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Old 01-10-14, 07:35 PM   #1
Cybermat47
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Default Should I get this game?

I've been craving a Cold War/Modern Subsim recently, and seeing as the Silent Hunter 4 mod 'Cold Warriors Steel Sharks' keeps crashing, Dangerous Waters seems to be my best option. But from what I've seen, it might be a bit too complicated for my liking. So, are there scalable realism settings?
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Old 01-10-14, 08:13 PM   #2
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In DW you can order your crew to manage different stations or you can do it by yourself, also the map has the "show truth" option.
DW has a lot less visuals than the SH series but - in my opinión- the sim is far better.
Grab the demo here http://www.sonalystscombatsims.com/d...ters/demo.html and see by yourself.
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Old 01-11-14, 12:59 AM   #3
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Quote:
Originally Posted by Cybermat47 View Post
I've been craving a Cold War/Modern Subsim recently, and seeing as the Silent Hunter 4 mod 'Cold Warriors Steel Sharks' keeps crashing, Dangerous Waters seems to be my best option. But from what I've seen, it might be a bit too complicated for my liking. So, are there scalable realism settings?
Yes there are scalable realism settings....

If you can play half the stuff you play, you can play this. Not terribly difficult once you learn....

Then again....

You're always learning with this game... Especially where Sonar is concerned.
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Old 01-11-14, 09:48 AM   #4
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It is a little complicated, but it does come with a very descriptive manual. also most of the stations can be set to autocrew meaning that you only have to give orders. But if you set up a mission in the mission editor so that there is no shooting, you can learn to use the sonar and other stations. If your the kind of person that loves a challenge, you will love this game.

Also since your obviously into mods, I would highly recommend RA (reinforce alert). It really expands the game, taking you from 4 attack subs, 2 aircraft and 1 FFG, up to I think 25 subs including the red October SSBN, 6 aircraft, and 2 surface ships. new weapons are added too. I absolutely love this mod.
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Old 01-11-14, 12:44 PM   #5
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My comments are from perspective of the inexperienced player who keeps returning to DW already more than once. This is rather complex simulation and learning curve is quite high. There is lot of interesting stuff to do and learn/investigate either in manual or at this forum. This is its charm and big plus.

My only apprehension preventing me from staying with this sim for longer are very rudimentary graphics, which now look even more simplistic and crude than in the day it came out. In the past I have played (if only briefly) most of modern naval/sub simulations and there the graphics did not bother me as much. Perhaps then expectations were not as high as what they are now (we were spoiled).No denying, that having eye pleasing SH series around, makes DW look little like ugly duckling. I wish this title was more open for more more profound graphic improvements. Then again, perhaps I was not enough around to know all there is to know about all possibilities that exist.

Having said all this I still consider DW in the same league as most interesting and lasting combat sim titles and quietly hoping for some kind of "renaissance" and reinvigorated interest (like Falcon BMS as an example).
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Old 01-11-14, 02:24 PM   #6
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Im still a noob at this game and previous posts referring to steep learning curve are spot on, lots and lots I just dont get yet but I think its a great game for this genre and I am determined to get proficient in the different platforms.
The graphics dont bother me really and tbh this type of sim is not about watching cool graphics.
Buy it, its cheap as chips.
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Old 01-11-14, 07:16 PM   #7
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Quote:
Originally Posted by speed150mph View Post
IAlso since your obviously into mods, I would highly recommend RA (reinforce alert). It really expands the game, taking you from 4 attack subs, 2 aircraft and 1 FFG, up to I think 25 subs including the red October SSBN, 6 aircraft, and 2 surface ships. new weapons are added too. I absolutely love this mod.
I actually don't recommend it. I had TONS of problems installing it. When I did, there were buttons in the menu that would crash the game and certain weapons would not work (another crash)

Platforms worked....but they were just bascially skins for the other platforms.

Not to mention that I once read that modding DW to that extent in the US is illegal. I really don't think it's that big of a deal or anybody is enforcing that...but it really didn't help me much in my game.
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Old 01-12-14, 06:41 PM   #8
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to red october1984

really? I had no trouble installing it at all after I read the read me. Extract the download and run the installer. as for your remark about skins, I disagree. it adds so many new playable and non-playable models to the sim. We now have Alfa and sierra class subs, which weren't modeled before. you have 3 playable typhoons, delta IV, Borie, and Ohio SSBNs, playable Oscar II SSGN, with nuke capability. I'm not as sure with American subs as I am with Russians but I know you now have playable Alfa, Lada, and several new Kilo class including the advanced Kilo Alrosa. new playable nations are included with models, including German and Italian 212 class, British Trafalgar class, and Australian Collins class. all these boats have different position displays from stock DW. On top of that, they have upgraded the Akula II improved model to use waterfall sonar with WAA, and photonics mast. New weapons have been introduced and work fairly well if you read to provided weapons manual.

RA takes DW to a totally new level. as for the bugs you mentioned, I have yet to experience a crash with mine. the only thing I found that I noticed is the shipwreck advanced cruise missle used on the Oscar II is temperamental but that's because it has to be set properly to work.

Possibly RA was bad and has glitches a while ago but I am playing the up to date beta version, and I am having no problems. If you would like I can post the link to the site I found it and you can see for yourself.
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Old 01-12-14, 11:52 PM   #9
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Quote:
Originally Posted by speed150mph View Post
as for your remark about skins, I disagree. it adds so many new playable and non-playable models to the sim. We now have Alfa and sierra class subs, which weren't modeled before. you have 3 playable typhoons, delta IV, Borie, and Ohio SSBNs, playable Oscar II SSGN, with nuke capability. I'm not as sure with American subs as I am with Russians but I know you now have playable Alfa, Lada, and several new Kilo class including the advanced Kilo Alrosa. new playable nations are included with models, including German and Italian 212 class, British Trafalgar class, and Australian Collins class. all these boats have different position displays from stock DW. On top of that, they have upgraded the Akula II improved model to use waterfall sonar with WAA, and photonics mast. New weapons have been introduced and work fairly well if you read to provided weapons manual.
Yes the subs may be modeled....but all it is at the core is a Frankenstein made by parts of other subs already in the game. The only new things might be the skins and weapons.
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Old 01-13-14, 10:42 AM   #10
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Originally Posted by Red October1984 View Post
Yes the subs may be modeled....but all it is at the core is a Frankenstein made by parts of other subs already in the game. The only new things might be the skins and weapons.

Actually all units have the same core - SSN21 and 688 Imp - the same acoustics systems in different skins . The only difference in weapons tubes - their number and location of the platform ( VLS or horizontal directions) .


Akula and also Kilo - one acoustics systems ( with minor variations ) and different weapons interfaces.


Can you believe that Collins SSK has a completely different sound system - Not Waterfall, or special torpedoes tubes?
Or Not Broadband Circular SSAZ Display for other russian subs - Deltha, Oscars.

Also rather to aviation.
What is the fundamental difference between the Russian Ka- 27 and U.S. MH -60 ?
The same set of acoustic sonobuoys with different abilities to detect, radar, MAD systems, ECM . And different types of weapons.

Most likely you are unhappy with this add-on is not made ​​in America .

Or comprehension of new materials from the manual to Reinforce Alert subj - too difficult for your brain?

Once again - I want to remind you, even in the original game, all the difference Russian and American submarines only acoustic systems (and then only in their graphical representation) and the number of launchers and type weapons.


All other stations - Radar, ECM, Radio, SSP , Active Intercept, Periscope. Stadimeter, ShipControl, - have ONLY a different skins. You did not pay attention to it ever?

So silly to talk about a modular scheme of Frankenstein in RA addon - because the modular scheme of stations playable platform, based present in the original game from SCS.

Initially, this addition is done primarily to eliminate the brutal errors [BUGS] in the game engine, as is usually the user can not be corrected in the database files or doctrines.


PS:
Also - you are only one, who got a TONNS of problems with this mod. LOL

Quantity of your posts does not mean that you are competent.
You can write a lot of empty letters. Sorry: but in this thread - you Troll.
==========================================




You can compare how much error is in another very famous mod "that adds realism" :




Some info about add-on "Reinforce Alert" (DWX 1_33 version).

* - The stability was increased - in single and network game.
* - DSRV recover has been fixed
* - The doctrines were checked precisely up and bugs are eliminated finally.
* - DataBase was corrected.
* - Some sound defects has been fixed.
* - Some bugs of interfaces the player were removed.
* - Bug when platform with non 100% damage go to bottom, has been removed.
* - Removed the hardcoded bug when the radar spontaneously itself switch on, when the option EMCON is disabled, and the enemy counterdetected.
* - Torpedo lost Target in ACTIVE mode attack phase has been removed.
* - Autocrew for sonobuoys stations russian platforms repaired.
* - TLAMs missile work has been improved.
* - Uncorrect classification bug fixed.
* - Missile smoke trails has been reduced.
* - Active sonars on subs has been improved.The echo-answer (cue), now is synchronized with a target mark on the sonar display.
* - AI submarines are able to launch missile with the same depth as players. For example Stallion SS-N-16, depth launch increase to 150 meters, the missiles Series SS-N-27 with a depth launch of 100 meters, etc.
* - The information in Player LOG will be saved now constantly - with what platform by what weapon has killed the player.
* - For missiles SS-N-27 Sizzler SSM (Club), the additional mode is stipulated, in which missile can to carry out cruise on a crookedly linear route (similar TASM waypoints plan).
* - At submarines useless parameter SNR on broadband sonars was removed. Now this window is named as DTA (Depth Of Towed Array) - that shows the present depth of Towed Array gauge.
* - Bug of Ship radars unable to select of the small-size of the missiles - is eliminated. However, on controllable the helicopter and plane it is recommended to the player to use a mode an auto command for small-size targets.It can not show graphically mark on the display of a radar, however auto command is capable to pull this contact.
* - WakeHoming torpedo hardcoded bug has been removed - the torpedo now is capable to work against surface platforms with which the player control.
* - AI ASW planes behavior has been improved. (Relatively Sonobuoy Search Tactic - altitude dropping sonobuoys was increased. 100-200 feets and 165 kts give good behavior sonobuoy search).
* - And there are a lot of other insignificant (but nasty) defects has been corrected.
* - RBU Weapons new mechanics assembled (hardcoded fix)
* - Size Ice kiels has been increased.
* - Now torpedoes and subs, damaged an collision with ice kiels.
* - Bug with underwater invisible objects for HF sonars has been fixed.
** - Launchers ROF (Rate Of Fire), now corresponding with Database values ROF.
Ability to launch more than 6 SSM of missiles in one minute. (In the original of game all AI platforms launchers have same ROF - 1 missile per 10 seconds, even VLS)
( Recomended set parameter "SalvoLimit" in DangerousWaters.INI file to value 16,instead 8.)
** - Missile Doctrines fixed (for variable cruise altitudes soviet missiles).
** - Towed Array depth option,switch-off for Multistation game - for prevent CTD.
** - The bug is eliminated when launch missiles from 13-16 VLS there is no voice sound message.
** - Thermal Layer now has effect an torpedo search ability.
** - Kilos SSN: Range transit under electromotor has been increased.
** - Kilos SSN: Fixed a hardcoded bug, where snorkel broken but can still be controlled from the dropdown menu.

It changes mechanics Sim - action of the weapon and platforms, are adhered to real time.
If the torpedo or platform will lose target - she will execute the real answer to a case.
The original version of game, assumes that the weapon works as the trigger - if the target detected, weapon kill this target.
In original game mechanics, missile and torpedoes, always kill LAST found out target, but not depending of large on the size of the signature.
RA does works of the torpedo and missile weapon in real time - any triggers were excluded.
It makes realistic behaviour weapon very accurate and exact.
================================================== ===

Some info about add-on "Reinforce Alert" (DWX 1_34 version).
* - Is corrected bug when the player O.H.Perry or Udaloy does not receive the message acoustics about launch of a missile from under water.
* - some sound signatures has been fixed.
* - Added a 'Ghost' SSK subwreck model.
* - Fixed the lack of reference information about the torpedoes on the screen -Loadouts- .
* - The noise opening of hatchs was increased - in network game, it is possible to see on sonar when the player will open torpedo or missiles hatchs (depending out of range).
* - Fixed a LINK 11 bug, When the script does not turn off the supply of new contacts on a navigation map in case of breakage due.
LINK 11, now can be "switched on" and "switched off" from the orders menu [SHIP, HELO and PLANE platforms]
IMPORTANT NOTE: LINK 11 (receiver) now default set in "OFF" Position. When You begin mission, visit LINK 11 (in orders menu) and then push option "Receiver ON".
* - Damages Radiomast by Script on Type 212, Collins and Harushio has been fixed.
================================================== ===

Some info about add-on "Reinforce Alert" (DWX 1_35 version).
* - Added Controllable Atlantic Mk 3 /France/Italy/Germany/
* - Fixed bug when message "Vampire inbound, bearing xxx." no received if AUTOCREW option in "switch off" position at Bridge Station.
* - Fixed bug when abandoned the mission with the switch-on diesels Kilo, other subs (with a nuclear engine) in the next mission, does not have a engine sound.
================================================== ===

Some info about add-on "Reinforce Alert" (DWX 1_36 version).
* - Fixed ASUW mission bug (CTD) with Controllable Atlantic Mk 3 /France/Italy/Germany/
* - AI Subrocs snaphots vs sudden torpedo attack - reduced exact aiming.
* - IR station bug removed for multistation mode (Aviation interfaces).
* - Sound profiles has been fixed for Borey,Typhoons and Red October.
* - Argentinean A-4M Skyhawk or Veinticinco De Mayo CV in mission causes game crash bug removed.
* - Controllable Ships - noise profiles has been increased.
* - Controllable Ships - towed arrays sensitivity has been improved.
* - An Submarines, SailBridge sound bug has been fixed.
* - KA-27: Ammo quantity reduced to 500.
* - For best informations, LINK 11 switch labels fixed to "Receiver Is ON" and "Receiver Is OFF".
* - Kilo Improved Club Added to Vietnam.
* - Gepard 3.9 FFH Frigate Added to Vietnam. (KA-27 Helix onboard carried)
* - Molniya PT (ASW primary) has been added to Vietnam.
* - Pauk-II Class added To Vietnam.
* - AS 332F ASW Helicopter Added to Indonesia.
* - Sigma 9113 FFL Corvette added to Indonesia. (Helo pad for AS 332F ASW Helicopter)
* - Sigma 10514 FFH Frigate added to Indonesia. (AS 332F in Hangar Onboard carried)
* - Project 11661K (Dagestan) Frigate Added to Russia (KA-27 Helix Onboard).
* - AS 15TT ASM, MICA SAM missiles has been added.
* - Akulas: for player speed launch underwater missile increased to 15 kts.
* - Some new pictures added to USNI section.
* - SS-N-16 Stallion 3D model fixed.
* - VA-111 Shkval: Mad Sensor sensitivity has been increased. Mines and CM's now influence at Shkval vitality.
* - OSA-I; OSA-II bug with difficulties in classifications has been fixed.
* - USNI reference: added information about loadout weapon for controllable platform (OwnShip Section)
* - S-3 Viking Controllable Added.
* - GBU-31 JDAM Added to VIKING User Loadout.
* - SAM Guided Missiles work has been improved.
* - Laser Finger station on submarines - vertical view angles were increased.
* - Flying time was corrected for P-3 (14,5 hours max)
* - Flying time for aviation has been fixed to average value.
* - Based 688 LA FireControl Station: Label preset for search pattern mode fixed to "Direct" move, instead "Snake".
* - Training Facility Object: added Portable SAM defence ability.
* - Mk 84 GP Bomb, Skyflash AAM, ALARM ARM, X-38ME ASM, AIM-7M Sparrow AAM Missiles Added.
* - X-59MK ASM missile added,
* - Luhai DDGHM: Removed Mk 46 Torpedo.
* - Loadouts planes and helos remastered, weapons now fully visible at wings pylons in 3D window with truth mode.
* - Radar on TU-142: Scale set to 175 Nm Range, color sweep changed to GREEN.
* - HARPOON User Air Launched: sensor fix to Active Radar instead previous IR.
* - For OS Windows 7, "Torpedo In The Water!" bug message [too long range] has been removed.
* - Yankee SSBN added
* - SS-N-6 SERB SLBM has been added.
* - fix initial bug,when the AI gun fires in the opposite direction of the incoming missiles.
* - fix initial bug,when the SM-1 ER User missile launch in the opposite direction of the incoming missiles.
* - Radars and Fire Control Radars: Set to unique altitude position on platform, set unique azimuth beams impulse.
* - Fire Control Radars: work only an illuminate target. After destroying target, FCRadars now switch off.
* - Planes: Radar Signature values has been increased.
* - User Guns has been fixed.
* - Replace clouds texture.
* - MSHM rocket-mine added.
================================================== ===

Some info about add-on "Reinforce Alert" (DWX 1_37 version).
[ * - Hardcoded fix ]
1. - Airstrip has been fixed for driveable S-3 Viking successful landing.
2 - USNI data added picture Communication Center.
3 - USNI DATA: TU-142 Bear new photo added.
4 - S-3 Viking dll files fixed. *
5 - SUB SSP stations: Sound propagation fixed to meters per second instead feet per second at SUB with metric system. *
6 - Akula-2 Improved: Missiles names at weaponloadout and Fire Control station changed to "Sizzler" instead 3M-54e1 ASCM and ALFA ASM instead 3M-51 ALFA.
7 - Depth of communication has been fixed - now the AI submarine can not get new contacts when they are below Comms depth. *
8 - Variable Communication Depth use: Radiomasts, Floating wires, ELF comms. *
9 - AI Ship will now attack the AI Ship targets,that a player promoted by LINK 11 communication. *
10 - AI Sub: will now attack the AI Ship and AI SUB targets,that a player promoted by LINK 11 communication. *
11 - AI Plane: will now attack the AI Ship and AI SUB targets,that a player promoted by LINK 11 communication. *
Note About Communication: If another Ownside sub is player driven, you both must be at comms depth with the radio mast extended at the same time before you will see each other.
If you have your radio mast extended and he has his floating wire out,
he will see you but you will not see him.
The radio mast is needed to transmit OwnShip position data.
12 - Black Shark User Torpedo wire guide option bug has been fixed.
13 - Udaloy: Active Sonar Station range scales now in kilometers instead Kyds. Active Transmit Power designated an buttons.
14 - SUB Countermeasure Doctrine has been fixed. Declared conditions of work CMs - supported.
15 - Kilo ALROSA Loadout: Repalace SS-N-16 Stallion AI to SS-N-15 Starfish AI.
16 - Udaloy DDG and O.H.Perry FFG: Countermeasure launch low altitude has been fixed. *
17 - Yankee SSBN: Damage 3d model has been fixed.
18 - S-3 Viking 3D model has been updated.(From Betamod ver 4.1)
19 - Comms Depths reference added to USNI Data and "Manual" Folder.
20 - Bug in 688 SubCommand campaign mission "Halifax" has been fixed.
DDG 51 Approach Trigger was dependant on wrong trigger not to be fired resulting
in the scenario becoming impossible to finish.
================================================== ===

Some info about add-on "Reinforce Alert" (DWX 1_38 version).
[ * - Hardcoded fix ]
1 - ADCAP User Doctrine Fixed: Passive Speed Search Set To 45 kts.
2 - Udaloy Active Sonar Ranges Labels fixed to meters.
3 - AGM-88 HARM Missile water crush problem has been fixed
4 - KA-27 Helix USER, added capability take 2 x Kh-35 URAN [SS-N-25 SwitchBlade ] missiles in loadout. *
Pylons has been removed, weapon loadouts placed inside helo body.
5 - Fixed bug with "freeze" russian torpedoes (AI TEST-71 Series).
6 - Fixed bug with KH-35 Uran User, when at short attack range, missile not able hit target.
7 - Sailboat added sound for broadband sonar control User Sub.
8 - US Iowa Class: Fixed To Iowa BB and Iowa CG separate classes. Now Iowa BB able to Shell engage.
9 - Some airstrips has been fixed.
10 - Victor-I SSN: Fix bug when torpedo SET-65 unavailable to loadout from main rack.*
11 - Victor-II SSN: Fix bug when torpedo 65-76 unavailable to loadout from main rack.*
12 - Victor-II SSN: Float Wire an 3D model, coordinates has been corrected.
13 - Bug fixed when AI Sub shot not from doctrine command - fast shot problem (bug 1.37 version) *.
14 - Section "SSP INFO" Added To USNI Data.
15 - Mk 37 Mobile Target - difficult kill bug, has been fixed.
16 - Mobile Mines Doctrine has been fixed, crush depth reached bug remove.
17 - KA-27, MH-60: Fixed bug when Contacts Nav.Map and Acoustic Display have different ID *.
18 - Fixed bug, when sonobuoys undetectable with User MF Active sonar.
19 - Added F-22 Raptor F/A To U.S.
20 - Added GBU-39 Bomb
21 - Added Command Bunker LandBased Hard Object.
22 - Speed Cavitation O.H.P FFG and Udaloy DDG increased To 10-11 kts (vs default 6 kts for O.H.Perry) *.
23 - Fixed a default DW bug, where one type Player submarine and AI submarine, had not the same speed and depth of cavitation *.
(For sample: AI KILO cavitating an 213 feet and 10 knots, but the KILO Player not cavitating at the same depth and speed.)
24 - Stadimeter station 688: Fixed bug with meters instead yards for nav.map placed mark *.
Now marker in yards, instead previous meters.
25 - Cavitation is now dependent on the structure of the props:5-blades,7-blades, Pumpjet,etc... Old or new technologies production propellers.*
26 - SA-22 Greyhound SAM Site with 9M335 missile added.
27 - Moskva CVH: 57mm guns fixed firing cones.
28 - Removed bugs voices and text messages with User controllable air platform - when TIW, and detonation message has been received.
29 - The inability to set a minefield in the mission editor eliminated (bug 1.37 version).
================================================== ===

It only changes that come with the description to add-on. But in fact, these changes more than 20 thousand!

Last edited by Chirstmas; 01-13-14 at 02:02 PM.
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Old 01-13-14, 05:48 PM   #11
Red October1984
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Quote:
Originally Posted by Chirstmas View Post
Actually all units have the same core - SSN21 and 688 Imp - the same acoustics systems in different skins . The only difference in weapons tubes - their number and location of the platform ( VLS or horizontal directions) .


Akula and also Kilo - one acoustics systems ( with minor variations ) and different weapons interfaces.


Can you believe that Collins SSK has a completely different sound system - Not Waterfall, or special torpedoes tubes?
Or Not Broadband Circular SSAZ Display for other russian subs - Deltha, Oscars.

Also rather to aviation.
What is the fundamental difference between the Russian Ka- 27 and U.S. MH -60 ?
The same set of acoustic sonobuoys with different abilities to detect, radar, MAD systems, ECM . And different types of weapons.

Most likely you are unhappy with this add-on is not made ​​in America .

Or comprehension of new materials from the manual to Reinforce Alert subj - too difficult for your brain?

Once again - I want to remind you, even in the original game, all the difference Russian and American submarines only acoustic systems (and then only in their graphical representation) and the number of launchers and type weapons.


All other stations - Radar, ECM, Radio, SSP , Active Intercept, Periscope. Stadimeter, ShipControl, - have ONLY a different skins. You did not pay attention to it ever?

So silly to talk about a modular scheme of Frankenstein in RA addon - because the modular scheme of stations playable platform, based present in the original game from SCS.

Initially, this addition is done primarily to eliminate the brutal errors [BUGS] in the game engine, as is usually the user can not be corrected in the database files or doctrines.


PS:
Also - you are only one, who got a TONNS of problems with this mod. LOL

Quantity of your posts does not mean that you are competent.
You can write a lot of empty letters. Sorry: but in this thread - you Troll.
Tough talk for a new guy.

I am speaking from my own experience and knowledge. This does not mean that I am correct all the time.

I am not a modder. I am simply repeating what I have heard and interpreted about DW.

You proved me wrong. Sure. But you don't have to go about it in this way.

No, my brain CAN comprehend this believe it or not. And no, I'm not unhappy with this because it is Russian.


Good day, sir.
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Old 01-13-14, 10:10 PM   #12
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My experience with DW plus RA is very positive. No crashed and very immersive.

Only problem is the known AA setting off in NVidia cards. It seems this problem cannot be resolved.

Regards.

Fitzcarraldo
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Old 01-13-14, 10:55 PM   #13
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Quote:
Originally Posted by fitzcarraldo View Post
My experience with DW plus RA is very positive. No crashed and very immersive.

Only problem is the known AA setting off in NVidia cards. It seems this problem cannot be resolved.
Well fine. I'll try out RA again...but somebody is going to have to find me the links to the working version of the mod. The last one I tried was DL'd from a Russian website and literally was the crappiest thing ever.
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Old 01-14-14, 12:28 AM   #14
speed150mph
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http://www.redrodgers.com/forums/showthread.php?t=4912

I got it from here. It is the beta version but as I mentioned it is very good. Simply download, extract to file, open the installer exe file and it will handle the rest. Some of the new weapons are tricky so I'd suggest reading the weapons manual, especially for the shipwreck anti ship missile on the Oscar.

Other then that your good to go. It will even work for those who use steam, which tends to complicate exterior mod installation

Please let me know if you have problems and let us know what you think of the improved RA
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Old 01-14-14, 10:15 PM   #15
Red October1984
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Quote:
Originally Posted by speed150mph View Post
I got it from here. It is the beta version but as I mentioned it is very good. Simply download, extract to file, open the installer exe file and it will handle the rest. Some of the new weapons are tricky so I'd suggest reading the weapons manual, especially for the shipwreck anti ship missile on the Oscar.

Other then that your good to go. It will even work for those who use steam, which tends to complicate exterior mod installation

Please let me know if you have problems and let us know what you think of the improved RA
Roger that.

Will download and try tomorrow.
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