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XabbaRus
12-15-08, 10:03 AM
DW MODS Sticky index - previously stickied topics here

MillSab Mod Discussion here (https://www.subsim.com/radioroom/showthread.php?t=160966)

question : Replay format file (https://www.subsim.com/radioroom/showthread.php?t=93785)

LWAMI 3.09 Feedback Thread (https://www.subsim.com/radioroom/showthread.php?t=147970)

LWAMI Model Credits (https://www.subsim.com/radioroom/showthread.php?t=105553)



All RA mod discussion in this thread here.

BETA version download here:
http://www.mediafire.com/?sharekey=b...db6fb9a8902bda (http://www.mediafire.com/?sharekey=b3d367a1da20dee0d2db6fb9a8902bda)

CaptJodan
12-15-08, 07:54 PM
Really enjoying this mod, and am happy to see progress on the possibilities front for injecting some life back into this sim.

Haven't been able to find the more up-to-date RA with the Typhoon that people are talking about, only got Bill's most recent RA posting. I'm eagerly anticipating further releases.

MR. Wood
12-15-08, 09:10 PM
The version your referring to is the beta version and they don't want to have a lot of people complaining about problems with it so there will only be a release of the good running setup not the beta's. Be patient and we'll have a good release,:up: we have waited this long . They are still working on a few problems and bugs.

Nippelspanner
12-16-08, 04:55 AM
@XabbaRus

Because this is the thread regarding RA Mod, it would be nice to offer a link in the first post so ppl who join can DL the mod right away if interested - like me ;)

Would be a good idea to do the same with the Alfa Tau Mod thread.

Greetings!

Castout
12-16-08, 05:02 AM
The version your referring to is the beta version and they don't want to have a lot of people complaining about problems with it so there will only be a release of the good running setup not the beta's. Be patient and we'll have a good release,:up: we have waited this long . They are still working on a few problems and bugs.

I love RA. I guess then everyone must wait for the official release to be officially hosted. Be patient.

Or you could try asking around quite a number people already got their hands on the beta version.

The thing is now my firewall really hate DW my DW would hang if my firewall is up running. Putting DW as trusted application doesn't help either.
Man I'd love to play online with RA

BobbyZero
12-16-08, 08:58 AM
The thing is now my firewall really hate DW my DW would hang if my firewall is up running. Putting DW as trusted application doesn't help either.
Man I'd love to play online with RA

A bit OT, but which firewall do you use? Try disabling your regular firewall, and turning on Windows XP / Vista built-in firewall for the duration of DW online session, just designate DW.exe as an exception in a firewall's exceptions list. You will need Windows XP SP 2, SP 3, or Vista for Windows firewall.

Windows firewall is pretty basic, but it should be just fine for the online session duration, it won't filter any outgoing traffic, but it will filter incoming traffic.

:FI:Rabitski
12-17-08, 08:38 AM
Apart from waiting for the offical release of RA. Perhaps some one could post the correct prodcure for installing it? I'm not the best in this area, and perhaps I may have done something wrong with my one. Any help would be great.

XabbaRus
12-17-08, 11:41 AM
If you read the thread back in the DW forum I said I'd but a link in the first post if someone sent me the link.

No one has as yet.

PeriscopeDepth
12-17-08, 09:19 PM
If you read the thread back in the DW forum I said I'd but a link in the first post if someone sent me the link.

No one has as yet. I will PM you a link to edit into your post by tomorrow night Xabba. It'll be a free mediafire account though, so I'm not sure how well it will hold up.

PD

Castout
12-18-08, 01:10 AM
The thing is now my firewall really hate DW my DW would hang if my firewall is up running. Putting DW as trusted application doesn't help either.
Man I'd love to play online with RA
A bit OT, but which firewall do you use? Try disabling your regular firewall, and turning on Windows XP / Vista built-in firewall for the duration of DW online session, just designate DW.exe as an exception in a firewall's exceptions list. You will need Windows XP SP 2, SP 3, or Vista for Windows firewall.

Windows firewall is pretty basic, but it should be just fine for the online session duration, it won't filter any outgoing traffic, but it will filter incoming traffic.
Hmm will I be putting my PC at risk. I mean windows firewall is pretty basic imo. I'm using COMODO internet security package. really happy with it. Though it may cause me some nuisances like when installing or executing new application I would recommend it to anyone.

Plus sometimes I run snort IDS in the background too. Yea I'm neurotic...lol.

Edit: Yea I finally get DW working with my firewall up. A change of defense+ setting.
Thanks Bobby.

PeriscopeDepth
12-18-08, 06:01 PM
Here the Beta files are. Xabba can update his first post when he sees this. :)

http://www.mediafire.com/?sharekey=b3d367a1da20dee0d2db6fb9a8902bda

PD

:FI:Rabitski
12-19-08, 07:16 AM
:rock: Thanks guys for the link's. Now can you tell me the correct way to install them, I want to make sure I do it right the first time, do you install them using JSGME. Normally when given choices like this I normally do the wrong thing:D , so I'm going to hold off installing until I hear back. Again Thank you for the links, and taking the time to put up the thread.

BobbyZero
12-19-08, 09:15 AM
:rock: Thanks guys for the link's. Now can you tell me the correct way to install them, I want to make sure I do it right the first time, do you install them using JSGME. Normally when given choices like this I normally do the wrong thing:D , so I'm going to hold off installing until I hear back. Again Thank you for the links, and taking the time to put up the thread.

It is not intended for use with JSGME, though I guess there is a way to make it work...anyway, extract the zipped RA OPFOR files into your DW root folder, and you will see a README with instructions on how to install RA, it really is simple, just follow the instructions.

:FI:Rabitski
12-19-08, 11:52 AM
Think I got it up and running. Tigerfish still disappear after I fire them?, but that I can live with, fantastic Mod, well worth installing and if forced to chose between Alfa and RA, RA wins, much more depth and scope in designing missions, great models on new subs and ships

sardino
12-19-08, 12:57 PM
when there will be the definitive version of RA????:D:D:D

BobbyZero
12-19-08, 01:48 PM
when there will be the definitive version of RA????:D:D:D

Patience, young padawan...:D

Although, I'm quite jumpy too, waiting to play the mighty Typhoon in RA. And a new sonar station on Gepard looks interesting :rock: I kinda got tired of staring always at the same 2D sensor background screens from Jane's 688(i), through SC, to DW...so Gepard will be a treat!

XabbaRus
12-19-08, 04:01 PM
does anyone want to post screenshots of the new models?

:FI:Rabitski
12-19-08, 05:04 PM
I'll get some together and post them.

sardino
12-20-08, 09:15 AM
when there will be the definitive version of RA????:D:D:D
Patience, young padawan...:D

Although, I'm quite jumpy too, waiting to play the mighty Typhoon in RA. And a new sonar station on Gepard looks interesting :rock: I kinda got tired of staring always at the same 2D sensor background screens from Jane's 688(i), through SC, to DW...so Gepard will be a treat!

will there be novelty for mine beloved 688i?:D:D:D:D:D

Janus
12-20-08, 01:19 PM
Easy question: what is this mod about in the first place? Is there any mod website or something? Is it like LWAMI, does it add more playable subs? I know nothing about this mod...

MR. Wood
12-20-08, 01:46 PM
yes more playables along with more units in db fo ai:rock:

Janus
12-20-08, 02:17 PM
Okay, sounds good and I downloaded it. But is there a way to make this work with non-english version of Dangerous Waters?

MR. Wood
12-20-08, 03:54 PM
That I don't know:ping:

Janus
12-20-08, 04:03 PM
I've tried some things with the german version but it did not work so I guess it really is incompatible. I already ordered the english version now. I should have bought the english version from the beginning but back then I did not know that the localized versions are pretty much incompatible with any user crated contents (LWAMI etc.) :roll:

So, do the new drivable platforms use the same interfaces like the standard platforms, I mean do you have to drive around in a Delta-IV with 688I or Akula sonar display and ship control screen... or are there new interfaces?

PeriscopeDepth
12-21-08, 12:28 AM
I've tried some things with the german version but it did not work so I guess it really is incompatible. I already ordered the english version now. I should have bought the english version from the beginning but back then I did not know that the localized versions are pretty much incompatible with any user crated contents (LWAMI etc.) :roll:

So, do the new drivable platforms use the same interfaces like the standard platforms, I mean do you have to drive around in a Delta-IV with 688I or Akula sonar display and ship control screen... or are there new interfaces?
The interfaces are redone more than any mod in existence. I don't know if that's to your standards, but as far as interfaces go RA has the best out there AFAIC. :)

PD

Delareon
12-23-08, 04:42 AM
is there really no way to get this mod working with german version of the game?
For example LWAMI there you just have to change some filenames and it works perfectly. But this mod comes with an .exe installer as far as i know, so maybe if we get a file list we maybe can change the filenames on our own.

Kapitan
12-26-08, 08:43 AM
I am downloading the whole shebang as i write this, i am most impressed so far without playing this, with the level of effort put in by all partys, this now old game is still worth playing and with dedicated people putting thier own time into creating mods and patches means she will live a bit longer.

To the modders and creators thankyou i will give you my views soon on the mod and platforms from a players prospective.

P.S hope theres an udaloy or sovremenny in the works too ! :D

Janus
12-26-08, 09:54 AM
Kapitan: Udaloy is already driveable. Only with OHP interfaces though but what more can you expect without proper modding tools ;)

Kapitan
12-26-08, 10:39 AM
Well as long as its a good platform to drive which i have no doubt it will be cause the guys working on it are some of the best so once the niggly bits have been cast out we should be left with some good platforms but like everything it does take time and im prepared to wait.

Kapitan
12-26-08, 02:15 PM
on my 8th reinstall gentlemen and still havnt figured out how to install it properly yet ive red the read me a few dozen times but still no go any help will be appreciated.

regards

MR. Wood
12-26-08, 03:41 PM
OK gentlemen and any ladies this is how I did it and remember unless your on the test team don't complain about any bugs or any other problems until the complete RA is released OK. I installed Dangerous Waters clean added patch 104 installed LwAmi Mod made a copy of all DW folders put them into the mod folder inside of back up folder. Next I installed The RA mod non beta copied all folders except for mod folder after installing. Opened mod folder created new folder Called RA Mod opened it and pasted all folders into it.Then I deleted all folders in the main DW folder except Mod folder. Then went into mod folder and coped everything in the backup folder to the main DW folder so it would work. For the beta version I created a folder Called it RA Beta mod. You have to unrar all 10 folders in order 1 than 2 than 3 and so on till 10 it will ask you to overwrite files and folders for each on say yes or you screw it up and get as mad as me and well lets just say by the time you figure out what you did you be :damn: so be careful take your time after all 10 are in folder and you said yes replace a hundred times :rotfl: put DWX_update folder in there and move it to DW main folder and execute after it installs you might want to create a new folder to put it in mod folders so you can turn off and on easily.Yes I know it take a lot of memory but it's worth it if anyone has a better way were all ears. And remember after you put it in mod folder move a copy of the back up to the Main DW folder. Then you can use the JSGME tool to enable it. Note Both alfa tau and both Ra mods take a little bit to enable give it time it will load it same wirh undoing it. Hope this helps I know its a pain but it's worth it:rock:

Kapitan
12-26-08, 05:06 PM
Thankyou my mod is kinda installed without the JSMGE enabler currently pushing a delta IV around seeing how it goes.

Thanks for the help.

Bellman
12-27-08, 05:25 AM
Whilst the Ugst and APR-3ME subroc torps recover from cm spoofing in less than 500m.,and start searching again, the Mk 48s can take up to 2000m. Less dazed or fazed, more concussed !

If this is overlooked and not corrected there will be a serious imbalance in gameplay !

Edited 2/1 - I regret that my previous post was rather harsh - down to a severe hangover, I'm afraid. :roll::down:
After all these guys have done some clever stuff. Who knows they may have implemented differential torp reaction to cms. :ping:

MR. Wood
12-27-08, 09:44 AM
Look the reason I said don't complain or bitch about bugs unless your on the test team is they don't want everybody pm or complain in the forums they have guys to test bugs !:nope: Do remember that anyone who mods a game for free is doing it in there own free time so try not to piss them off. The RA Mod team didn't want the beta version going every where because of this. So have a good day :gulp:

suBB
12-27-08, 12:53 PM
Look the reason I said don't complain or bitch about bugs unless your on the test team is they don't want everybody pm or complain in the forums they have guys to test bugs !:nope: Do remember that anyone who mods a game for free is doing it in there own free time so try not to piss them off. The RA Mod team didn't want the beta version going every where because of this. So have a good day :gulp:

correct me if I'm wrong.. but... the community is the test team. That was the reason for the RA discussion thread & the other forum (i.e. worldwide discussion); to gather feedback from the community / enhance the mod while it's WIP before release.

MR. Wood
12-27-08, 01:20 PM
From a RA mod team member Hey They Do Not Want To Hear Any On The Beta They Already Know.

Quote
"In some days the basic package DWX ver.1.0 will be ready.
I think it is not necessary to give back Beta - version. It is necessary slightly to wait.
Do not give dust on public.
Now and so all what versions have got confused - will be correct.
I gave BETA the version for the official reports about mistakes.
The mistakes are found and will be necessarily corrected"

Castout and I asked about spreading the beta for all to play but we were asked not to, ok

XabbaRus
12-27-08, 05:28 PM
OK guys cool things a bit. The RA guys are doing there thing and the Beta Mod slipped out when maybe it shouldn't have.

When we did SCX Thomas did all the testing and didn't release it till he was happy. Maybe the RA guys will remember that and not let it out until ready.

Ramius
12-27-08, 06:06 PM
hmmmm .....DWX ver 1.0 will be ready in a few days.....

Shame really, but I had that version before DW had even hit the shelves. Think i've got a ver 1.2 of DWX lying around somewhere :know:

Kapitan
12-27-08, 06:55 PM
Intresting all i know is that the beta version has glitches granted but is good in MP games.

suBB
12-27-08, 11:35 PM
Intresting all i know is that the beta version has glitches granted but is good in MP games.
oh yes, :rock:

I'm really looking forward to RA mod and new mission MP scenarios for the mod, especially dynamic MP. I think RA will be a major contributing factor to dynamic MP. RA has already reduced editing by 2/3 so I'm hoping to see quick turns on MP scenarios.

I've started mission scenario design(on paper) but waiting for next version release before construction. Come to think of it, I'm going to re-do the entire map set I've been working on for all this time from scratch and make it just for RA. Been testing other ways to generate and maintain dynamic MP, but don't really need the mod to run such tests. I can do this with LWAMI

I also think with the presence of additional playable platforms, the mod will allow us to bring mission MP scenarios to life that you've covered in your covert ops documentation(IIRC), in particular, stealth transiting / infiltration and the requirement to arrive at a destination unharmed as win condition(i.e. Ohio vs red ASW forces <--> Delta IV / Oscar / Typhoon vs blue ASW forces).

btw, for quick reference, can you please post a link to your covert ops doc. thx!! :)

can't wait for RA :up:

tonibamestre
12-28-08, 05:04 AM
Good job indeed.Maybe from here,other high quality mods can follow.What about a Surface mod? It could include DDGs from both sides,CGs,CGNs,LPHs,CVs,......Fully controlled CBGs would be a great stuff as a target for silent hunters.

Someone could translate this ideas to the RA developers for me please?

;) :yep: :)

Kapitan
12-28-08, 06:52 AM
The manual can only be found here http://www.commanders-academy.com/forum/showthread.php?t=97

It is located in the submarine tactics and tricks section of the forum under the stiky guides and manuals.

tonibamestre
12-28-08, 09:54 AM
Well,given that I have not been able to register into RA developers Forum,I will post here a few lines concerning some ideas about future further interesting mods in order to complete the wip one right now.

Surface I.
Krivak II
Neustrashimy
Sovremenny
Kara
Kashin
Kirov
Slava
Kiev
Spruance
Leahy
Virginia CGN
Ticonderoga
Arleigh Burke
Knox

Surface II.
Kremlin
Kuznetsov
Kitty Hawk
Enterprise
Nimitz
Gerald Ford

Surface III.
Yednorog
Serna
Wasp
San Antonio
Austin

Surface IV.
Olekma
Kaliningradneft
Cimarron
Sacramento
Supply

Ok,these would be a quite good controllable platforms from both sides.Others could always be added from other Countries.


Regards Gentlemen.

Kapitan
12-28-08, 01:06 PM
Only real issue that i have found as of late is that CIWS doesnt work on the Udaloy no doubt they are addressing the issue, so far so good in the mod i do say it does need improvement but then again it is only a beta version so i wasnt expecting anyone to get anything right first time.

it is a great mod and well worth the download so keep up the good work guys.

Kapitan
12-28-08, 03:59 PM
Today myself and my friend madcap conducted exercises trialing the Destroyers Panteleyev and kulakov, missions conducted ranged from barrier search ASW to transit search ASuW some AAW was in the package also.

Our main goal in our second phase exercise which we conducted along side Nastroychivvy (sovremenny DDG) and peter the great (Kirov CGN) was to pass through two ASW barriers and one main ASuW barrier while being hounded by TU-142F and IL-38 may aircraft and also being buzzed by low flying Mig 25 foxbats and SU-27 Flankers.

The udaloy performs well At slow speed and at high speed (25 knots or more maximum we have achieved is 30 knots). she monouvers well at high and low speed (i narrowly avoided collision with peter the great see pics) and fires her weapons well, the only true gripe is AAW missiles the SA-9 gauntlets dont have the range the SM-2 does so some of the air targets had to be taken out by either the peter the great or nastroychivvy or left to fly off.

The exercise area was 95 miles long and 45 miles wide with the command ship meridian (vishnya radar vessel) watching over us and her escort buliny (sovremenny DDG).

The flankers were easy pray for the Nastroychivvy and Peter the great as both excel in ASuW and AAW missions while we excel in ASW which is what we were there for.

In the end the Nastroychivvy was ruled damaged as one of the enamy task group scored a hit, but we eliminated all threats bar two TU-142F aircraft which were well out of range of our missiles.

In all exercise a sucsess.

Picture time!

http://i73.photobucket.com/albums/i213/British_Airways_Captain/Virtual%20Sailor/Thesovvy.jpg

The sovremenny class DDG Nastroychivvy conducting a U turn to avoid any chance of a torpedo attack on them and to let us go infront.

http://i73.photobucket.com/albums/i213/British_Airways_Captain/Virtual%20Sailor/aboutturn.jpg

Peter the great passing madcaps udaloy (kulakov)

http://i73.photobucket.com/albums/i213/British_Airways_Captain/Virtual%20Sailor/cominginclose.jpg
Second time around another U turn i will miss her but it will be close !

http://i73.photobucket.com/albums/i213/British_Airways_Captain/Virtual%20Sailor/tooclose.jpg
Passing by port to port less than 10 meters from her !

http://i73.photobucket.com/albums/i213/British_Airways_Captain/Virtual%20Sailor/ohlala.jpg
Now that really is close

http://i73.photobucket.com/albums/i213/British_Airways_Captain/Virtual%20Sailor/phew.jpg
Passing the sturn of the peter the great cruiser

http://i73.photobucket.com/albums/i213/British_Airways_Captain/Virtual%20Sailor/Followtheleader.jpg
we formed back up and again she decided to U turn wonderful off we go again.

I lost alot of the pictures these are the ones i did manage to get but we have two or three more exercises coming up very soon so il pull some from there.

goldorak
12-28-08, 05:31 PM
Well,given that I have not been able to register into RA developers Forum,I will post here a few lines concerning some ideas about future further interesting mods in order to complete the wip one right now.

Surface I.
Krivak II
Neustrashimy
Sovremenny
Kara
Kashin
Kirov
Slava
Kiev
Spruance
Leahy
Virginia CGN
Ticonderoga
Arleigh Burke
Knox

Surface II.
Kremlin
Kuznetsov
Kitty Hawk
Enterprise
Nimitz
Gerald Ford

Surface III.
Yednorog
Serna
Wasp
San Antonio
Austin

Surface IV.
Olekma
Kaliningradneft
Cimarron
Sacramento
Supply

Ok,these would be a quite good controllable platforms from both sides.Others could always be added from other Countries.


Regards Gentlemen.

Dreaming is cool, but lets be realistic here ok ?
This mod isn't coming out in 2020 and there certainly aren't 30 people working on it. Keep your expectations to reasonable levels. :p
Nimitz, Enterprise, Ticonderoga, Spruance and Arleigh Burke ? What the :shifty: , how are you even going to control such beasts within the constraints of dw controlable interfaces ? I mean its complicated even to give a damn towed array for a Type 212 and you want to totality of the russian surface fleet available, and strategic us vessels ? :rotfl:

suBB
12-28-08, 10:02 PM
Well,given that I have not been able to register into RA developers Forum,I will post here a few lines concerning some ideas about future further interesting mods in order to complete the wip one right now.

Surface I.
Krivak II
Neustrashimy
Sovremenny
Kara
Kashin
Kirov
Slava
Kiev
Spruance
Leahy
Virginia CGN
Ticonderoga
Arleigh Burke
Knox

Surface II.
Kremlin
Kuznetsov
Kitty Hawk
Enterprise
Nimitz
Gerald Ford

Surface III.
Yednorog
Serna
Wasp
San Antonio
Austin

Surface IV.
Olekma
Kaliningradneft
Cimarron
Sacramento
Supply

Ok,these would be a quite good controllable platforms from both sides.Others could always be added from other Countries.


Regards Gentlemen.
Dreaming is cool, but lets be realistic here ok ?
This mod isn't coming out in 2020 and there certainly aren't 30 people working on it. Keep your expectations to reasonable levels. :p
Nimitz, Enterprise, Ticonderoga, Spruance and Arleigh Burke ? What the :shifty: , how are you even going to control such beasts within the constraints of dw controlable interfaces ? I mean its complicated even to give a damn towed array for a Type 212 and you want to totality of the russian surface fleet available, and strategic us vessels ? :rotfl:
:rotfl:

tonibamestre
12-29-08, 06:50 AM
But,most of the systems,weapons and interfaces are already implemented on the FFG7 model.In such aspect,the other units are not so different,just modeling a different shape.I know that is a long list,but maybe someones could be got.
About the Carriers,just would be nice and impressive to be able to command a vessel like that.

Kapitan
12-29-08, 10:28 AM
Dont forget here what DW is all about the main mission in DW what it emphasises is ASW warfare hence why we have submarines maritime patrol P3 and MH60 and a perry.

All these have limited capability against ASuW AAW threats but none the less the units most people are asking for are for that ASuW and AAW scenarios well then you change the whole nature of the game.

A carrier would be great nimitz class or the Kuznetsov i cant personally see it maybe a slight possibility of a CVH like jean d'arc its not just the modeling that takes it what about the interface for a carrier that in itself is a whole overhaul of everything you couldnt just use the perry interface to put on the nimitz or kuznetsov it does ok on the udaloy but again she is a primary ASW unit.

Im not against ASuW or AAW warfare i would love to see a sovremenny or even the udaloy II as a playable (yes the udaloy II is a ASuW ship and the only one in her class to be so), maybe a whole new sim perhapse.

CaptJodan
12-29-08, 09:11 PM
For the record, I'd just like to say that I'm happy with the beta thus far, and am happy to have it. There are issues, but I have no desire to voice them, as I know the team is working on them when they get the chance. This is far more than I ever expected we would be allowed to have for this sim, and it's injected new life into it.

I'm loving both the new interfaces and particularly enjoy the Alfa. I'm not sure if mods to, say the sensors and torpedoes were additions made in previously allowed mods (I was basically playing no-modded), but I like the fact that you have to get closer to your target.

I guess what I'm trying to say is that I am saddened that the modders feel they have to limit these betas for legitimate fears that the community will pounce on problems they see. Already, RA and AT have brought us more than I could ever have forseen we'd get, and I'm just happy to enjoy the work they've done and not harrass them to death to fix problem X or Y. I'm just enjoying what they've already done for the community and hope they won't feel oppressed by it now, or later down the road.

Blacklight
12-30-08, 01:57 PM
I've been away for a while and a bit out of touch on the forum but.. after reading this thread...
Isn't adding new playables to DW a big No No ?
The mod does sound interesting and it looks like a lot of good work is going into it. Is it meant to work with LWAMI or are they going to have to be separate mods ?
Is there a wiki or something maintained so I can learn more about the RA mod ?

Just curious. I play DW all the time and anything that adds to it is a plus in my book.:up:

OneShot
12-30-08, 03:50 PM
So far SCS stance on both the RA and Alfa Tau Mod is that they have yet to take a definite stance however at the moment they seem to be ok with them.

As for more information bout the mods, I think there are forums in italian and russian where the developers are available but to my knowledge there is no Wiki or anything like it available yet (however given the current stance of SCS I have no problem with expanding the existing DW Wiki to include sections for the RA and TA mod ... just need to find someone who actually writes something.)

As for LwAmi and those mods ... to my knowledge both mods are based on an older version of the LwAmi mod and have subsequently evolved into their own "thing". This means that all three mods (AT, RA and LwAmi) are incompatible with each other.

Hope that helped a bit.

Sea Demon
12-30-08, 04:28 PM
So far SCS stance on both the RA and Alfa Tau Mod is that they have yet to take a definite stance however at the moment they seem to be ok with them.



I have seen nothing to indicate that they are "OK" with it. Neal just indicated that the topics were open and linking was OK. I guess that's the approval. But it would be nice to see a Sonalyst's employee actually have something to say on it in this forum. Straight from the horses mouth. Especially because adding new playables has always been forbidden. These mods look very promising. But I do have to say that official releases or a new game from Sonalysts would be much more desirable. I just hope that pursuing these mods doesn't turn Sonalysts off from producing any potential future developments.

Theta Sigma
12-31-08, 05:15 AM
Hi guys,

I haven't been active here since threads on this and Alpha Tau were closed and even deleted. :D I'm glad that the powers that be see far enough to have mercy on the end-users here.

Well, in my last install I tried RA and AT, and found AT more enjoyable and bug free, but the more plentiful and detailed playables were better in RA. It was hard, but I stuck with AT for gameplay.

The hardest part about reverting to AT was the multi-stage SLBM launches in RA. They were absolutely amazing, but they were just for show. AT had working SLBMs that could wipe out entire taskforces (FUN!), but they were modeled on other long-range missile behaviors.

What I wished for (among other things) was for a merge of these elements with a functional multi-stage SLBM. Have the RA devs worked on this? I used to peruse both dev forums, but putting the sukhoi pages into translators was too laborious. I'd love to know if they are working on it, though. It would seem to me that porting the AT SLBM behavior into RA would be easier than the reverse considering how compliacated the multi-stage SLBM process seems to be.

MR. Wood
01-10-09, 06:46 PM
USS Seawolf SSN-21
http://www.redrodgers.com/forums/attachment.php?attachmentid=7434&d=1231551907
http://www.redrodgers.com/forums/attachment.php?attachmentid=7435&d=1231551907
http://www.redrodgers.com/forums/attachment.php?attachmentid=7436&d=1231551907


Kilo
http://www.redrodgers.com/forums/attachment.php?attachmentid=7433&d=1231540203

sardino
01-11-09, 05:12 AM
the definitive version???:ping::ping:

goldorak
01-11-09, 06:09 AM
the definitive version???:ping::ping:

When its ready. I guess on tuesday. :lol: :ping: :ping:

MR. Wood
01-11-09, 01:54 PM
I can't wait with that new Seawolf :rock:

goldorak
01-11-09, 02:29 PM
I can't wait with that new Seawolf :rock:

:yep: the new seawolf 3d model is a real beauty. A work of art.

XabbaRus
01-11-09, 05:49 PM
A very nice model but he has got the number of blades on the pumpjet wrong....;)

Kapitan
01-11-09, 06:10 PM
How many blades are there?

MR. Wood
01-11-09, 08:19 PM
I'm not sure but if I remember all US Navy boats have odd numbered blades like 5 7 9 like that. this one has 12 but I'm still in love with it lol:arrgh!:

XabbaRus
01-12-09, 05:19 AM
It is 7. I think will have to check a drawing I have.

dd149
01-14-09, 10:48 AM
Has anybody heard something about the realease of new RA? Was supposed to be yesterday.
Cheers to the modders! and good submerger year 2009!

kpv1974
01-16-09, 06:04 AM
Is there a specialist in Seawolf`s construction? How many blades have SSN21`s propeller and pump-jet`s grate?
Is there a grate at the pump-jet`s outlet?
On how many parts are divided entrance and outlet holes of pump-jet?

kpv1974
01-16-09, 11:49 AM
:arrgh!: Has anybody heard something about the realease of new RA? Was supposed to be yesterday.
Cheers to the modders! and good submerger year 2009!

Wait, think for month finish...

LoBlo
01-16-09, 05:24 PM
Is there a specialist in Seawolf`s construction? How many blades have SSN21`s propeller and pump-jet`s grate?
Is there a grate at the pump-jet`s outlet?
On how many parts are divided entrance and outlet holes of pump-jet?

My opinion is that its not important enough to redo the model that you've already done or delay the next release. All those details are not public knowledge anyway and 99.999% of players wouldn't know the difference.

goldorak
01-16-09, 06:25 PM
My opinion is that its not important enough to redo the model that you've already done or delay the next release. All those details are not public knowledge anyway and 99.999% of players wouldn't know the difference.

Yeah, the seawolf in the game is modelled with a 7 blade propeller.
Keep it at that and lets get the RA mod rolling. :yep:

kpv1974
01-17-09, 05:00 AM
My opinion is that its not important enough to redo the model that you've already done or delay the next release. All those details are not public knowledge anyway and 99.999% of players wouldn't know the difference.

Yeah, the seawolf in the game is modelled with a 7 blade propeller.
Keep it at that and lets get the RA mod rolling. :yep:

Well...
Under your responsiblity...

Bill Nichols
01-17-09, 12:14 PM
Hey guys, a little help here please.

I'm trying to download the RA install files Xabba linked to in Post #1, and am able to get them all except RA_OPFOR_PACK.part02.rar . For some reason MediaFire is hanging up at the "Processing download request..." stage.

Perhaps someone could e-mail that file to me at billnichols@subguru.com

Thanks!
Bill

:know:

Fearless
01-20-09, 05:21 AM
Hey guys, a little help here please.

I'm trying to download the RA install files Xabba linked to in Post #1, and am able to get them all except RA_OPFOR_PACK.part02.rar . For some reason MediaFire is hanging up at the "Processing download request..." stage.

Perhaps someone could e-mail that file to me at billnichols@subguru.com

Thanks!
Bill

:know:

File sent to your email address Bill.

Fearless

captcav
01-20-09, 06:21 PM
Fearless could you please copy my address into the file you sent to bill as well thanks.

Many Thanks,

Captcav

timc_10@optusnet.com.au

captcav
01-20-09, 11:35 PM
Hey all, has there been any further word on additional surface platforms in the up and coming release? as I understand that is soon?

Captcav

Theta Sigma
01-21-09, 01:02 AM
http://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABwAAAAOCAYAAAA 8E3wEAAAABmJLR0QA/wD/AP+gvaeTAAAACXBIWXMAAAsTAAALEwEAmpwYAAAAB3RJTUUH1Q UUDyoqJjAqRwAAAN1JREFUOMu1lMkVwyAMBYe0JGpCNUFNVk3k 4AUwxPGS+ILxkzX8jyTH/Sfu9nrmJ3cXlnMASyWRPwd2d5XlHCBZn1BthcbRAdxTZQDI8k3 mQzg11rhF+QZ9jdNOcQib6GFQYJYgCFucSRf6GsLU6wEY5yubT FqF2yq1vRwr3INXdQUWG+je1pELX4ED1wDyRAR0WfuAA9gloIT yvsFMIMgYInYRqF6rO9Sqz9qkO5ilyo0o3YBwJ+6vrdQonxWUQ llhXeHcb/wabMPkP2n81ocAIoLZrMqn/4y2RwP8DcQ+d6rT9ATiAAAAAElFTkSuQmCC


I'm pretty antsy for the new Alfa Tau and RA. This must be how those who waited for GWX felt...oh wait, I was one of those too. :)

captcav
01-21-09, 04:45 AM
Hey all, Just installed RA, but cannot get the udaloy to load, when loading a mission with the DDG in it, the load screen stops and says "English Text Library Failed to Load" then "The Selected Interface Did Not Load"

Any ideas?

Captcav

captcav
01-21-09, 06:14 AM
Also found the same when trying to load the trafalga. Certainly not whinging, would like to use those platforms is all, great mod, love it! I ran the CIWS_CADS doctrine through the SC Doctrine Checker and it came up with three errors, i assume this would be the same for the trafalga, maybe this is info that the devs know about already, or maybe not, but i assume this is why the DDG is not loading in RA.

Common?

Cheers,

Captcav

Fearless
01-22-09, 02:57 AM
Fearless could you please copy my address into the file you sent to bill as well thanks.

Many Thanks,

Captcav

timc_10@optusnet.com.au

File sent Captcav.

captcav
01-22-09, 06:11 AM
Thanks for that Fearless. Guys i've done three full uninstalls and reinstalls along with the RA mod, the Udaloy still won't load once a mission has been created for it? English text file is still missing and won't load the platform.

Anyone else had this issue? suggested ways to get around it? I've waited 5 years to be able to use another surface vessel now I can't get the thing to work, how frustrating!

BTW< all the sub work fine! expect the British one, that has the same issue as the Udaloy.

Help needed.

Cheers,

Captcav

goldorak
01-22-09, 06:20 AM
captcav, what version of dw are you using ?
The RA mod works on english installs, if you have a localized version (german or french) then there could be problems.

captcav
01-22-09, 03:35 PM
No no it's the english version alright, running the 1.04 update patch. Funny thing, in the DW root directory where I ran the two batch files to upload the RA mod I had a look in the general DW interfaces folder, inside all the playable interfaces have their sub-folders which contain all the info needed to convert to a playable, but the Udaloy and the British Sub does not, just a stand alone file, no sub-folder, it's as though the batch isn't translating over the info.

I'm guessing that nobody else has this problem?

After Unraring the files, would it be helpful to do a manual drag and drop of the Udaloy interface folder from the RA files into the DW root director (interface) folder? I don't mind messing around with it cause I do this a lot with the internal files, just interested to know if anyone has a quickest fix solution.

Cheers Guys,

Captcav

goldorak
01-22-09, 04:10 PM
Since RA is not mod friendly, the best option would be to do a fresh DW install, apply the 1.04 patch and then install RA over it. :yep:

captcav
01-22-09, 04:25 PM
Yeah I did that a few times last night, but I still think files were left behind after the uninstall. Reason i say that is cause when I installed DW ran the 1.4 patch then ran the batches for RA inside the batches it kept asking me to overwrite existing files... This tells me not everything was taken off in the install.

What was your method of install goldorak? Would Lwami be playing interference?

Captcav

goldorak
01-22-09, 05:29 PM
Yeah I did that a few times last night, but I still think files were left behind after the uninstall. Reason i say that is cause when I installed DW ran the 1.4 patch then ran the batches for RA inside the batches it kept asking me to overwrite existing files... This tells me not everything was taken off in the install.

What was your method of install goldorak? Would Lwami be playing interference?

Captcav


Ok here is how I did it.
In my case I already had Lwami and Alfa Tau 3 installed through jsgme since those 2 mods are jsgme-friendly.
Before installing RA I disabled all the mods through jgsme, everything unistalled so that DW was back to 1.04.
Now I copied the DW folder and everthing inside to a new location (another partition or another disk). Now inside this new DW folder you must delete the mod folder (it contains images of lwami and alfa tau in my case). Once you have deleted the mods folder, you copy the RA folder inside together with the batch file. And off you go, accept every option, even if it overwrites files. Then install the RA patch file. That's it. Now you create a folder named RA_mod and copy inside the following folders Cinematic - Database - Doctrine - Graphics - Interfaces - Manual and the file controller.ini. Once done, you copy this folder inside the original DW folder, inside the mod folder (you should have it if you use jsgme). Now from the jgsme you can activate the RA mod.
Don't forget to delete the copied DW folder you used to install RA.

captcav
01-22-09, 11:30 PM
Thanks that, all done now, the Udaloy seems to be loading fine! Question, is there a script i can corrupt in order to get the Udaloys two 100m guns to face the designated target highlighted on radar? at the moment they are lifeless and just point straight ahead.

Captcav

Theta Sigma
01-23-09, 07:21 AM
http://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABwAAAAOCAYAAAA 8E3wEAAAABmJLR0QA/wD/AP+gvaeTAAAACXBIWXMAAAsTAAALEwEAmpwYAAAAB3RJTUUH1Q UUDyoqJjAqRwAAAN1JREFUOMu1lMkVwyAMBYe0JGpCNUFNVk3k 4AUwxPGS+ILxkzX8jyTH/Sfu9nrmJ3cXlnMASyWRPwd2d5XlHCBZn1BthcbRAdxTZQDI8k3 mQzg11rhF+QZ9jdNOcQib6GFQYJYgCFucSRf6GsLU6wEY5yubT FqF2yq1vRwr3INXdQUWG+je1pELX4ED1wDyRAR0WfuAA9gloIT yvsFMIMgYInYRqF6rO9Sqz9qkO5ilyo0o3YBwJ+6vrdQonxWUQ llhXeHcb/wabMPkP2n81ocAIoLZrMqn/4y2RwP8DcQ+d6rT9ATiAAAAAElFTkSuQmCC


Have the devs said why they won't make it JSGME-compatible? Creating a MOD folder for RA and having JSGME recognize it works, but it doesn't "take".

Bellman
01-24-09, 12:16 PM
Thanks Goldorak - works fine. Neat.

Might also be good to copy the Scenario files, created by the temporary install, back to the original DW folder. There are some nice new RA modded missions in there.

captcav
01-24-09, 08:52 PM
Hey guys,

Does anyone know if there is a newer version than for RA available?

* Also, are we permitted to change the weapon load outs in RA? The absence of SSM's on the Udaloy is bugger me to tears!

Captcav

falconsix
01-26-09, 01:21 AM
I have worked out an option, who allows to play the mod on noEnglish versions from the Game: at my Example, it is the German version.

You have to rename the following Files and it workes:

every ending in the "Dangerous Waters/Database" folder from .exx to .gxx.

AND:

in the folder "Dangerous Waters/interfaces/688"(if you change it, only the 688 will work, do this for every unit) : change the name from the file "textE.dll" to "textG.dll" and (if available, some units doesnt have this file) : "textCE.dll" to "textCG.dll".

Now it should work!:rock:

I hope, i could help!

dont know, wicht letter you have to replace in other language versions, perhaps "I" for Italian.:hmm:

greetings
F6

Fearless
01-26-09, 06:54 AM
Thanks for this great mod. I look forward to the final version. It would be greatly appreciated if a playable Collins class sub could be included. Alternatively how can one create a Collins class sub as a playable unit?

captcav
01-26-09, 06:26 PM
That's a good point fearless makes, i'm a RAN boy myself and would love to have a playable collins class in the next release, obviously not all classes can be made playable but it would be a great addition.

BTW, when was the last time someone heard from the DEV'S? is RA an update still in development or has it been abandoned?

Captcav

Theta Sigma
01-26-09, 07:21 PM
http://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABwAAAAOCAYAAAA 8E3wEAAAABmJLR0QA/wD/AP+gvaeTAAAACXBIWXMAAAsTAAALEwEAmpwYAAAAB3RJTUUH1Q UUDyoqJjAqRwAAAN1JREFUOMu1lMkVwyAMBYe0JGpCNUFNVk3k 4AUwxPGS+ILxkzX8jyTH/Sfu9nrmJ3cXlnMASyWRPwd2d5XlHCBZn1BthcbRAdxTZQDI8k3 mQzg11rhF+QZ9jdNOcQib6GFQYJYgCFucSRf6GsLU6wEY5yubT FqF2yq1vRwr3INXdQUWG+je1pELX4ED1wDyRAR0WfuAA9gloIT yvsFMIMgYInYRqF6rO9Sqz9qkO5ilyo0o3YBwJ+6vrdQonxWUQ llhXeHcb/wabMPkP2n81ocAIoLZrMqn/4y2RwP8DcQ+d6rT9ATiAAAAAElFTkSuQmCC


Is there a reason the Sukhoi forum is closed to new registrations? I only wanted to post thanks for the work on RA so far, but it's locked. Is that to new registrants in Russia too?

captcav
01-26-09, 09:59 PM
I read in some posts on previous pages 17/01/09 that the new release is due towards the end of the month, which is actually now, just wondering if anyone can back that up?

Is there another site that provides this kind of information?

Captcav

kpv1974
01-27-09, 05:35 AM
http://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABwAAAAOCAYAAAA 8E3wEAAAABmJLR0QA/wD/AP+gvaeTAAAACXBIWXMAAAsTAAALEwEAmpwYAAAAB3RJTUUH1Q UUDyoqJjAqRwAAAN1JREFUOMu1lMkVwyAMBYe0JGpCNUFNVk3k 4AUwxPGS+ILxkzX8jyTH/Sfu9nrmJ3cXlnMASyWRPwd2d5XlHCBZn1BthcbRAdxTZQDI8k3 mQzg11rhF+QZ9jdNOcQib6GFQYJYgCFucSRf6GsLU6wEY5yubT FqF2yq1vRwr3INXdQUWG+je1pELX4ED1wDyRAR0WfuAA9gloIT yvsFMIMgYInYRqF6rO9Sqz9qkO5ilyo0o3YBwJ+6vrdQonxWUQ llhXeHcb/wabMPkP2n81ocAIoLZrMqn/4y2RwP8DcQ+d6rT9ATiAAAAAElFTkSuQmCC



Is there a reason the Sukhoi forum is closed to new registrations? I only wanted to post thanks for the work on RA so far, but it's locked. Is that to new registrants in Russia too?

Write Here http://www.redrodgers.com/forums/forumdisplay.php?f=172
All here.

kpv1974
01-27-09, 05:45 AM
I read in some posts on previous pages 17/01/09 that the new release is due towards the end of the month, which is actually now, just wondering if anyone can back that up?

Is there another site that provides this kind of information?

Captcav

Try So http://sukhoi.ru/forum/forumdisplay.php?f=123

Theta Sigma
01-27-09, 07:30 AM
http://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABwAAAAOCAYAAAA 8E3wEAAAABmJLR0QA/wD/AP+gvaeTAAAACXBIWXMAAAsTAAALEwEAmpwYAAAAB3RJTUUH1Q UUDyoqJjAqRwAAAN1JREFUOMu1lMkVwyAMBYe0JGpCNUFNVk3k 4AUwxPGS+ILxkzX8jyTH/Sfu9nrmJ3cXlnMASyWRPwd2d5XlHCBZn1BthcbRAdxTZQDI8k3 mQzg11rhF+QZ9jdNOcQib6GFQYJYgCFucSRf6GsLU6wEY5yubT FqF2yq1vRwr3INXdQUWG+je1pELX4ED1wDyRAR0WfuAA9gloIT yvsFMIMgYInYRqF6rO9Sqz9qkO5ilyo0o3YBwJ+6vrdQonxWUQ llhXeHcb/wabMPkP2n81ocAIoLZrMqn/4y2RwP8DcQ+d6rT9ATiAAAAAElFTkSuQmCC


Is there a reason the Sukhoi forum is closed to new registrations? I only wanted to post thanks for the work on RA so far, but it's locked. Is that to new registrants in Russia too?
Write Here http://www.redrodgers.com/forums/forumdisplay.php?f=172
All here.


I should post my request there? Just did. :)

captcav
01-27-09, 03:36 PM
Hey guys, is there anyway to turning the sukhoi forum into an English read?

Captcav

MR. Wood
01-27-09, 05:35 PM
google translate

captcav
01-27-09, 10:41 PM
Hey all,

I've been modding around and have figured out a way to manipulate the existing FFG weapons control (and radar) panel to simulate an aegis launch. On the Perry FFG weapons control screen where it indicates incoming missiles or airbone & sea bound weapons or vessels, by assigning additional digital trackers and some light manipulation with my mouse i can select up to 16 incoming missiles just by clicking on them, this puts the contacts in brackets just like selecting a single track, then to prep for fire click on assign.

Obviously this could be worked differently for the dev's in RA, but with a say, Tico assigning 16 radar contacts will effectively allow a 16 run launch of SAM's to intercept. I find this easy as it's one control screen to operate what on a real ship is manned by 30 personnel.

I'm also working this from the radar platform too, this will automatically list all selected radar tracks in the weapons console, simply click on the first contact eg [0001] and shift+arrow down to [0016] and assign.

Problem is, I dont have a Ageis cruiser or DDG to test this one, the Mk13 just will not allow me to develop it, even the Udaloy in the current RA is insufficient as it's just a perry in sheeps clothing.


Captcav

Theta Sigma
02-04-09, 02:27 AM
Hey guys, is there anyway to turning the sukhoi forum into an English read?

http://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABwAAAAOCAYAAAA 8E3wEAAAABmJLR0QA/wD/AP+gvaeTAAAACXBIWXMAAAsTAAALEwEAmpwYAAAAB3RJTUUH1Q UUDyoqJjAqRwAAAN1JREFUOMu1lMkVwyAMBYe0JGpCNUFNVk3k 4AUwxPGS+ILxkzX8jyTH/Sfu9nrmJ3cXlnMASyWRPwd2d5XlHCBZn1BthcbRAdxTZQDI8k3 mQzg11rhF+QZ9jdNOcQib6GFQYJYgCFucSRf6GsLU6wEY5yubT FqF2yq1vRwr3INXdQUWG+je1pELX4ED1wDyRAR0WfuAA9gloIT yvsFMIMgYInYRqF6rO9Sqz9qkO5ilyo0o3YBwJ+6vrdQonxWUQ llhXeHcb/wabMPkP2n81ocAIoLZrMqn/4y2RwP8DcQ+d6rT9ATiAAAAAElFTkSuQmCC

google translate

The language setting is in the far lower left hand corner. Just click the drop-down menu. That will work for the board, but not the posts that are posted in Russian.

If you have Firefox or IE7/8, you can add the Babelfish Russian-English webpage translator to your search selection. Go here:

http://mycroft.mozdev.org/search-engines.html?category=57

and browse to "Babel Fish ru->en URL" click that, and then you can choose it in your search bar. Add any Russian link and hit enter to see it translated.

As an added extra, go here:

http://mycroft.mozdev.org/search-engines.html?category=30

Scroll down to the last few starting with "S". :)

dyshman
02-05-09, 11:16 AM
New screenshots of Seawolf at http://redrodgers.com/forums/showpost.php?p=96291&postcount=23 . what do you think about it? may be some mistakes? all your proposals adress to that forum. new delta also on that page, working on Song SS, Jin SS and some others))

goldorak
02-05-09, 12:57 PM
New screenshots of Seawolf at http://redrodgers.com/forums/showpost.php?p=96291&postcount=23 . what do you think about it? may be some mistakes? all your proposals adress to that forum. new delta also on that page, working on Song SS, Jin SS and some others))


All I can say is that the seawolf is a gorgeous 3d model. :D

dyshman
02-10-09, 12:34 PM
in new release of RA addon ssk 212 will be playable! new screen-shots awailable on (WIP 70%)
http://redrodgers.com/forums/showthread.php?p=96469#post96469 (main page of graphic changes)
seawoolf 100% copleted. http://redrodgers.com/forums/showpost.php?p=96451&postcount=31
ssn Sturgeon, LA flt I,II,III also completed http://redrodgers.com/forums/showpost.php?p=96472&postcount=36
ssk Collins WIP, Harushio or Oyashio( i dont know exactly)))) WIP
all submarines fully-functional (masts, dive planes moves, torpedo and roket tubes opens)
diesel subs (only AIP-types) have towed-array!
possible realese in march...

Weiss Pinguin
02-10-09, 12:52 PM
That Seawolf model is gorgeous :o

LoBlo
02-10-09, 11:08 PM
in new release of RA addon ssk 212 will be playable...

Question: How with the mod model AIP? How about the Type 214? Beautiful, beautiful models. Great skinning talent as well. Can't wait to play.

Here's a quick question about the models? Did the RA modders make the Virginia sub with a red or a gray color scheme? I remember seeing one of the Virginia models on the forum with a red ventral coating, but in the RL pictures shown of the Virginia class they have always been colored all black or with a grey ventral coating (not red). Which color scheme did the RA mod team choose?

Fearless
02-11-09, 04:30 AM
in new release of RA addon ssk 212 will be playable! new screen-shots awailable on (WIP 70%)
http://redrodgers.com/forums/showthread.php?p=96469#post96469 (main page of graphic changes)
seawoolf 100% copleted. http://redrodgers.com/forums/showpost.php?p=96451&postcount=31
ssn Sturgeon, LA flt I,II,III also completed http://redrodgers.com/forums/showpost.php?p=96472&postcount=36
ssk Collins WIP, Harushio or Oyashio( i dont know exactly)))) WIP
all submarines fully-functional (masts, dive planes moves, torpedo and roket tubes opens)
diesel subs (only AIP-types) have towed-array!
possible realese in march...

Awesome dyshman, looking forward to the Collins class being completed :up:

dyshman
02-11-09, 07:14 AM
main problem in addition of new units is interfaces! this very hard things and only one man in our team can do it(((
if you have some ideas about changing O.Perry 3d-model, please let me know (i'll do smth, of course, if it possible to do))
about AIP: it bases (in game) on nuclear submarine engine. it gives us posibility to use towed-array and AIP-engine. it means, we have conventional submarine with nuclear engine! but range and speed are limited.
about 214: why?
firstly:we have many SSK's: Kilo, Lada, Harushio, Collins, 212. many subs are copying others
secondly: it very hard to create normal interface(
about virginia: this sub has red color scheme, its finally, as i know

Castout
02-12-09, 03:06 AM
dyshman you're the man.

If I weren't so ugly I would have proposed you :yeah:

Bill Nichols
02-14-09, 09:00 PM
Any ETA on the next version?

:ping:

goldorak
02-15-09, 01:52 AM
Any ETA on the next version?

:ping:


Most probably around march.

Castout
02-15-09, 06:35 AM
Hey I can live through March I think :DL . Thanks for the information.

Bellman
02-15-09, 07:40 AM
Some very pretty models. :salute: .............but I hope that when we move beyond Beta,
the intelligence of the torpedo doctrines will have been improved. :damn:

Hope someone will take a long hard look.

Tassaddar
02-19-09, 09:30 AM
I posted this also in another thread. What about modeling for fire damage???

goldorak
02-19-09, 09:36 AM
I posted this also in another thread. What about modeling for fire damage???


How are you going to mod something that isn't even contemplated by the simulation engine itself ? ;)

LoBlo
02-23-09, 12:02 AM
Here are a few questions to the RA design team.

1) Was the team able to fix DSRV bug? I see that the launch is fixed, but the return is still bugged. (doesn't land back on the submarine)

2) Would the RA team be able to add a 'camera turret' to the MH-60, in the same way it did for the KA-27? Would be a nice addition.

3) How diffulcult would it be to add voice triggers such as adding a "waypoint reached" voice trigger for submarines (the way the MH-60 and P3 already have]. Or even a "steady on depth" voice trigger similar to the "steady on course" voice trigger already exist. Is it possible?

about 214: why?
Why the 214? Just curious...mainly because I'm a fan of the Dolphin Class submarines. http://www.naval-technology.com/projects/dolphin/:cool:
about virginia: this sub has red color scheme, its finally, as i know
That's too bad. Its a shame to see such a inaccurate color scheme on the boat when the boats are actually black and grey http://www.navsource.org/archives/08/08775b.htm

oscar19681
02-24-09, 08:43 AM
I was wondering will there be any addons such as the walrus class submarine for the dutch navy? Really dont understand whey left out the dutch navy anyway.

Weiss Pinguin
02-24-09, 02:06 PM
The Walrus class is already ingame, and so are the Netherlands. :hmmm:

oscar19681
02-24-09, 02:35 PM
Is that so? Not so in vanilla dw i think. I think taiwan is modeled and they do use a dutch sub.

oscar19681
02-24-09, 03:20 PM
Also in the current version of the mod are the 688 flight 1 & 2 playable? If so do the dive planes on the conning tower move? I mean really which one is more beatifull for the eyes the 688 like the one in hunt for the red october? Or the 688i? Ill go for the flight 1 & 2 ,s. Also will this mod be albe to fix the dsrv ? I really miss rescue mission like they had in 688i h/k

Weiss Pinguin
02-24-09, 10:33 PM
Yep, the Netherlands and the Walrus-class are included with RA, along with a playable 688 Flt I. (Flight II is AI-only) There's also about eleventy billion other things included with RA. :yeah:

Sea Demon
02-25-09, 12:58 AM
Yep, the Netherlands and the Walrus-class are included with RA, along with a playable 688 Flt I. (Flight II is AI-only) There's also about eleventy billion other things included with RA. :yeah:

Well, If you really have an itch to simulate an LA Flt II Submarine, there's always SCU for Sub Command. It's in there! :up:

oscar19681
02-25-09, 10:15 AM
flt 1 is good enough for me.

Dr. Evil
02-25-09, 08:41 PM
I trust we're aware of the ctd when the Tu-142 is loaded in a quick mission in anti-surface mode...

oscar19681
02-26-09, 09:32 AM
can anyone confirm some work is done on the dsrv? Also does the 688 Flt I have movable dive planes on the conning tower? And are the torpedo doors animated?

falconsix
02-27-09, 01:14 AM
I have converted the mod for the german version, and it works fine, but:

-did the Tigerfish Torpedo didnt work on your version, too?
-could you designate an target in the passive broadband sphere - sonar on the 688 FLT1?

In my opinion, the mod is very great! But this bugs a very important for me, not so much like working torpedo tubes. And as far as i know, the Ohio SSBN hastn an active sonar, only on high frequency.

greetings
F6

oscar19681
02-27-09, 06:45 AM
I get a ctd after i launch the game with the mod. Any suggestions?

Weiss Pinguin
02-27-09, 01:27 PM
I have converted the mod for the german version, and it works fine, but:

-did the Tigerfish Torpedo didnt work on your version, too?
-could you designate an target in the passive broadband sphere - sonar on the 688 FLT1?
1) Tigerfish work for me, but
2) I also can't designate targets on the spherical sonar on the 688 Flight I. I don't usually drive the 688 very much (Playing with the new Russian subs is so much fun lol), so I only noticed it the other day.

oscar19681
02-27-09, 02:37 PM
Ok i installed it but flight 1 688i is nowhere to be found. I can only take the flight 3 . All the other added subs are playable . Did i miss something? I installed all 10 ra zip files. Did i have to take the the dwx file as well? Also external sounds are missing for all units same goes for the sonar no sound and yes the switch is turned on.

falconsix
02-27-09, 03:01 PM
The package includes an update, wich contents some new units like the Typhoon Class and i think the Los Angeles Flt 1.

oscar19681
02-27-09, 03:44 PM
well downloaded everything and installed as well no typhoon no la flt 1. Also no sound on sonar.

LoBlo
02-27-09, 09:08 PM
Here's an idea. How about remapping one of the OHPerry's torpedo tubes on the GUI to launch ASROCs instead of torpedoes? The Bearing, RTE, etc could still be the same interface, but firing will launch as asroc instead of a torp. Could it be done?

PeriscopeDepth
02-28-09, 03:11 AM
I'm glad to see the RA team is planning on modeling the new ChiCom SSN. The PLAN is probably the most neglected (and one of the most important) naval force in the database.

PD

LoBlo
02-28-09, 09:25 AM
Another question: What is the RA team planning to do with UUVs? Personally I would like to see the range extended x 3 and turned into a active sonar only platform. :yep:

oscar19681
02-28-09, 02:54 PM
ok got it up and running now . This mod is groundbreaking! Just as i though this game was dead for me because of the lack of mods like this. Just wondering the dsrv launches but doesnt hook up to others sub for rescue. does anyone else experience this? Also will the other playable units be able to carry spec ops and dsrv? Anyway this mod rocks

Bellman
03-01-09, 02:56 AM
Agreed it is groundbreaking ! There is a tremendous amount of new thinking here with reworking and dare I say improvement of many game performance characteristics.
The few gliches in our beta software are beeing addressed.

As in SCX, realism is beeing tempered by playability. Impressive !

oscar19681
03-01-09, 02:49 PM
Well the ra team has achieved some things the scs devs could not or simply didnt wanna do. Take for example the dsrv which was broken in the vanilla dw. Everybody said it could not be fixed unless the devs fixed it. Now the dsrv is at least partially fixed

oscar19681
03-01-09, 06:35 PM
Has anyone else noticed in ohio trilogy second mission the tridents just go down halfway to ther targets.

oscar19681
03-02-09, 03:46 PM
oh this threas/forum is so slow

falconsix
03-02-09, 04:12 PM
Has anyone else noticed in ohio trilogy second mission the tridents just go down halfway to ther targets.

The SLBMS always targeting their FIRST waypoint, the others are not important. Place the first Waypoint on your target and it will burn.:P You can read this in the Readme.txt

And the Typhoon Class is definetly in the current version of RA: install the RA Update.bat and it will apear. This file is in the game directory.

Sea Demon
03-02-09, 04:29 PM
I'm glad to see the RA team is planning on modeling the new ChiCom SSN. The PLAN is probably the most neglected (and one of the most important) naval force in the database.

PD

It would be nice to see some of their new surface ships implemented for targets to shoot at. :up:

oscar19681
03-02-09, 05:40 PM
Has anyone else noticed in ohio trilogy second mission the tridents just go down halfway to ther targets.

The SLBMS always targeting their FIRST waypoint, the others are not important. Place the first Waypoint on your target and it will burn.:P You can read this in the Readme.txt

And the Typhoon Class is definetly in the current version of RA: install the RA Update.bat and it will apear. This file is in the game directory.

Great ! that works but there seems to another problem this icbm when striking the targets seem to make the game crash. The screen goes black. Doesnt seem to be anything else that causes this.

falconsix
03-04-09, 10:53 AM
The screen goes black. Doesnt seem to be anything else that causes this.
Hmm..i dont have this problem...

Sometimes it crashes if an script starts, but else...it works fine.

Kapitan
03-06-09, 06:55 AM
How are things going with the next [part of the mod?

oscar19681
03-09-09, 07:03 AM
Yeah whats going on with the next part?

Castout
03-18-09, 02:21 AM
Gosh when will the next RA come out it's already March.:O:

Reaper51
03-18-09, 07:47 AM
This was quite a pleasant surprise to come back to. :D
Mad props to whoever is making the new interfaces. I believe the Delta IV weapon panel is my favorite. <3

Mr_Kaizer
03-26-09, 11:55 AM
Very nice mod :yeah: Love that you've included the Oscar II, one of my fav subs.

I got a CDT on the Stalking the Bear mission, using the Oscar though :-? The mission loads ok, the nav screen comes up, I'm in the mission for a few secs (to about the end of the thunder sound), the it CTDs. There is an error message regarding graphics. Does this happen to anyone else?

EDIT: Tried the mission using the Kilo. Ran fine for 10-15 min, then crashed with the same graphics error message. It didn't stay up long enough for me to see what it said though :S

Ghost Dog
04-03-09, 02:54 AM
Has anybody noticed that the Chinese Kilo Improved Klub has no crew voices? All other Chinese Kilos are fine, only the Klub Capable version has no voices.

sardino
04-04-09, 10:50 AM
When leaving this beautiful mod?

Castout
04-04-09, 05:32 PM
Has anybody noticed that the Chinese Kilo Improved Klub has no crew voices? All other Chinese Kilos are fine, only the Klub Capable version has no voices.

I've posted a fix to this and you missed reading that.
Here we go again,




This will fix missing crew voices for the Chinese Klub capable Kilo

in folder INTERFACES--->Kilo----->file Voice.INI
add the arrowed line:


[DLL_USE_DEFAULT_VOICE] 1
[DLL_VOICE_PREFIX] 241 "R"
[DLL_VOICE_PREFIX] 45 "R"
[DLL_VOICE_PREFIX] 242 "C"
[DLL_VOICE_PREFIX] 72 "C"
[DLL_VOICE_PREFIX] 590 "C" <-----------------
[DLL_VOICE_LOCAL] 1

Mast
04-06-09, 09:25 AM
I haven't played Dangerous Waters in a very long time. I may reinstall DW when the next version of RA is released. I'll keep my eye on this. :cool:

Mast

Deep_Nukem
04-07-09, 12:37 AM
Has anyone achieved a nuclear detonation? I mean launched a missle from like the Typhoon or ????????? at a landbased target OR like a carrier group at sea and actually gotten the nuke to work?

If so, how? I don't care what platform reallly, I just wanna do it. Just once:rock::rock:

Please advise. I did fresh install of DW, patched to 1.04, got the Beta of RA all 10 rars, It installed fine, but I'm having a little dificulty with nukes, even after skiming thru the RA_WEAPONS_INFO doc.

Mr_Kaizer
04-07-09, 02:02 PM
I've turned quite a few ships and land based targets into glow in the dark scrap.
The cruise missiles work just like the conventional weapons. For the ICBMs you have to remember that the first waypoint is where the weapon will hit. Takes a bit of fiddling to get all the missiles targeted, but sending off 16+ ICBMs using that sexy new launch interface makes it worth it :D

EDIT: The mushroom cloud explosion is not modeled. And remember to be at the appropriat launch depth/speed ;)

Theta Sigma
04-08-09, 03:06 AM
I've turned quite a few ships and land based targets into glow in the dark scrap.
The cruise missiles work just like the conventional weapons. For the ICBMs you have to remember that the first waypoint is where the weapon will hit. Takes a bit of fiddling to get all the missiles targeted, but sending off 16+ ICBMs using that sexy new launch interface makes it worth it :D

EDIT: The mushroom cloud explosion is not modeled. And remember to be at the appropriat launch depth/speed ;)

Hang on. On which platform, and with which missiles, were you able to accomplish a nuclear strike? I seem to remember them being modeled as demo-only. (At best in practice, test missiles)

Deep_Nukem
04-09-09, 10:00 PM
Hang on. On which platform, and with which missiles, were you able to accomplish a nuclear strike? I seem to remember them being modeled as demo-only. (At best in practice, test missiles)


That would a negatory cap-com..........Oscar II is fully nuclear capable...as per the Weapons_doc in the "Manual" folder......under "missles"........just browse thru the missles quickly. There's one called the SHIPWRECK missle. You can even program it to take out whatever you want priority to be as in carrier first......then destroyer and so on if a group of ships exists. This nice in functionality, but in theory I don't think it's so needable. I mean, if there's a convoy of ships and you hit JUST ONE, ANY OF THEM,.......with a nuke...they're all gone...right?
Right!

There is another and that is a missle similar to the regular missles of the akula, where you fire it at your submerged target, the torp comes off the missle, goes active, and as I found out.......it really doesn't have to even get very close to the target, it just accquires the contact, and goes BOOM.......contact dead. Yes, it is nuclear too. I don't recall right now what that one is, but it is all under missles category, and this last example perhaps under the torpedo category.

Theta Sigma
04-10-09, 12:55 PM
Ah yes, the WE-177. A nuclear depth charge sounds a bit of an overkill, but it's beautifully modeled. It's one of the selling points of RA, although I had rarely used it. (Thanks for the reminder!) As I said in your other thread about this, the Shipwreck nuke appeals less to me. The SLBMs, for instance like the RSM-54/SS-N-23 on the Delta, is really what I mainly think of when I think of nukes.

LoBlo
04-10-09, 01:11 PM
Suspense of the release is killing me... :(

goldorak
04-10-09, 01:33 PM
Suspense of the release is killing me... :(


As far as I understand they already have completed the "eye candy" part of the mod. Right now they're working on modifying the default doctrines so we get realistic behaviour from ai units and weapons.

LoBlo
04-10-09, 04:39 PM
They should release a 2nd beta now...:yep::DL

Topic change: I was playing the Ohio in the beta version and noticed that the Towed Array is listed as the TB-15... all sources I've ready point to the TB-16 as the Ohio's TA. Can anyone else confirm? Additionally, are there any sources that indicate only 1 TA and not 2?

Axlwolf
04-12-09, 04:56 AM
It seems an interesting mod but i can't manage to use it.I receive an "Error 13018 occured with the game database" when the splash screen just pop up.
Thanks for any help

goldorak
04-12-09, 05:05 AM
Did you read the readme ? :hmmm:

Axlwolf
04-12-09, 08:10 AM
Yes,changed the .ini and all...but the readme is a bit confusing for me.

goldorak
04-12-09, 08:47 AM
Yes,changed the .ini and all...but the readme is a bit confusing for me.

Set the following options to yes .SkipOpening, .SkipCredits and .SkipMovies
in dangerouswaters.ini .

Axlwolf
04-12-09, 10:11 AM
Already do that and still the same error.
It's something in the database folder?Because when i try to remove some file in the Database folder my error change(not anymore 13018 but something else...13009 or something similar)
If i put everything in here the same error return.

Axlwolf
04-15-09, 11:39 AM
Thanks anyway.

goldorak
04-15-09, 12:51 PM
Already do that and still the same error.
It's something in the database folder?Because when i try to remove some file in the Database folder my error change(not anymore 13018 but something else...13009 or something similar)
If i put everything in here the same error return.


I honestly don't know. The best way to install RA is to reinstall from zero DW. Once you have patched it up to 1.04 then install RA. Unzip all the RA zip files, and copy the RA folder together with the batch file directly into DW main folder. Once done, double click on the batch file and wait some minutes untill the installation is complete. Now disable the openvideo settings in dangerouswaters.ini and you should be good to go.

I think that RA expects an english database, so if you have a french, german or other localized version maybe that is the problem.
In this case I don't know how one should fix it, sorry.

Axlwolf
04-16-09, 11:07 AM
I will try again :)

sardino
04-17-09, 10:02 AM
are really looking forward to using this wonderful mod when the final version?

LoBlo
04-17-09, 04:20 PM
Check out the latest work on the redroger's forum.

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

Absolutely beautiful work!:o:D:cool:

Bellman
04-18-09, 02:43 AM
.....or Worldwide English version :-

http://www.redrodgers.com/forums/showthread.php?t=4912&page=3

LoBlo
04-28-09, 10:23 AM
Yet more beautiful artwork on the redrogers forum.
http://209.85.225.132/translate_c?hl=en&sl=ru&u=http://www.redrodgers.com/forums/showthread.php%3Ft%3D4914%26page%3D3&prev=/search%3Fq%3Dredrogers.com%26hl%3Den&usg=ALkJrhgfJnyoHPiy2e63pPq5G8ehSVzOaA

http://www.redrodgers.com/forums/attachment.php?attachmentid=7736&amp;d=1240671977

http://www.redrodgers.com/forums/attachment.php?attachmentid=7735&amp;d=1240671977

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

I hope there's a "red october" version of the typhoon with a waterfall display. That would make it the ultimate Russian SSBN.

Alexei Vostrkov
05-05-09, 03:04 PM
Hello guys,

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

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

Thanks.


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

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

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

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

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

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

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

:FI:Rabitski
05-18-09, 03:40 PM
Any new's when the latest update for RA will be released ?. Fantastic Mod by the way:yeah:

Castout
05-20-09, 02:31 AM
I'm still waiting too. I thought it was going to be released soon. It turns out that the modders really take their time. Not that it is bad. I just hope they wouldn't stop working on it before it's finished.

TLAM Strike
05-22-09, 11:24 AM
I noticed that RA has a new playable model for the Lada class SSK. I'm upgrading the Kilo, Akula and Seawolf models for LWAMI but I'm having trouble with getting the tube doors to work. Did the RA team get theirs to work on the Lada if so I would apprecate any tips on how they did it.

XabbaRus
05-22-09, 02:32 PM
You need to make sure you name them right in 3DS MAx when you give them names.

Use a hex editor and open up the original SCS DW model for the Kilo and scroll through it until you see the names of the torp tubes. Name yours in MAX exactly as SCS have done. If you get it slightly out the game won't recognise it.

TLAM Strike
05-24-09, 12:16 PM
You need to make sure you name them right in 3DS MAx when you give them names.

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

Mabe DWedit isn't listing them correctly?

suBB
05-27-09, 02:27 PM
Even more amazing stuff from RA!!! :yeah:

http://www.redrodgers.com/forums/showpost.php?p=100650&postcount=58

no wonder it hasn't been released yet..

Take your time and make it great!!!!

:salute:

LoBlo
05-27-09, 07:15 PM
I wish they would let us hammer on the code a bit though. Bugs really don't present themselves until you have a couple of hundred folks hammering out the gameplay to find the bugs/glitches.

suBB
05-27-09, 08:13 PM
I wish they would let us hammer on the code a bit though. Bugs really don't present themselves until you have a couple of hundred folks hammering out the gameplay to find the bugs/glitches.

Yeah, me too.. Hopefully we will have our chance very soon.

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

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

I just learned how detailed they were about the AI helo control in the controllable ffg on beta. I can only imagine what's in store in next version release. :D

LoBlo
05-29-09, 07:22 PM
What's exciting will be all the new mission possibilities out there for the mod. Things have been a little stale around here. It will be nice to be able to design some new multiplatform scenarios for the mod.

Theta Sigma
05-30-09, 08:09 PM
It's theirs, and is known as a Russian project. I can't object.

They are certainly going to try and deal a death blow to Alfa Tau, and I think the Italians are waiting to see where they set the bar.

goldorak
05-30-09, 09:37 PM
It's theirs, and is known as a Russian project. I can't object.

They are certainly going to try and deal a death blow to Alfa Tau, and I think the Italians are waiting to see where they set the bar.

Nonsense.
The two mods are not exclusive, as even lwami is not rendered obsolete with either of these 2 mods. The French have even developed a fourth mod.
So you see, if you want to constrain yourself to using one and only one specific mod you're losing 75% of what's out there.
RA ad good as it is, has still some very troubling bugs.
Alfa Tau is more inline with lwami (since it uses and expands on lwami). So it is a good mod.

dd149
05-31-09, 04:30 AM
The french mod is based on LWAMI too , it is also a good tweak.
Thanks to all developpers who keep these old games chalenging.

LoBlo
05-31-09, 11:19 AM
Anyone got a link to the French Mod?

Theta Sigma
05-31-09, 12:43 PM
Nonsense.
The two mods are not exclusive, as even lwami is not rendered obsolete with either of these 2 mods. The French have even developed a fourth mod.
So you see, if you want to constrain yourself to using one and only one specific mod you're losing 75% of what's out there.
RA ad good as it is, has still some very troubling bugs.
Alfa Tau is more inline with lwami (since it uses and expands on lwami). So it is a good mod.

How you took my comment to mean I had believed each were exclusive, I don't know. To reiterate, I'm sure they want to beat Alfa Tau and the French as the most highly regarded mod available, whether exclusively installable or not. I doubt anyone, even those behind LWAMI, want to be considered second best.

dd149
05-31-09, 09:03 PM
http://www.mille-sabords.com/forum/index.php
this is the main link, but you will have to register to be able to downmload the files.
Present version is 2.7 ant it supports the US version of the game.

dd149
05-31-09, 09:05 PM
MillSab V2.7 US is the file you are looking for

hK
06-01-09, 05:38 AM
Does MillSab add new playable units or models?

dd149
06-09-09, 06:23 AM
a new version is out v2.71 fixing a bug
it ;ostly adresses realism issues and is similar to LWAMI

Castout
06-15-09, 02:50 AM
What's the news on RA mod?

Been waiting for ages.

goldorak
06-15-09, 02:30 PM
What's the news on RA mod?

Been waiting for ages.

Keep waiting a little longer. :DL

Castout
06-15-09, 11:51 PM
They are killing me . . . . . . . . .:dead:

goldorak
06-16-09, 12:18 AM
They are killing me . . . . . . . . .:dead:


Think of it this way, you are waiting for the mod because people are working to finish it bug-free. You wouldn't want a mod with plenty of bugs do you ?
If you want to see the latest news/images go to the redrodgers forum.

Castout
06-17-09, 04:45 AM
lol alright alright I can wait I can wait

LoBlo
06-17-09, 06:12 AM
To find bugs you need bug testers. :)

Castout
07-01-09, 06:58 AM
To find bugs you need bug testers. :)

I've been given the opportunity to be one. I've been sent the new beta version of the upcoming RA

Just that I haven't installed it yet.:)

I'm afraid I can't give the files to anybody else. Was told specifically not to distribute the beta files. And I can understand why I think the RA modders reserve the exclusive rights to unveil their latest work of passion for DW and I'm not going to ruin that.

Anyway this time the waiting game is almost over.

:FI:Rabitski
07-01-09, 01:33 PM
You can still give us your impression of the Mod once youve played it a few times, can you?

Castout
07-01-09, 08:25 PM
You can still give us your impression of the Mod once youve played it a few times, can you?

Sure I will :yep:

Castout
07-01-09, 10:25 PM
I haven't really jumped into it but my first few minutes impression was: WOW.

I played the previous beta and this one seems to be much improved. You can actually hear the sound contact from the broadband station! In vanilla it was almost impossible to do this unless you use some sound mod.


I took the LADA for ASW hunt

http://img.photobucket.com/albums/v319/roh_kudus/dump00415748.jpg
The LADA now has a towed array! Though it can barely be seen from this screenshot.




http://img.photobucket.com/albums/v319/roh_kudus/dump00293161.jpg
New interface for the LADA broadband sonar station






http://img.photobucket.com/albums/v319/roh_kudus/dump00301974.jpg
New narrow band station for the LADA.

goldorak
07-01-09, 10:50 PM
Actually, all major diesel electric subs have towed arrays, the Lada, the Harushio, the Type 212s and the Collins.
Its more realistic this way, even though you lose the battery interface.
You still have the traditional diesel eletric interface on the various russian, cinese and iranian Kilos though.

:FI:Rabitski
07-02-09, 06:57 AM
Thing's that I found with the 1st Beta were the Harpoons seemed to hit the water before they reached the target nearly 100% of the time, the Tigerfish I think it was vanished right after firing and all Russian torpedos completly failed to follow target if they changed from on layer to the other(This could be the case in real life I have no idea).Do you know if any of these are improved or was it just a fault on my part.

Theta Sigma
07-02-09, 11:17 AM
Castout, I'm :ping: with envy.

Castout
07-02-09, 07:07 PM
Actually, all major diesel electric subs have towed arrays, the Lada, the Harushio, the Type 212s and the Collins.
Its more realistic this way, even though you lose the battery interface.
You still have the traditional diesel eletric interface on the various russian, cinese and iranian Kilos though.

Yes you seem to be right those SSK equipped with towed array lose their battery interface. But those equipped with towed array could be considered as modern SSKs with long range underwater endurance and the battery capacity in DW is quite pathetic imo.

Thing's that I found with the 1st Beta were the Harpoons seemed to hit the water before they reached the target nearly 100% of the time, the Tigerfish I think it was vanished right after firing and all Russian torpedos completly failed to follow target if they changed from on layer to the other(This could be the case in real life I have no idea).Do you know if any of these are improved or was it just a fault on my part.

I have only done a few hours of gameplay testing...will try to test thsoe stuffs you mentioned. Thanks.


Castout, I'm :ping: with envy.

Hmm it should be released soon enough ThetaSigma.

goldorak
07-02-09, 07:26 PM
Yes you seem to be right those SSK equipped with towed array lose their battery interface. But those equipped with towed array could be considered as modern SSKs with long range underwater endurance and the battery capacity in DW is quite pathetic imo.


Since the default diesel electric sub interface in DW doesn't give you the option of the towed array, people had to choose.
Either retain the battery simulation and forget the TA and WAA (where applicable) or use the nuclear sub interface that gives you TA but limit at least the maximum speed of the sub to 20 knots.
Giving the Type 212, the Lada, the Harushio and the Collins the TA was much more important than "simulating" the diesel-electric part.
It was a compromise and I think the best choice was made in regards to playability.
This is one thing that bugs me in AT, all the modern SSK basically share the same interface and therefore limitation of the Kilo which was absurd.

Hey did you try out the new periscope station ? The RA modders did a good job on that one. :DL

Castout
07-02-09, 07:58 PM
Hey did you try out the new periscope station ? The RA modders did a good job on that one. :DL

Which one for which sub? I found an interesting multi display station but didn'tmanage to turn it on lol.


Hmm I've had two or three freezes that I think is related to Microsoft speech recognition in Vista. I didn't install Microsoft Speech Recognition 5.1 that came with DW since I thought my Vista must have the same thing if not newer.

Castout
07-02-09, 08:16 PM
Thing's that I found with the 1st Beta were the Harpoons seemed to hit the water before they reached the target nearly 100% of the time, the Tigerfish I think it was vanished right after firing and all Russian torpedos completly failed to follow target if they changed from on layer to the other(This could be the case in real life I have no idea).Do you know if any of these are improved or was it just a fault on my part.




The Tigerfish is okay I just sank a XIA sub with it. However the XIA didn't run even after my torpedoes started pinging her(gone active)

Fleet Command CC
07-03-09, 09:28 AM
Thing's that I found with the 1st Beta were the Harpoons seemed to hit the water before they reached the target nearly 100% of the time.

FI:Rabitski

I haven't had any problems with the Harpoon, but the target needs to be 6nm away from your Sub, there is a minimum lock-on range.

The Tigerfish I think it was vanished right after firing and all.

This is probably most likely a Doctrine file problem. I dono if this is helpful. :salute:

Deisel Submarine
07-03-09, 10:51 AM
:)Hi im new to fourums and i dont know where this RA mod that every one posted about is please send me the link to the download thanks.:DL

Deisel Submarine
07-03-09, 11:15 AM
:)Is the RA MOD that every one keeps talking about is it the Beata version download on page1 of this thread?:hmmm:

:FI:Rabitski
07-03-09, 11:41 AM
Could well have been a fault when I installed the thing in the first place, I'm not the best @ installing mod's by hand, so I'm sure i messed it up.

Castout can you gives us a ball park on "Soon enough". Enough for me is tomorrow or within the month (July) not that it matters I'll wait one way or the other

PeriscopeDepth
07-03-09, 01:47 PM
Please do keep the reports coming as time allows Castout, it looks great!

Castout is testing a beta version that is not going to be distributed and is the most current. It looks like it will be released fairly soon though. Less than two months is my WAG.

PD

cj95
07-04-09, 01:19 PM
Happy Fourth of July.

Been fooling around with the Trafalgar sub....beautiful...simply beautiful.

I am aware of the issue with the TIgerfish, but am wondering about the Spearfish.

While dueling with an Akula I, my opponent dropped to 1600 feet or so, and despite having an excellent fix on him, I could not get my torpedoes to reach him.

Every time I enable my seeker head, the SPearfish rocketed up to about 100 feet or so an thus completely missed him.

I suppose I could reset for a deeper search pattern, but what happens when he comes up too far? Any way of reprogramming depth on the fly, or how about simply preventing the torp from rocketing upwards every time I enable it?


All this said I realize this is a BETA and am not complaining in the slightest. Awesome job guys!:rock:

goldorak
07-04-09, 01:35 PM
cj95 : I suppose you're using the old version of RA.
The behaviour you describe I haven't noticed it in the latest beta.
Once the Spearfish locks on, wether the enemy sub goes above or below the layer is irrelevant. The torpedo continues to follow its prey.

Castout
07-04-09, 05:26 PM
:)Is the RA MOD that every one keeps talking about is it the Beata version download on page1 of this thread?:hmmm:

No it's a newer beta. But it's intended for personal use so I or anybody can't distribute it.

Could well have been a fault when I installed the thing in the first place, I'm not the best @ installing mod's by hand, so I'm sure i messed it up.

Castout can you gives us a ball park on "Soon enough". Enough for me is tomorrow or within the month (July) not that it matters I'll wait one way or the other

I'm sorry I can't give you release date estimate because I don't know that really. I personally would like this mod to be released ASAP so that I could play MP with you guys.

Fleet Command CC
07-05-09, 02:51 AM
Could well have been a fault when I installed the thing in the first place, I'm not the best @ installing mod's by hand, so I'm sure i messed it up.

FI:Rabitski

The Tigerfish problem is to do with the Doctrine file I have check it out. If you would like to fix it yourself follow this below.

NOTE: This is only a quick fix to just to get the Tigerfish working.

Load the DWEdit.exe,

Click View and then Object Dialog.

Go down the Object records and till you come to,

0539: Tigerfish Trp [User]

Double left click on it.

Look for Default Doctrine change Torp_USER to torpedo.

Then click Apply then save and close all window.

This should make the Tigerfish work for you, if you follow the above, well it works for me give it a try and see.

Do it at your own risk. :salute:

Fleet Command CC
07-05-09, 03:19 AM
:)Hi im new to fourums and i dont know where this RA mod that every one posted about is please send me the link to the download thanks.:DL

Deisel Submarine.

Here are the download links for the BETA version of the Reinforce Alert mod,

http://www.subguru.com/RA_OPFOR_PACK.rar

http://www.subguru.com/error_fix_ra-opfor-pack.rar

I'm not sure how old this one is, but its the one I'm using. :salute:

cj95
07-05-09, 05:06 AM
cj95 : I suppose you're using the old version of RA.
The behaviour you describe I haven't noticed it in the latest beta.
Once the Spearfish locks on, wether the enemy sub goes above or below the layer is irrelevant. The torpedo continues to follow its prey.


Ok, fair enough.

So how many versions of the Beta are there?

1 The old version on page-1, that apparently has the problems with the Spearfish.

2-The limited release Beta that ony a few people have.

3- Is there another step iun between them that has corrections to the Spearfish and other things?

If so...where is it?:hmmm:

goldorak
07-05-09, 05:16 AM
As Castout already explained, the latest version of RA is not distributed in the large, only some people have it for beta testing purposes before a general public release.
When that will happen is anyone's guess though.

The most up to date public version of RA is available on subguru's website, and its the one you have.
It is already several months old, and has as you noticed many bugs but it is the only version publicly available.

There is no other version available.

:FI:Rabitski
07-05-09, 07:04 AM
Thank's for all the advise guy's. I had to replace my motherboard last week, as a result I lost the install of the game that I was useing. I bought a new copy of DW, I've downloaded the patch now I'll hold off untill the latest Beta is opened up for the general public, this way I can be sure there are no conflicts. Again thank you all.

Hawk66
07-05-09, 10:20 AM
Is EW somehow modelled in RA? (just had a look at the AEWplane doctrine). My understanding was that EW/jammers couldn't be modelled in DW?

cj95
07-05-09, 11:09 AM
Thats fine.

Im not complaining at all, just wanted to make sure.:DL

I'll continue playing with my LA flt I goodness in the meantime.




As Castout already explained, the latest version of RA is not distributed in the large, only some people have it for beta testing purposes before a general public release.
When that will happen is anyone's guess though.

The most up to date public version of RA is available on subguru's website, and its the one you have.
It is already several months old, and has as you noticed many bugs but it is the only version publicly available.

There is no other version available.

Deisel Submarine
07-05-09, 12:05 PM
:)Thanks very much for your reply Everyone its a shame that Ra mod is for Personel Use hopefuly they will come out with a better one some time soon.:)

unfortuantly that is the same Ra mod ive been using but thanks any way Fleet Command CC for the download links.:salute:

:FI:Rabitski
07-06-09, 08:17 AM
I re-installed DW, patched it and installed RA, I followed all the instructions. But when I tryed to run the game the start up splash screen comes up fine, but the next screen where you can select mission editor, single mission and all that is messed up. It looks like the sceens are over laying on top of each other and the screen is flickering. I can go and pick a mission by clicking randomly around the screen put it's pure luck what I end up in, if I do so the mission itself works fine. Any ideas whats going on here? or how I can fix it?

Fleet Command CC
07-06-09, 10:35 AM
:)Thanks very much for your reply Everyone its a shame that Ra mod is for Personel Use hopefuly they will come out with a better one some time soon.:)

unfortuantly that is the same Ra mod ive been using but thanks any way Fleet Command CC for the download links.:salute:

Hello Deisel Submarine

I've ask CrazyIvan when the new mod will be available and he said,


Already in a final stage of test.


so it shouldn't to long lets hope. :salute:

Fleet Command CC
07-06-09, 10:48 AM
I re-installed DW, patched it and installed RA, I followed all the instructions. But when I tryed to run the game the start up splash screen comes up fine, but the next screen where you can select mission editor, single mission and all that is messed up. It looks like the sceens are over laying on top of each other and the screen is flickering. I can go and pick a mission by clicking randomly around the screen put it's pure luck what I end up in, if I do so the mission itself works fine. Any ideas whats going on here? or how I can fix it?

Hey FI:Rabitski

The only thing I think you can do is un-install and delete the Dangerous Waters folder, and then reinstall DW then try the RA mod again. :cry:

I would recommend backup the DW folder before trying the RA mod again.

For example I have got five DW folders in the common folder (Note I've got the Steam Version of DW),

Original - Dangerous Waters Backup

My Mods - Dangerous Waters

Reinforce Alert - Dangerous Waters

Alfa Tau 3 - Dangerous Waters

dangerous waters

Whichever one I want to play I just name the folder to dangerous waters it works great, for me I do this with most of my games. :salute:

:FI:Rabitski
07-06-09, 11:57 AM
I'll give it a go and get back to you.

Zander
07-06-09, 07:10 PM
I re-installed DW, patched it and installed RA, I followed all the instructions. But when I tryed to run the game the start up splash screen comes up fine, but the next screen where you can select mission editor, single mission and all that is messed up. It looks like the sceens are over laying on top of each other and the screen is flickering. I can go and pick a mission by clicking randomly around the screen put it's pure luck what I end up in, if I do so the mission itself works fine. Any ideas whats going on here? or how I can fix it?


if you're using an nvidia card allow the game to use its own aa af.
i had this problem and thai's how i fixed it.

:FI:Rabitski
07-06-09, 09:32 PM
I am useing an Nvidia card, How do I allow the game to run it's own AA & AF? Sorry for such a Nube question but I have never had to do this before.

Zander
07-06-09, 11:02 PM
I am useing an Nvidia card, How do I allow the game to run it's own AA & AF? Sorry for such a Nube question but I have never had to do this before.

i don't know if this is the problem, but try this before you do a reinstall

right click the "nvidia setting" icon on the taskbar, and left click on "nvidia control panel" on the popup context menu. on the panel under "3dsettings" left click on "manage 3dsettings" on the right side of this panel look under [1]"global setting" there is a drop down "preset"
[2] "program settings" the drop down is "select a program to customize"
here look for "dangerous waters" or "ra" or "alfa" and check that application controlled is set for aniso and antialias.

if you're using nhancer you can set both of these from nhancer instead.

nhancer here http://www.nhancer.com/
nhancer support here http://forum.nhancer.com/forumdisplay.php?f=5

as i said it worked for me. however i do everything thru' nhancer and i don't bother with the nvidia setting control panel.

maybe someone else more knowlegable can be of more help.



i think nvidia ships with some presets, but nhancer is good at configuring and overiding presets.
if you've never used it read up on it first.
DONT MAKE CHANGES under GLOBAL.
Create individual profiles and make your changes there.
Of couse create a restore point first.
And please dont change anything until you know what will happen and of course you are responsible for anything you do to your computer.

ps. what you want to do is let nhancer tell windows to let program "DW" run the way it wants to.{APPLICATION CONTROLLED} you can change stuff after/if you get it to run.

:FI:Rabitski
07-07-09, 07:13 AM
It was the Nvidia settings all along, I got it working last night and I tweek it later today, but that seemed to be the problem. Also got the Tigerfish to fire, it didn't do anything but at least it didn't vanish right after launch. Again guys thanks for all your help.

Fleet Command CC
07-07-09, 09:37 AM
It was the Nvidia settings all along, I got it working last night and I tweek it later today, but that seemed to be the problem. Also got the Tigerfish to fire, it didn't do anything but at least it didn't vanish right after launch. Again guys thanks for all your help.

:FI:Rabitski

Oh right so it was the Nvidia setting, I didn't no about that, but I'm glad you've got the RA Mod working now niceone. :salute:

Deisel Submarine
07-07-09, 11:26 AM
Hello Deisel Submarine

I've ask CrazyIvan when the new mod will be available and he said,



so it shouldn't to long lets hope. :salute:



:salute:Thats realy good news i hope its soon as well im realy looking forward to this mod. Thanks for the Up date Fleet Command CC:yeah:

Castout
07-08-09, 02:05 AM
:)Thanks very much for your reply Everyone its a shame that Ra mod is for Personel Use hopefuly they will come out with a better one some time soon.:)

unfortuantly that is the same Ra mod ive been using but thanks any way Fleet Command CC for the download links.:salute:

what is for personal use is the beta meant for play testing :03:.

I hope I can sink some of the guys here with RA mod installed:yep:

Fleet Command CC
07-08-09, 07:32 PM
:salute:Thats realy good news i hope its soon as well im realy looking forward to this mod. Thanks for the Up date Fleet Command CC:yeah:

Deisel Submarine

No probs.


what is for personal use is the beta meant for play testing :03:.

I hope I can sink some of the guys here with RA mod installed:yep:

Castout

Aren't you forgetting we might sink you first. :D:yeah::D:yeah::salute:

LoBlo
07-09-09, 09:02 AM
One thing that I don't like about the beta is that a torpedo travelling 40 knots can *passively* home a sub going 10 knots. Seems senosr washout would prevent a torp moving that fast to home on a SSN/SSK passively.

Castout
07-16-09, 04:25 AM
Deisel Submarine
Castout

Aren't you forgetting we might sink you first. :D:yeah::D:yeah::salute:


I will cover my PC tower with blanket, turn off the speakers and hold my breath while playing. So it will be real quiet :O:

PeriscopeDepth
07-17-09, 01:53 PM
Any progress reports? Release by the end of July maybe?

PD

Fleet Command CC
07-17-09, 10:17 PM
I will cover my PC tower with blanket, turn off the speakers and hold my breath while playing. So it will be real quiet :O:

Hey Castout.

Now that is going to make it harder to find you. :arrgh!::D:yeah:

Great fun this is niceone ship mate. :salute::salute:

Fleet Command CC
07-17-09, 10:21 PM
Any progress reports? Release by the end of July maybe?

PD

PeriscopeDepth

I haven't hear anything yet, seem very quiet on the RA forum too. :salute:

dyshman
07-18-09, 09:07 AM
good news everyone! (c)
wait some days, please. authors said me that new addon completely finished! next two weeks it will be uploaded to internet. finally release in first week of next month. be patient!
you may start creating new missions for off/online game!

Kapitan
07-18-09, 09:11 AM
Do you know if the interior of the udaloy has changed at all? id be intrested to see if it has.

goldorak
07-18-09, 09:44 AM
good news everyone! (c)
wait some days, please. authors said me that new addon completely finished! next two weeks it will be uploaded to internet. finally release in first week of next month. be patient!
you may start creating new missions for off/online game!


Thats great news. :woot: :woot:

PeriscopeDepth
07-18-09, 12:07 PM
Yay!

PD

Castout
07-19-09, 03:08 AM
Hmm we need more missions for both SP and MP!!!


Otherwise the many new platforms will be quite useless :nope:. I look forward to the release of the upcoming RA mod! and to play a game or two with you guys here.

goldorak
07-19-09, 04:53 AM
Hmm we need more missions for both SP and MP!!!


Otherwise the many new platforms will be quite useless :nope:.
I look forward to the release of the upcoming RA mod! and to play a game or two with you guys here.


I'm sure people will develop new missions for SP and MP. :DL
Having 38 playable units will satisfy anyone. :03:

Castout
07-19-09, 07:35 AM
Errr certainly hope so Goldorak :03:

PeriscopeDepth
07-19-09, 12:59 PM
Hmm we need more missions for both SP and MP!!!


Otherwise the many new platforms will be quite useless :nope:. I look forward to the release of the upcoming RA mod! and to play a game or two with you guys here.

I plan on making a few when the new release comes. I may be one of the world's worst mission designers though.

PD

LoBlo
07-19-09, 01:04 PM
I plan on making a few when the new release comes. I may be one of the world's worst mission designers though.

PD

One method would be to convert old missions to "player has choice of platforms" so that the old missions can be played with any of the new platforms.

Kapitan
07-19-09, 02:20 PM
i may give it a go also and yeah sounds a good idea to convert other missions too

Castout
07-19-09, 05:44 PM
Well the old Sub Command and HK 688 missions are already converted. As well as SC campaigns and Bill's campaign too.

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