20, 08:23 AM
I am asking to upload and share my missions.

Polak2
07-14-20, 10:34 AM
Yeah, on the 2nd reading I sounded pretty senile. sorry :oops:

Wolfcat
07-15-20, 06:45 PM
Some feedback and comments on v1.49+unofficial patch:
Overall 1.49 is great, much better than previous versions. I like it so far.

1. Some ships don't use CIWS well. I tested Arleigh Burke DDGH (the latest flight) and Chinese Type 52D and C. The problem is very obvious when you put aircraft near them. They never engage aircraft with CIWS regardless how close they are. I haven't tested all ships but I have a gut feeling that no ships will engage air target with CIWS

2. Aircraft launched from aircraft carrier often times will ditch into the sea immediately after taking off.

3. Destroyers and cruisers don't like to use their helos to engage subs. They usually use ASROC and launch a barrage of mk54's.

4. Ship launched SAMs and ASMs will do erratic dance then ditch into the sea. This problem is much better than 1.48 and the unofficial patch made it a lot better but still some missiles would just drop to sea. Maybe a problem that cannot be completely corrected.

5. Carrier launched fighters would go after enemy ships. They will fly over the enemy ships and strafe them with cannons. I believe unofficial patch made it worse. Maybe need a doctrine change to AAW armed fighters. Make them ignore surface or ground targets.

6. Some of the aircraft in the database have wrong max speed numbers. I believe the database is based on knots, not mph. But some aircraft's top speeds are using mph, that would artificially make some aircraft fly faster than their real life counterpart.

p7p8
07-16-20, 04:42 PM
If you don't know any hosting file service just add your scenario as txt (acceptable attachement extension)

Change yourscenario.mu to yourscenario.txt

Wolfcat
07-16-20, 07:37 PM
Some correction to my last comment and feedback on v1.49. Actually the ships DO use CIWS. Just the ships I used such as Arleigh DDHM doesn't have gun CIWS. It has Sea Sparrow as its close-in weapon. My apologies. It would be great if somehow we can increase the accuracy of gun CIWS. Right now, CIWS cannons are like WWII unguided AAA. It can't even bring down a closeby airplane.

Polak2
07-18-20, 04:00 AM
6. Some of the aircraft in the database have wrong max speed numbers. I believe the database is based on knots, not mph. But some aircraft's top speeds are using mph, that would artificially make some aircraft fly faster than their real life counterpart. Do we have any specific example of this ? Are they originals or added aircrafts? I guess, added right?

Wolfcat
07-20-20, 07:49 AM
I tried changing mission file to txt. But it says the file size too big exceeding the limit of 19kb.:wah: Btw, FFG Perry's helos will disappear once they are recovered back onto the ship? I was playing the mission "DW-Gulf Breakout". My helos ran out of torpedoes then I called them back to re-arm. Once I ordered them back into the hanger for Alert 30, they disappeared. Cannot re-launch them anymore.

tAKticool47
07-22-20, 08:09 AM
Not sure of your particular case- but that has happened to me before- and it wasn't until I realized it was the wind.

If the Wind is too high, and the Wind Profile meter is out of the acceptable launch & recovery envelope, the helicopters can't land. Remember the wind is often causes heavy seas and big waves etc.

In REALITY, they could probably physically take off , given a decently motivated crew to get it moving quickly and a good pilot/pilots - but it could never land without crashing.

So in the game, when the wind is outside the Wind Recovery profile, the helicopters will take the "Recover" command and will then land (although it often takes AGES for them to actually do the landing- I've tested in Sea State 5 and it took several minutes at maximum time-warp for the helicopter to finalize it's landing in the "Final Approach") and it looks like it goes into the hangar, but then the status changes to DOWN - it's the game letting you know that it crashed on landing due to wind.

Which is odd, any other platform, the helo or aircraft will physically kaboom on a bad landing but this is I guess some sort of quirk.


Anyway I can't say for certain that's what happened to you , but sounds like it.

Wolfcat
07-22-20, 10:11 AM
Oh, I see. Haven't played FFG much. That's the first time I heard about the effect of wind state. Btw, the scenario I was running is called "Gulf breakout". You can see that one in the mission list. One of the old DW scenarios.

Btw, how do I avoid wake homing torpedoes? It seems like a silver bullet. Once it's launched, a hit is guaranteed. I put my ship to full stop and there was no wake around me, but the torpedo still homes in on me.

Also, I just sent my scenario at RA's website. If you are interested, please go ahead download it. Subsim doesn't allow any attachment bigger than 19kb. Currently the scenario is single player only. But if your mp community needs a mp version. I can easily change it to mp. I plan to add a Perry on the U.S. side and make the Chinese kilo user controllable.

Polak2
07-28-20, 08:19 AM
Is there somewhere a repository of all RA versions from v1.0? If not in form of full downloads, then perhaps posting of changelogs for all of the changes. I guess, that could be searched and extracted from both: subsim and red rogers forums, I thought just ask first if perhaps that could be found somewhere else ?

p7p8
07-28-20, 12:21 PM
Full changelog is in every version.
I've got almost every RA installation version since 1.35 (except 1.37 and 1.45)
1.45 only installed

https://i.imgur.com/GfGmXUk.png

Btw first released RA version was 1.32

Pirate
07-28-20, 01:54 PM
Btw first released RA version was 1.32

Actually, I believe it was version 1.0 (14-09-2009)

p7p8
07-28-20, 03:04 PM
Maybe but earier versions in my opinion weren't complete for playing.
In my community some players (include me) tested early versions of RA and we decided to stay with LwAmi.
My first tested version was 1.33 and in my opinion was too buggy.

First posts on RedRodgers are from december of 2008

Polak2
07-28-20, 03:10 PM
09-14-2009 Released Reinforce Alert DWX v 1.0
06-03-2010 Released Reinforce Alert DWX v1.1
08-31-2010 Released Reinforce Alert DWX v1.2
12-30-2010 Released Reinforce Alert DWX v1.3
02-16-2010 Released Reinforce Alert DWX v1.31
05-05-2011 Released Reinforce Alert DWX v1.32
01-09-2011 Released Reinforce Alert DWX v1.33
24-12-2011 Released Reinforce Alert DWX V1.34
04-02-2012 Released Reinforce DWX Alert v1.35
11-02-2013 Released Reinforce Alert DWX V1.36
01-04-2013 Released Reinforce Alert DWX v1.40 April'sFool controllable Nimitz added & DX11 graphics support)
29-06-2013 Released Reinforce DWX Alert v1.37
25-02-2014 Released Reinforce Alert DWX v1.38
20-12-2014 Released Reinforce Alert DWX v1.39 (& R us Voices Mod )
07-10-2015 Released Reinforce Alert DWX v1.40
25-12-2016 Released Reinforce Alert DWX v1.41
12-06-2017 Released Reinforce Alert DWX v1.42
23-07-2017 Released Reinforce Alert DWX v1.42-b
20-09-2017 Released Reinforce Alert DWX v1.43
11-01-2018 Released Reinforce Alert DWX v1.44
06-06-2018 Released Reinforce DWX Alert v1.45
01-11-2018 Released Reinforce Alert DWX v1.46
26-01-2019 Released Reinforce Alert DWX v1.47
21-05-2019 Released Reinforce Alert DWX v1.48
13-12-2019 Released Reinforce Alert DWX v1.49

Here above is the what I believe the entire list of RA mods.

ATM I will go over both forums to see what can I find, but by all means I would love to ask for some informations from your downloads P7p8. Or anyone else for that matter. I am mainly interested in evolution of changes - so I need changelogs but also I do like to see changes in Doctrine files.

BTW: That
01-04-2013 Released Reinforce Alert DWX v1.40 special edition controllable Nimitz added & DX11 graphics support)
does not seem to be right because of the date. RA 1.40 was released in 2015. Maybe it should be RA 1.36a or something like this....

Pirate
07-28-20, 03:40 PM
does not seem to be right because of the date. RA 1.40 was released in 2015. Maybe it should be RA 1.36a or something like this....

No! It's an april's fool.

Polak2
07-28-20, 03:49 PM
No! It's an april's fool.
Lol... I have learned something already!:Kaleun_Applaud:

p7p8
07-28-20, 04:26 PM
Not all changes were described in changelogs. Between main versions were many "beta" (not published) versions for testing.

In manual folder you will find !DWX_RA_1_49_OPFOR_INFO.TXT with list of changes since RA 1.32

If you are interested of doctrines from specific version i can upload them.


BTW why you need to check doctrines?

Polak2
07-28-20, 04:56 PM
In manual folder you will find !DWX_RA_1_49_OPFOR_INFO.TXT with list of changes since RA 1.32
Great I will look!

If you are interested of doctrines from specific version i can upload them.
Yes, I would appreciate at some point, but not yet.I do not want waste your time.

BTW why you need to check doctrines? It is frankly quite fascinating how this part of the simulation was left open for the public (not hardcoded). Firstly, I would love to understand more how all it works and see and test how programing of doctrines works in practice. It is very (!) long term project for me, but I am very impressed how this open format of Doctrines, among of course other "detective" work by RA Team, allowed continuing development of RA.

For self-learning I am using Notepad++ to compare versions, which gives quite a clear picture of the changes.

https://i.ibb.co/h8ZfJGx/notepad-7-ZBL8-BFVSg.png

Edit: looking at the original Doctrine files one can see how they are commented out, but RA version is no more with comments.

Pirate
07-29-20, 01:42 AM
Keep in mind that sometimes rather than changing a doctrine, they just created a new one and pointed the object(s) to that.
So check the database on each version to see if a specific doctrine is still in use.

Polak2
07-29-20, 03:48 AM
sometimes rather than changing a doctrine, they just created a new one and pointed the object(s) to that.
Yes, I realize that. From original 49 doctrines there are now 283. Very impressive to realize this much additional potential in the sim.

seaflanker
07-30-20, 04:17 AM
I use 16x sometimes and i didn't find obvious error, and i can't distinguish that bug is caused by RA or its natural bug. I remember RA 16x bug is about MK48 but I cant find the tip. Could somebody tell me?

seaflanker
07-30-20, 08:18 AM
tomahawk disappear in RA 1.49,when you launch it ,it fly about 50 nm and disappear, who else have the same bug?Really annoying.