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Polak2
07-30-20, 12:44 PM
tomahawk disappear in RA 1.49,when you launch it ,it fly about 50 nm and disappear, who else have the same bug

Have you checked all this off? RA_Weapon_Info_rev39.pdf

For launch it is necessary to nominate number of a point in which the target is (It sets the point in what a sensor of missile be switched on). For example player has established a point number 2 on the target - then it is necessary to specify in “Destruct Range” number of a point - 2.

The launch from Nav map is launch with one point - this mode number 1 (ONE) is established as default.

There is a mode number 5 - missile enables a sensor in each waypoint. If the target is found out -missile kills it. If there is no target - then the missile switch off own sensor and run to the next way point and makes search there (for all four waypoints subsequences).

Gameplay Note: For successful in-game launch of this missile Ownship depth must be 150 feet or less. Speed must be 6 knots or less. The target must be minimum at 5 nautical miles away. It is recommended that the first waypoint be at least 2000 yards from OS and all next waypoints at least 5000 yards apart.

Hint: Good idea - To ensure entrance of a TLAM Missile on land through shallow coastal water area.

Wolfcat
08-02-20, 01:40 AM
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

Wow, @p7p8. I thought u were a hard core RA fan. Didn't know you guys stick with LwAmi in the end. Is there anyway that I can play both RA and LwAmi on the same computer?

seaflanker
08-02-20, 01:56 AM
Have you checked all this off? RA_Weapon_Info_rev39.pdf

For launch it is necessary to nominate number of a point in which the target is (It sets the point in what a sensor of missile be switched on). For example player has established a point number 2 on the target - then it is necessary to specify in “Destruct Range” number of a point - 2.

The launch from Nav map is launch with one point - this mode number 1 (ONE) is established as default.

There is a mode number 5 - missile enables a sensor in each waypoint. If the target is found out -missile kills it. If there is no target - then the missile switch off own sensor and run to the next way point and makes search there (for all four waypoints subsequences).

Gameplay Note: For successful in-game launch of this missile Ownship depth must be 150 feet or less. Speed must be 6 knots or less. The target must be minimum at 5 nautical miles away. It is recommended that the first waypoint be at least 2000 yards from OS and all next waypoints at least 5000 yards apart.

Hint: Good idea - To ensure entrance of a TLAM Missile on land through shallow coastal water area.

yes,i finally find that, and im reading lots of manuals now

seaflanker
08-02-20, 02:01 AM
for those who want the latest 1.49, heres link
https://drive.google.com/file/d/1dBNhoTKUBLxh521XGGABnBEea-m5qF03/view?usp=sharing

seaflanker
08-02-20, 02:04 AM
Wow, @p7p8. I thought u were a hard core RA fan. Didn't know you guys stick with LwAmi in the end. Is there anyway that I can play both RA and LwAmi on the same computer?

install a RA mod on a stock DW, then rename the DW folder as you want, such as RA 1.XX, then install a new fresh DW, and install LWM in it, copy the RA 1.XX into the mod folder, and you can install or uninstall RA in JSGME now.

Aktungbby
08-02-20, 10:34 AM
seaflanker!:Kaleun_Salute:

seaflanker
08-03-20, 12:24 AM
seaflanker!:Kaleun_Salute:

You're welcome:salute: Actually when I play silent hunter several years, I have known subsim, and search it randomly. A lot of sub forums have died, but subsim still live to today, which is reassuring for submarine lovers.

p7p8
08-03-20, 03:32 AM
Wow, @p7p8. I thought u were a hard core RA fan.
Nope, i was LwAmi hardcore fan :)
But some improvements in RA and wider platform choice made this mod more flexibility for us - especially for MP battles.
------
Second factor was italian Betamod on RA 1.36 with playable Bergamini, Sauro, NH-90. It was reason why we never used RA 1.37
We just prefered more playable surface units and Sauro as very good balanced counterpart for Kilo family.

Now RA is more accurate and sophisticated than any other mod so i support it and tries to help with bug finding and testing. Some bugs appears only in MP but RA dev doesn't play MP mode.

seaflanker
08-05-20, 02:29 AM
Another weird bug, when come to set store of LA FLT I, game crashed. Maybe cos it is modified by LA FLT III?

seaflanker
08-09-20, 09:43 AM
I play the tutorial mission in RA 1.49. The 7th mission mano a mano is just cant be completed. I use a LA III vs a Virginia,and he cant be detected even in 4 nm. Even he is under layer while I am just above layer, even I run at 2 kts and let my towed array down through the layer, I cant detect him, and he can detect me. No lines on short intermediate,or long. And I cant use UUV or SLMM cos the mission request.

p7p8
08-10-20, 01:32 AM
Use narrowband

seaflanker
08-10-20, 09:37 AM
Use narrowband

Of course no signal on narrowband. Normally signals showed on intermediate are too weak to be designated on narrowband, let alone no signal on waterfall. Maybe you mean that I can see some black line on narrowband, but first I cant, second even I see it, it helps nothing, cos it cant be demon and TMA on a towed array without speed data can be a disaster to me,change course takes a long time,for towed array even longer,and data during that period cant be trusted. Do you know how to quick TMA without speed?(also this Virginia ai is very smart, constantly change speed and course). And torpedo guidence(this mission is ADCAP) is very unreliable. It cant even find 1nm virginia in its head 120 degree zone, so salvo is also useless. And without accurate data I cant set accurate RTE range, so he can hide in the noise of torpedo and run at high speed.

p7p8
08-16-20, 11:57 AM
Reinforce Alert 1.50 beta has been released!

Some info about "Reinforce Alert" (DWX 1_50 beta version).
1 - Cyclical reproduction of an "Incoming Vampire" message has been fixed for a multi-game ("on-line" radars autoclassification depending from target speed is disabled)
2 - User SAM missile operation algorithm has been fixed.
3 - User SS-N-3A SSM doctrine has been fix.
4 - AI wakehoming torpedoes operation algorithm has been improved.
5 - AI ASW Helos (not having onboard sonobuoys and dipping sonars): Improved algorithm for responding to missile launch detection from under water.
6 - Increased stability of the transition process for underwater launch missiles crossing the water-to-air border.
7 - MOSS Device added to driveable SSN 21 class and SSN 774 class.
8 - Added Midway CV, Farragut,Forrest Shermans Destroyers To US.
9 - Reworked "Target Display" Station for Type 212, Harushio and Collins subs.
10 - Reworked WeaponLoadOut Displays for subs.
11 - Reworked Graphics For Fire Control Stations Russian SSBNs.
12 - AI ASROCS: behavior algorithm has been improved.
13 - Some AI Planes has been added (for Midway CV)
14 - TACCO Station on User planes: has been reworked.
15 - Sonar Narrowband Station based by Akula interface: fq scale has been reworked. To 100 - 2500 Hz.
16 - Mk3 Atlantic: the long-awaited 3-D model finally arrived from -Jaf-.
17 - Nimitz CV: 3-D model has been replaced.
18 - AI Nixie: 3-D model for virtual active area device has been submerged.
19 - Torpedo User Doctrines: fixed bug when torpedo cannot aim at nixie towed decoy (when player shoots torpedo in mode "only anti-ship).
20 - Added AI Be-12 "Mail" SAR (Search And Resque) mission platform.
21 - Fixed the problem with external tubes on the Akula's SSN class.
22 - Juliett SSG User: Missile preparation time for launch, increased to 5 minutes.
23 - Added Controllable Charlie-II SSGN To Russia.
24 - Fixed the problem of loading the Weapon LoadOut displays for Grisha and Rogov (for some players).
25 - UUM-44 SUBROCs: Max range return to 30 Nmi. (previously fixed)
26 - Mk3 Atlantic: Fixed graphic artifacts for "Gear" and "Autopilot" switches at Pilot station.
17 - Fixed problem with torpedoes acoustic profile at classification.
18 - Malaysia: Added New Platforms.
19 - User Diesel Subs: The speed of diesel engines on the surface has been adjusted
20 - Victor-III: Korund added to weapon loadout.
21 - User Aviation: bug with ESM station has been fix. BEAR & MAY: reworked ESM station graphics.
22 - SS-N-9 Siren SSM: The IR sensor now works only in the final phase of the attack. Primary search is carried out by an active radar.
23 - User Ships & Aviation: Added voice message for event detect LAND Based object.
24 - User Subs: Demon Station, Unlocked ability hold trackers for Bow LF & Bow MF Sonars.(old subs, without towed array)
25 - User Akula-2, Akula-3 and Lada: Removed option change type presets for SS-N-27 SSM SuperSonic missile.
26 - Fix default problem when land artillery retain the ability to shoot, after their 100% destruction.
27 - User TU-142: Deleted missile wing pylons. The both bombay launchers, were finally modeled as a revolver type.
28 - User Grisha Rogov Adams: SAM Launchers - fix set the correct position for the generation of rockets on the platform and the angles of fire.
29 - User Ships: guns fix. (fixed rate of fire, generation of shots from exact coordinates, cones of firing. Animation still with some bugs.)
30 - Bergamini FREMM 3-D model by -Ludwig- has been updated.
31 - Campaign LIU DOCTRINE assembled to RA add-on compability.(Separate Folder in scenario Directory, need is copy is it necesseary.)
33 - Veteran's version (executable EXE) - has been canceled as unactual.
34 - Driveable Ivan Rogov: Fixed a bug with portable launchers when the number of missiles goes to 0 when visiting the weaponloadout display before mission.
35 - Mast Detectors: has been fix.
36 - Driveable Sauro-III: added separate LLTV station, Sauro-IV SS: upgrade to laser finger ststion.
37 - Fixed default bug, where cavitation is impossible when the platform moves back order.

Theta Sigma
08-17-20, 07:17 PM
Download:
https://www.redrodgers.com/forums/showpost.php?p=93461&postcount=1


There's also already an identified error (Udaloy speed issue) and a fix:
https://www.redrodgers.com/forums/showpost.php?p=146200&postcount=3117

fireship4
08-19-20, 08:53 PM
Thanks, I've had a little test (using the posted fix) and I have a couple of notes. I haven't played DW in a while so please forgive any mistakes.



USNI for Los Angeles Flight III does not mention maximum speed like the others.
Is there a reason I cannot achieve flank speed (or more than about 17kn) in shallow water? To replicate please try the mission "Super Escort", though the problem is present in other shallow waters, using the Virginia & Los Angeles Flt.III.
AI seems to set "run to enable" poorly in a few quick missions I tried: I have witnessed my torpedoes overshoot an approaching sub (launched via main map with AI track correctly showing head-on course), and allied torpedos activate too early, causing misses in both cases. I understand this may well be a stock problem.
The dangerouswaters.ini file provided has a new entry ".SetEMCON Yes" under "[Cheats]", which seems to disappear after running the game. Is this correct?
I have previously used the entries ".PercentTorpsExplodeOnCM" and ".PercentDeadPlatformsIgnored 0" in the above file. Is this recommended?


Looks like I'll be playing RA again for a while in any case... re-learn the red book, the blue book, die a bunch of times and quit again.

Coral
09-04-20, 04:27 PM
Where can I locate the russion voice mod for RA?

ET2SN
09-04-20, 05:26 PM
Read Theta Sigma's last post. :up:

Badger343rd
09-21-20, 09:02 AM
my akula should have 65-76 torpedoes,but they don't.did I mess something up?

Badger343rd
09-21-20, 05:36 PM
nevermind I figured it out

techsubdiver
10-13-20, 03:04 AM
Thanks, I've had a little test (using the posted fix) and I have a couple of notes. I haven't played DW in a while so please forgive any mistakes.



USNI for Los Angeles Flight III does not mention maximum speed like the others.
Is there a reason I cannot achieve flank speed (or more than about 17kn) in shallow water? To replicate please try the mission "Super Escort", though the problem is present in other shallow waters, using the Virginia & Los Angeles Flt.III.
AI seems to set "run to enable" poorly in a few quick missions I tried: I have witnessed my torpedoes overshoot an approaching sub (launched via main map with AI track correctly showing head-on course), and allied torpedos activate too early, causing misses in both cases. I understand this may well be a stock problem.
The dangerouswaters.ini file provided has a new entry ".SetEMCON Yes" under "[Cheats]", which seems to disappear after running the game. Is this correct?
I have previously used the entries ".PercentTorpsExplodeOnCM" and ".PercentDeadPlatformsIgnored 0" in the above file. Is this recommended?


If you didnīt find answers you could try the Red Rodgers forum

Guts
10-26-20, 10:23 AM
I've downloaded a Steam version of DW and RA Mod'ed it but it crashed

Ghost Dog
10-26-20, 03:08 PM
I've downloaded a Steam version of DW and RA Mod'ed it but it crashed


https://youtu.be/fl-4J85SGJ8


maybe this helps? I'm sorry its in French, but its all I could find. auto-translate subtitles might help.

Guts
11-11-20, 02:34 PM
Thanks mate

TimeBandit
02-28-21, 06:05 PM
Aloha all. I'm sure this has been asked frequently however, i'm really interested in learning more about when to use Sonar vs. when to use Radar and what goes into that decision process. I've seen several videos on How to Use them, but more interested in when. Any links would be appreciated.

ET2SN
02-28-21, 09:05 PM
RADAR- Everyone knows when you use it but its accurate range and bearing data. Your platform must be surfaced to use it.

SONAR- Passive relies on TMA to generate a solution, all you can (mostly) rely on is semi-accurate bearing data and contact ID plus an accurate idea of speed based on blade count. Active is like RADAR, everyone knows you're out there.

Visual- Accurate bearing data plus limited range data plus relative target motion (which way are they pointed?) and identification. Limited to either on the surface or close to it. Mast can be spotted visually or with a tight enough RADAR.

ESM- Like Visual but much longer (OTH) range. Bearing data is fair to poor but contact ID is very good. "Strong" contact doesn't mean "close" but that their RADAR can pick you up.

You use these sensors alone or combined to generate an accurate TMA solution while getting an over-all picture of your tactical situation. Which sensor(s) you use depends on your tactical situation.

TMA relies on changes to bearing rate data, its easier to track a target from the side than from dead astern. Generate a TMA solution then change course and/or speed. Note how the TMA solution falls apart (or doesn't) to make refinements to your target track.

:Kaleun_Cheers:

ET2SN
03-01-21, 12:13 AM
BTW, a couple of things we tend to take for granted: :03:

Initial conditions- When picking up a new contact, that contact is travelling on a constant course and speed. The contact is also closing in terms of relative distance.

Constant course and speed is just the way ships operate 95% of the time. You started out somewhere and you want to go somewhere else.

Always assume the contact is closing in terms of distance. Your scopes were clear ten minutes ago and now they.. aren't. :yep: Something changed, in this case the contact is getting close enough to be detected.

Aktungbby
03-06-21, 02:46 AM
TimeBandit!:Kaleun_Salute:

TimeBandit
03-06-21, 11:24 PM
TimeBandit!:Kaleun_Salute:

:Kaleun_Salute:Thanks Aktungbby

Badger343rd
03-19-21, 12:32 PM
I'm running tracking the Boomer in multiplayer(I'm using two computers) I'm not getting any messages...I've tracked him both long range and short, but no weapons release message(single player gives you message to go retrieve messages). what are the conditions for getting engagement permissions in this mission?

Coral
03-21-21, 07:09 PM
Today I noticed for the first time on the RA site a download folder titled "DWX_SC_Camp_Brief". The folder contains numerous scenarios. Are they different from the stock RA 1.50 scenarios and if so why are they not included in the stock download?

Wolfcat
09-10-21, 07:49 AM
Hi everyone. For those few who are still playing DW under RA mod, I have a little gift for you. Since the last patch, I noticed a lot inconsistency and discrepancy in the object database files. Just to name a few:
1. Some of the prominent SAM missiles such as SA-n-10 (this is a misnomer and I think they meant sa-n-20) and SA-n-21, which are essentially famous S300 and S400 cannot engage anti-ship missiles
2. SM2MR and SM2ER have two vast different effectiveness for 2 essentially same missiles (80% vs 50% respectively). This is the case for a lot of the American and Russian missiles.
3. Su-57 and F-22, two world's premier stealth fighters, have such high radar signal profiles that they can be detected and shot down by ship borne SAMs more than 40 nmi away.

On top of all these, a lot of American and Russian VLS capable ships cannot launch SAM missile vertically. (Don't tell me the vertical launches bug out things and that's why they are disabled. If that's the case, why some of the newly added ships can do the vertical launch? I believe some of the original ships such as Tico, Burke, Kirov and Slava are just being neglected when the mod team's attention was mainly focused on the newly added ships. Use my new database files, you will see VLS is NOT an issue.)

I did a comprehensive scrub of the database file and these new database files address many of these issues. I have shared my files on RA forum. I cannot attach zip files in this forum, but if you would like to try it please PM me.

Polak2
09-10-21, 08:51 PM
I did a comprehensive scrub of the database file and these new database files address many of these issues. I have shared my files on RA forum. I cannot attach zip files in this forum, but if you would like to try it please PM me.

Hey Wolfcat,

For sure you have engaged yourself in the serious task of going through the database and cleaning it out that "unreal" data. It is impressive, but I need to mention here (which curiously you are NOT) the comment of the main creator of RA Crazy Ivan about your work.

According to him, indeed some of the data are incorrect or false in the database, but unfortunately, they are as such for the very reason that the physics of the DW game would not allow them to be otherwise. So to put in other words if you change those data for the game entities as you did, they will not function in the DW simulation properly.

Should you not put this disclaimer or mention this word of caution here before you share your otherwise diligent work with unsuspecting others?

Ghost Dog
11-11-21, 03:02 AM
So I recently did a clean install of DW and then RA and whenever I try to use the MH-60, loading gets to 90% then stops responding. Missions, quick Missions, anything. All other platforms seem to work fine, even other helos. Any ideas?

Halcyon
02-15-22, 05:11 PM
I've noticed a couple discrepancies concerning the Virginia class US sub in the USNI reference files.

For the Virginia class, the starboard and port towed array names appear to be accidentally swapped in the ownship section reference page.

Also, the RA mod lists the Virginia's SPHERE sonar to be slightly more sensitive than the Seawolf's SPHERE sonar, but with a lower washout max speed.
I thought that the Virginia was designed to have better sensors than the Seawolf?
Its HULL sonar isn't as good as the Seawolf's, and it has a lower washout max speed for its WAA vs the Seawolf's WAA.

(data taken from the RA mod USNI reference pages. Speed in kts are usable max speed before washout, and the number after is the SNR, i.e. -13)

https://www.subsim.com/radioroom/attachment.php?attachmentid=5054&stc=1&d=1644962498

It doesn't specifically list it in the USNI reference area, but the Virginia is supposed to have the BQQ-10(v4) sonar suite, which is the exact same suite that the 688i has, according to internet sources like those below:

Virginia specifications - https://www.naval-technology.com/projects/nssn/

688i specifications - https://www.naval-technology.com/projects/la/

If that's true, why aren't the MF Active, Sphere, and Flank (hull) sonar values the same?
I don't know if the BQQ-10 suite is supposed to be better than the Seawolf's BSY-2 suite, but in the stock 1.04 DW version, the Seawolf could passively hear a lot further with its sonar than the 688i could.

I would expect the Virginia to improve on that sensor range, but I don't know how to verify if the RA mod actually did that.

Halcyon
02-18-22, 07:42 PM
Is RA discussion happening elsewhere more frequently? No one seems to frequent this thread much.

Kapitan
02-18-22, 07:53 PM
So I recently did a clean install of DW and then RA and whenever I try to use the MH-60, loading gets to 90% then stops responding. Missions, quick Missions, anything. All other platforms seem to work fine, even other helos. Any ideas?

did you run the .bat file as admin in the directory?

Kapitan
02-18-22, 07:54 PM
Is RA discussion happening elsewhere more frequently? No one seems to frequent this thread much.

Pretty much yes just post up the question as a stand alone topic