SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   DW Mod Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=196)
-   -   Index of Stickied topics + RA Mod Discussion here (https://www.subsim.com/radioroom/showthread.php?t=145517)

MR. Wood 03-14-10 10:26 PM

They will get the bugs worked out just take some time they do one heck of a job. RA Mod Developers you rock

Woodylepic 03-18-10 10:47 AM

SFX.agg emty in RA V1.1 ! !
 
I have instaled RA V1.1 yesterday and suprise there no voive sound in heach interface vessel ?

i have decompresse SFX.agg and all RA V1.1 SFX.agg was emty and have only 15.6k weight ? Only the Bear plane seem to be ok whit a 6 mg sfz file ?

What going on ?

MR. Wood 03-18-10 12:28 PM

Try reinstalling over a fresh clean copy of dw and patch to 104 then do the RA mod

LoBlo 03-21-10 10:53 PM

If the RA Mod team is looking for its next big challenge, I have a few ideas.

#1. Improved aircraft and carrier behaviors: Currently aircraft carriers (Kuneztov, Nimitz, Invicible, Charle de Gaulle, etc) don't sortie as they should, don't utilize AEW efficiently, and don't land aircraft correctly. Launching/landing seems a bit random and sporadic. It would be nice to have a improved behavior for those combined arms scenarios.

#2. Make the Sovremenny Class playable: The power of the Sunburn missile would be nice.

#3. Voice trigger to annouce when the sub reaches its assigned depth, similar to the annoucement when it reaches its assigned course. For example "Steady on depth XXX meters (feet)? I think it would add a bit of realism.

#4. Realistic turn radius for SSKs: I see alot of the smaller SSK have equal turn radius as the larger. Can they be modified to turn more realistically?

#5. Convert UUVs for countermine warfare only: As they are used in real-life.

goldorak 03-22-10 05:46 AM

Quote:

Originally Posted by LoBlo (Post 1327521)
#5. Convert UUVs for countermine warfare only: As they are used in real-life.

Edit : I think you could be right.
But on the other hand limiting uuv in DW to countermine warfare makes them useless for 90% of the games people play most of the time. And its a really big asset in terms of sonar detection right now.

ashepherd316 03-30-10 02:08 PM

is there any way you can change the russian navy to the soviet navy and have the soviet flag aswell also would be good if there was a cold war campaign.

LoBlo 03-30-10 06:25 PM

Quote:

Originally Posted by goldorak (Post 1327754)
Edit : I think you could be right.
But on the other hand limiting uuv in DW to countermine warfare makes them useless for 90% of the games people play most of the time. And its a really big asset in terms of sonar detection right now.

My issue isn't whether or not UUVs with ASW or ASuW capability are plausible. They obviously are. Its whether or not they actually exist in RL currently. Even the US Navy UUV Master Plan from 2008 (http://www.navy.mil/navydata/technology/uuvmp.pdf )states that it may be possible in the future for UUVs to have these capabilities, but currently they do not. Having UUVs in the game is the equivalent of having Rattlrs or hypersonic jets or laser point defense systems. They are all purely hypothetical currently. So IMHO its a deviation from RL tatics for players to be using them in the sim and represents a point of fantasty instead of simulation.

Quote:

also would be good if there was a cold war campaign.
There is a DW conversion of the old SubCommand 688/SW and Akula campaigns floating around somewhere. Its quite good, but may require some fine tuning as it does not convert 100% with some minor bugs. Not sure where its hosted at the moment though.

dd149 03-30-10 07:03 PM

The campaigns are included in the RA DWX mod, and are converted, don't know if there are some bugs.

goldorak 03-30-10 07:42 PM

Quote:

Originally Posted by LoBlo (Post 1341423)
My issue isn't whether or not UUVs with ASW or ASuW capability are plausible. They obviously are. Its whether or not they actually exist in RL currently. Even the US Navy UUV Master Plan from 2008 (http://www.navy.mil/navydata/technology/uuvmp.pdf )states that it may be possible in the future for UUVs to have these capabilities, but currently they do not. Having UUVs in the game is the equivalent of having Rattlrs or hypersonic jets or laser point defense systems. They are all purely hypothetical currently. So IMHO its a deviation from RL tatics for players to be using them in the sim and represents a point of fantasty instead of simulation.


Trying to keep the game assets in some way synchronized with "reality" is like chasing a moving target. There is always going to be a new capability that is not simulated in the game, or vice versa some aspects of game that are "forward looking" with respect to reality. These forward looking choices are arbitrary but still they may exist purely for gameplay purposes.
Insofar as UUVs are concerned, the real problem as I see it is the ability they have to use a passive sensor which up to now had more or less the same capability as a towed array. Which all other considerations aside is pretty much preposterous even in the game world. The choices we had were twofold : either eliminate completely the passive sensor capability, or leave it in but reasses the maximum range of the sensor so that it doesn't compete with the towed arrays performance. The choice was to go with the second option. So from now on, players won't be able to use uuvs as secondary towed arrays. With the new performance profile they are much nearer to real world uuvs than ever before. Even if we still retain a passive sensor capability (which has been pretty much gimped although not completely neutralized).
If you're thinking of using 2 uuvs to intercept incoming torpedoes from far away, that won't be possibile anymore. Or use a towed array and an uuv to triangulate a contact at 10 nm. These are great improvements as far as "realism" is concerned. And the game as a result is a little bit less arcade. :03:

LoBlo 03-30-10 10:55 PM

Quote:

Originally Posted by goldorak (Post 1341490)
Trying to keep the game assets in some way synchronized with "reality" is like chasing a moving target. There is always going to be a new capability that is not simulated in the game, or vice versa some aspects of game that are "forward looking" with respect to reality. These forward looking choices are arbitrary but still they may exist purely for gameplay purposes.

I disagree. Every other aspect of the game is modeled according to historical or existing platforms and systems. Nothing else in the game is futuristic, so in so much UUV with ASW/ASuW are out of place.

Cutting the sonar performance is a step in the right direction. However, if I recal correctly when this was tried in the past, a glaring bug was uncoveraged in that the UUVs sensor range would not respond to capping or reductions and would retain maximum detection capability. (on a side note, I think torpedo feedback had a similar bug).

goldorak 03-31-10 03:07 AM

Quote:

Originally Posted by LoBlo (Post 1341618)
Cutting the sonar performance is a step in the right direction. However, if I recal correctly when this was tried in the past, a glaring bug was uncoveraged in that the UUVs sensor range would not respond to capping or reductions and would retain maximum detection capability. (on a side note, I think torpedo feedback had a similar bug).


I think the modders are well aware of the bug that afflicted the uuvs in Lwami, and it seems they somehow managed to overcome it. When the 1.1 version is re-released we will have to test it of course but it all seems pretty good.

ashepherd316 03-31-10 01:36 PM

thanks ill look for them but is there anyway i can change the ukraine and russia into the soviet union and have the soviet flag

Lane 03-31-10 09:35 PM

Has R A V 1.1 been fixed?
and were can you download it?

Thanks for any info.

Lane :)

Castout 04-01-10 12:06 AM

Hi Lane they are fixing some reported bugs besides fixing the sound bug that made the release retracted.

I don't know when they will re-release DWX 1.1. I'm hoping soon enough :)

fitzcarraldo 04-01-10 09:33 AM

The RA 1.1 "beta" version is perfectly playable, except for the sound bug in Russian units and some other problems. That problems donīt make greats mistakes to the playability in the default units of DW and playable american units. (if you arenīt very exquisite with the sim...).

Iīm testing and playing regurarly with RA 1.1 (only with american subs), and it is great! :DL

Regards.

Fitzcarraldo :salute:


All times are GMT -5. The time now is 09:01 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright Đ 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.