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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1111 |
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
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Somebody please I would like to join some MP too. Play the sub almost exclusively.
Where do you guys meet and when do you guys play MP ![]() I'm on GMT+7 and if able would like to join any community.
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#1112 |
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
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Found a CTD bug
If you charge the Kilo batteries by extending the snorkling mast and turning on the diesel engines, the game will CTD when the snorkling mast is retracted while both diesel engines are still running. Update: it was a false alarm the scenario caused the4 CTD. It was P3C Vs Kilo training scenario. It always CTD when the game reaches 5 minutes.
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Last edited by Castout; 09-25-10 at 07:30 PM. |
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#1113 |
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
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Umm I'm unable to launch Shkval torpedo properly. I read the manual but still . . . . .setting the speed to 199 knots or even lowering it to 100 knots made no difference.
Set to mode 0. Running depth 50m. Launch depth 40m Launching platform the Typhoon Improved. Shkval could be launched without any problem say with the Kilo, etc
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Last edited by Castout; 10-02-10 at 10:21 PM. |
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#1114 |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
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Here's an idea for making torpedo wire lengths more realistic. Just an idea, not sure if it would work...
We mod the maximum range of the User torpedos to 10nm so that it will shut down and the user will get a "wire break" after it reaches the 10nm mark. We also mod the torpedo to have a "launcher" armed with an identical torpedo that launches when the torpedo reaches 10nm. That way, when the 10nm distance is reached the user torp 'wire-breaks' however the spawned torpedo continues searching outside user control. The end results should be akin to a true 'wire-break'... think it would work?
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#1115 |
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
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I can live without realistic wire break but I can't live with non wired launched torpedoes being tracked in the weapons control station.
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#1116 | |
Stowaway
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In any case, you can Shutdown torpedo, even if the wire becomes unguided (established in torpedo doctrine). The unguided wire is means that you can not to operate ENABLE-PREENABLE buttons and change of a course. However - the button Shutdown remains is accessible. Besides - actually management of a wire can consider lost, but still of you equally should hold open a torpedo muzzle. Should be if the wire is considered lost, of you can not close tube without loss of a "unguided torpedo with cut off wire". |
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#1117 |
Bosun
![]() Join Date: Sep 2001
Location: Germany
Posts: 68
Downloads: 33
Uploads: 0
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How can I send the IFF-Code in the first Bear Training Mission?
I get shot every time I get back to the coast. ![]() |
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#1118 |
Stowaway
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#1119 |
Nub
![]() Join Date: May 2010
Posts: 3
Downloads: 10
Uploads: 0
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I have a CTD immediately after the loading screen commences...
W7 clean installation + 1.04 but i editet the options after installation, can this be the problem? I also tried the 2 hotfixes DW_NSW_WIN7 and FIX_02 |
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#1120 |
Planesman
![]() Join Date: Oct 2009
Posts: 194
Downloads: 339
Uploads: 0
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Hi there, I have found 2 bugs (both reproducable) in the v.1.2 of the mod:
1. The Military Oil Tanker make the game crash when they are identified (not detected) by player ESM sensors 2. The sonarbuoy Autocrew does nothing on the Udaloy. Apart from that: Good work, 1.2 is much more stable than 1.1 ![]() p.s. I tried to give the Oiler another radar and/or tried to rename the existing radar, but the game still crashes. p.p.s: Why o why did you have to change the bouy system. now I have to edit all my old missions as the old ones (with prestatione buoys) crash... ![]() ok just kidding.
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#1121 |
Planesman
![]() Join Date: Oct 2009
Posts: 194
Downloads: 339
Uploads: 0
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Ok the russian buoy screens do not have any Autocrew-support at all, it seems the changes you made to the buoy system (5 new russian buoys) *******ed something up.
I am back to 1.1 atm as the lack of an sonar autocrew is a gamekiller for me. ![]() I miss my 1.2 black shark torpedo, though. ![]()
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#1122 | |
Stowaway
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Buoys now support with autocommand. ESM bug - also has been removed. |
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#1123 |
Planesman
![]() Join Date: Oct 2009
Posts: 194
Downloads: 339
Uploads: 0
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I have one more CTD causing bug (1.1 and 1.2):
If the HF sonar gets detected (player units tested: Udaloy. FFG, Seawolf) by other ships (tested OHIO SSBN and 688 sub) the game crashes after some seconds. I guess once the AI can identify/locate the player?
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#1124 |
Commodore
![]() Join Date: Sep 2006
Location: Germany
Posts: 609
Downloads: 36
Uploads: 0
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Do not know if this was discussed already...it seems that the AI subs are really very fast concerning attacking:
Inspecting the debug log it seems to reveal that between a passive sonar contact and the firing of a weapon sometimes only a couple of seconds is needed...could somebody confirm this and if yes is this behavior intended? I mean how can the AI sub get so fast a reliable fix? (it fires SS-N-27 ASW pretty accurately). |
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#1125 | |
Stowaway
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AI Sub, can shoot as the player well - 15 seconds on input target. And 15 seconds on preparation a tubes (flooding, etc). 30 seconds - a very short time, but generally have corridor between 30-45 seconds. But it is an exclusive case - when the target very close - less than 2.5 miles. This is - simply snapshot method. In other cases, will take time depending on that - what strength a signal receives AI SUB - as far as she can quickly classify contact. (the classification by the engine can happen immediately - but we gives some time for this procedure). And the time of a shot can be increased about 5 minutes - if contact weak. If speed of contact high - also, triangulation then to become better, as distance between points triangulation is increased also it will give the good decision. In other cases, will take 1.5-3 minutes. In version 1.3, we rework SUBROCs. Shot by snapshot will not be as accurate. However - with a good solution would be to shoot very accurately. EDITED: Very quickly AI Sub shoots on the surface targets (Ships). It will be eliminated for DWX v1.3. Last edited by -GrayOwl-; 11-27-10 at 08:47 PM. |
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