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-   -   Index of Stickied topics + RA Mod Discussion here (https://www.subsim.com/radioroom/showthread.php?t=145517)

-GrayOwl- 01-25-10 03:55 AM

Quote:

Originally Posted by LoBlo (Post 1244198)
How do you know that the Red October in THFRO didn't have a towed array? Maybe it was just never deployed as Soviet Naval Doctrine was to conserve extending TA until on a search mission as to cut back on equipment wear/tear/maintence.... hm...... Any platform sophisticated enough to have a waterfall would probably be sophisticated enough to have a TA.



I don't think the engine thrust/speed vs sound level artictexture is malleable enough for a two part propulsion system. Perhaps one could manipulate the snorkel function to serve as a 'silent drive off' button (and allowing higher speeds), but that would be tricky... otherwise it would be nice, and perhaps would be useful is modeling "silent speed" in some of the other platforms (speed below which the coolant pumps are off).

Questions for the RA team:
1. Is there a maximum dept for which MAD sensors won't detect a submarine. In the gameplay currently it doesn't appear to be one.

2. I'm curious of why the RA team modeled TLAM the way they did (with on/off radar searches). All the open source info I'm seen bascially has TLAMS working with GPS/inertialnavigation/surface mapping, not active radar searching. Can the group point to the sources of info?


1. The maximal depth MAD detect within the limits of 250 meters (helo mad).
Below MAD does not find out.

2. GPS adheres missile to system to a digital coordinate grid.
Earlier, at absence of system GPG, the TLAM should come on a coast, is strict in the certain points - for attachment to a digital coordinate grid (recollect 688H/K - the coordinate point of an entrance on ground) was always given at strike order.
At presents GPS it not became necessary - missile always receives the data about exact location.

The radar sensor employment for final (precision) aiming at target.

goldorak 01-25-10 05:13 AM

Quote:

Originally Posted by cj95 (Post 1244460)
How about we let them focus on REAL WORLD subs and quit worrying about make believe ones?

:hmmm:

:hmmm: no. The Red October is a status symbol. C'mon nobody seriously plays DW without at least having though of recreating a Red October scenario.
A modern subsim without the RO is like a WWII subsim without Uboats. :arrgh!:

cj95 01-26-10 04:09 AM

I'd rather have a playable Skipjack, Oberon or a Type 209 instead of yet another variant of the Typhoon.

O dare I ask for....a Nautilus:yeah:



Seriously though I love the mod and have nothing but respect for the makers! Whatever you have is store is goingt o be awesome!:rock:

Sea Demon 01-26-10 10:42 AM

Quote:

Originally Posted by cj95 (Post 1246316)
O dare I ask for....a Nautilus:yeah:



Seriously though I love the mod and have nothing but respect for the makers! Whatever you have is store is goingt o be awesome!:rock:

Oh, Nautilus....Yes. Any of the American nuclear legendary boats of old (The first Seawolf, and USS Halibut).

Agree with you regarding the mod makers. :up:

Bill Nichols 01-26-10 06:11 PM

Quote:

Originally Posted by cj95 (Post 1246316)
I'd rather have a playable Skipjack, Oberon or a Type 209 instead of yet another variant of the Typhoon.

O dare I ask for....a Nautilus:yeah:

Nautilus! My old boat!!!

:ahoy:

fitzcarraldo 01-26-10 06:54 PM

Quote:

Originally Posted by Bill Nichols (Post 1247354)
Nautilus! My old boat!!!

:ahoy:

:yeah::yeah::yeah::yeah::yeah::yeah::yeah:

Excellent election!!!

USS Nautilus!!!!

And for the russians, an Echo or a Charlie Class.

Regards

Fitzcarraldo :salute:

Captain Sub 01-27-10 03:59 PM

Dear folks,

I have a question regarding the nature of RA mod.

Is it an add-on in a sense that it doesn't modifie but only add content or does it change behaviour of original content?


thanks

fitzcarraldo 01-27-10 08:07 PM

Quote:

Originally Posted by Captain Sub (Post 1248698)
Dear folks,

I have a question regarding the nature of RA mod.

Is it an add-on in a sense that it doesn't modifie but only add content or does it change behaviour of original content?


thanks

The mod add content (new drivable units in air and sea, new weapons), and it change some aspects of the game, about the weapons and difficulty of the missions (those are more realistics and more difficult to play). The mod have some "bugs", too. Please, read the posts of this forum and the official forum in Red Rogers (http://www.redrodgers.com/forums/showthread.php?t=4912) for a complete discussion of the goodies and the "buggies" of the RA 1.0 mod.

Now, all we are watching the RA 1.1, with more units, more weapons and best playability.

Regards.

Fitzcarraldo :salute:

LoBlo 01-31-10 08:00 PM

Quote:

Originally Posted by -GrayOwl- (Post 1245321)
1. The maximal depth MAD detect within the limits of 250 meters (helo mad).
Below MAD does not find out.

Does that apply to P3-Orion and all AI ASW MADs as well?

Also. Can the RA team publish the starting SL of each of the Sub platforms as well as they're maximum SL at max speed?

On an unrelated note. Has the RA team considered improving CM gameplay? One bug I've noticed is that CM don't rise or fall to there assigned depts fast enough. Can they be modded so that they rise or fall fast enough to be useful (ie they could drift past sonar layers). Perhaps even more sophisticated and individualized CM behavior could be introduced as well.

Once again, great mod. The entire community is appreciative.

Castout 02-02-10 04:29 AM

Is it possible to add the battery capacity for the diesel sub such as the Kilo SSK? At default the battery drains too fast leaving only a few hours of submerged time...which is ridiculous even if it's meant for gameplay . . .screw gameplay give us real battery . . .:nope:

goldorak 02-02-10 01:18 PM

Quote:

Originally Posted by Castout (Post 1255593)
Is it possible to add the battery capacity for the diesel sub such as the Kilo SSK? At default the battery drains too fast leaving only a few hours of submerged time...which is ridiculous even if it's meant for gameplay . . .screw gameplay give us real battery . . .:nope:

What do you mean at default ? Going at 5 knots gives you a tremendous amount of autonomy. I doubt in real life a sub that uses standard batteries could go on for days at 10-15-20 knots.

Castout 02-02-10 06:19 PM

Quote:

Originally Posted by goldorak (Post 1256040)
What do you mean at default ? Going at 5 knots gives you a tremendous amount of autonomy. I doubt in real life a sub that uses standard batteries could go on for days at 10-15-20 knots.

I didn't mean for high speeds
At 5-7 knots the default Kilo battery would only last hours . . .I believe.
In RL I believe a modern(post WWII) electric boats can stay submerged much longer even the foxtrot could probably stay submerged for a couple days at low speeds.

Isn't it ridiculous that a Gato class submarine battery in SHIV could last longer than a a DW Kilo battery?

For example playing the Kilo for three hours or so at slow speeds(<7 knots) would deplete the battery more than 10%-20% so that gives an endurance of maximum 6-30 hours at slow speeds...the foxtrot could stay submerged much longer than that at slow speeds . . .

MR. Wood 02-02-10 09:49 PM

could be bad batterys :rotfl2: it is russia after all :har: but I agree with you, I remember seeing somewhere that the kilo averaged about 72 hrs before having to recharge her battery running less than 4 knots :arrgh!:

Castout 02-03-10 03:38 AM

Quote:

Originally Posted by MR. Wood (Post 1256668)
could be bad batterys :rotfl2: it is russia after all :har: but I agree with you, I remember seeing somewhere that the kilo averaged about 72 hrs before having to recharge her battery running less than 4 knots :arrgh!:

Talk about joke I remember one time playing DW with DWX online...I shot a few number of Anti ship missiles at my adversary and all of them went off course . . . .and not knowing this my online adversary kind of teased me that all of my missiles didn't hit him and that I failed....

and then I said to him "I didn't fail, Russian technology did" :rotfl2:.
Oh how I was pissed when the missiles went off course. The same thing happened to a few of the torpedoes too....some even veered off more than 90 degrees...:nope:..wait a minute that's not veering off that's going into a whole new direction :damn:

LoBlo 02-03-10 03:29 PM

Quote:

Originally Posted by Castout (Post 1255593)
Is it possible to add the battery capacity for the diesel sub such as the Kilo SSK? At default the battery drains too fast leaving only a few hours of submerged time...which is ridiculous even if it's meant for gameplay . . .screw gameplay give us real battery . . .:nope:

Actually... if the battery life was extended to very long levels it would be a good model for AIP. As it is right now the RA AIP model is really just a nuke reactor with a 20 kt speed limit. Would it be possible to keep the Diseal/battery model, but use a ultra long range batter to simulate hydrogen power. It would take some hacking of the code though I think.


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