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You'll just have to accept to play with a dead zone in active intercept. Quote:
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I have this in single player. Not tested yet in multi player mode.
1. And what about special forces inflatable rubber craft ? It doesn't work for me at all. Is this not ended yet or some bug ? 2. There is problem when I was trying to make HF sonar malfunction for Oscar II sub by triger and script. Game crashes to desktop. Not ended or bug ? |
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I remember doing tests with wire guided torpedos, making them go south and then come back up on my six (I was on a 0 course) and never heard them on the active intercept. I think the dead zone is 60 degrees total, from 150 to 210, maybe a little bit more. The bearings are relative, so if you change course the 60 degree dead zone will of course change with your new course. |
I'm not talking about active intercept.
The situation is that when torpedo is on my six (dead zone) I should hear pings hitting my subs body - when I'm not in active intercept station. But I don't hear it. |
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Thank You for answer pjb1. You set up a light in my mind now :D
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One question before I install this babe, So what is the policy these days? Adding playables to DW -- legal or illegal?
Dont eat your shorts RA-lovers, I just have to know. :salute: |
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confirm that. the key for the DSRV problem is " oceancurrent" or "ocean flow" simulated by Game physic simulation engine. because of that, sub can't stick steady in fixed position(you could actually see that in game: stope the sub, enlarge the map maximum, press "Enter" make a mark point, wait and see, sub move slowly away from the mark point )----which it is the fact in reality(that's why Virginia Class was designed with a new tech something call like "stay still at the fixed point underwater" for special force)-----------and that cause: the DSRV can go back at accurate launching point, but the sub no long at that point--------that's why no matter how good the doctrine is, the DSRV won't work-----compare with the "Subcommand" which has a properly working DSRV |
And I discovered next bug: TLAM missles fired from US DDG can't hit the target. The are just flying over the target. Why ?
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I can't find any information in weapon manual how can I set AI units to forced them to targeting TLAM properly.
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Constructive Criticism on the Ohio Trilogy campaign. Seems like 99% damage to the missile targets should be sufficient for a mission kill instead of 100% damage. Its very diffulcult to destroy all 12 targets, as there is a aspect of random error to the Trident flight profile enough to insure that at least one of the targets will not be 100% destroyed. Is this realistic? Well maybe in the most abstract of senses, but in reality, high value targets have multiple warheads designated to ensure destruction. Not to mention that the Trident has 7 re-entry vehicles (not one large warhead).
Perhaps it would be better to designate a 80% damage trigger to the target goal rather than a complete kill. On a side note, for bug reporting for future installments of the game, does the RA team think its possible to fix the launch announcement bug for verticle launch tubes 13-16 where the game fails to announce the launches (seems like the voice triggers are missnumbered to the launch tube number so its does not trigger the launch announcement). |
Hi,
DWX appears not to work with DWEdit. Is there a version of DWEdit out there that works with DWX? :hmmm: |
pjb1 - You didn't understand what I'm trying to say. TLAM missles firing from AI US DDG are not hitting the target. Just flying over it and not hit it.
This what I was trying to describe to goldorak. But I think he missed that I was talking about AI DDG not controlable sub. |
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