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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
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#2 | |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
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![]() ![]() I downloaded two files, the mod RA and a second file that contained the fixes. Is this not sufficient ? Ps: i get the crash only with the helo. The Tu-95 works ok. Last edited by goldorak; 11-16-08 at 03:58 AM. |
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#3 |
Loader
![]() Join Date: Sep 2007
Location: Canada
Posts: 89
Downloads: 37
Uploads: 0
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>> We should get the updated files. My RA from subguru seems to be working fine so far, but i havnt tested the k27. Everything else seems good,, and dare i say after a little testing, almost better than alfa tau, but its still early. They have the Halifax class FFG, but they dont know their Canadain Naval very well, the model isnt right but
![]() ![]() > Before i or anyone sets to work on missions and such, i thing that "we" ( the subsim forums and people ) should find out which is the best overall, so that we have missions that 90 of us can use not that we start making missions for RA, Alfa tau and all all at once. That is if anyone is interested in making more and posting them as i am for Alfa Tau. > And last but not least, which has the better doc and AI? I know Alfa Tau is based on LWAMI, so its good, but im not sure about RA. Like the rest of you, i want only the best in my simulations.
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MAD MARK, FULL SCALE! |
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#4 |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
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Man my head is getting dizzy. The alfa tau mod has the italian units which are not present in RA. On the other hand the interfaces on the russian mod are better than those in alfa tau (take for instance the udaloy !! ).
Damn we have to combine these 2 fine mods and call it DWXXX :rotfl: |
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#5 |
Planesman
![]() Join Date: Jan 2007
Location: Obetz, Ohio
Posts: 182
Downloads: 170
Uploads: 5
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Russian mod no crash for me with helo or other units so far. It looks like the db is from scx
![]() Last edited by MR. Wood; 11-16-08 at 04:30 AM. |
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#6 | |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
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#7 |
Loader
![]() Join Date: Sep 2007
Location: Canada
Posts: 89
Downloads: 37
Uploads: 0
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I second the motion of DWXXX mod. Girls, SLBMs, and ADCAP torps, what more could you want?
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MAD MARK, FULL SCALE! Last edited by Raptor_341; 11-16-08 at 06:12 AM. |
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#8 |
Loader
![]() Join Date: Apr 2002
Location: Switzerland
Posts: 90
Downloads: 3
Uploads: 0
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I had a look at RA. I can't comment on the doctrine and DB stuff yet, as I only looked at the new playables. The mods looks fun with some interesting adjustments to the interface. Still it often feels a little "frankensteinish". The subs are often ok as long as the plattform is similar to the one it is based on. The Udaloy is quite a strech. I can see myselfe diving for example the Victor III, but on the other hand with only minor changes and the interface of the Akula you have to wonder why not to drive the Akula in the first place.
While I applaude the work that was put into the mod, for me personally it can not replace a high-quality official addon. I noticed there are loads of new 3d model, including all my models from SCX. It is nice to see that stuff in DW again. |
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#9 | ||
Master of Defense
![]() Join Date: Mar 2000
Posts: 1,502
Downloads: 125
Uploads: 0
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The files I uploaded are from a website Castout pointed me to. If there is a newer version, I don't have it. |
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#10 |
Planesman
![]() Join Date: Jan 2007
Location: Obetz, Ohio
Posts: 182
Downloads: 170
Uploads: 5
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yep i checked out the helo work ok the bear turns badly at slow speed.
Putting ra mod in mod folder did that make it ok for just give me??? |
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#11 | |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
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![]() Initially I tried to put the mod directly into the JGSME mod folder and use JGSME but it didn't work so I tried the other more complex way. It works albeit with the helo problem. ![]() |
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#12 |
Chief
![]() Join Date: Dec 2005
Posts: 326
Downloads: 5
Uploads: 0
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nice work!!!
From a mission objective design perspective:
Hands down, this mod addresses a lot of design issues I face(d) in the MP map set I’m working on. With units that compliment the western platforms, I could have reduced testing, coding and troubleshooting by 2/3!!!!!! And would have had this map set released by now!! A great deal of time was spent coding AI to be smart, aggressive, tactical and to be just as responsive as humans and to compensate for lack of platforms. I guess the AT mod accomplishes the same, even though AT can also reduce my mission design by 2/3, the RA mod seems to be more stable than AT3.1 and my understanding is AT3.1 is still WIP. I can promise you that if I started from scratch and redesign the map set I’m working on (3 maps) for RA, I could have it done 5 times faster than where I am currently for LWAMi, I’m seriously considering redesign pending test results. The presences of boomers from both sides fall directly in line with my criteria for MP covert / stealth transiting missions, which won’t just be single missions, but part of a series of MP maps tied to the same scenario. Kapitan knows where I’ve been heading with this and the RA mod makes it possible. I guess in RA we’ll have to get use to some things like: -Various modes of ordinance operation. I appreciate this because as an akula driver I choose load out based on tube assignment, leaving controllable weapons and ones I desire to reload assigned to inner tubes, expendable weapons and additional salvos in outer tubes. but RA gives you more flexability in this area(i think) -UUV modes of operation, including a TV camera!!!!. I can use that for deep sea S&R / retrieval missions, which is also part of another design in the future. I haven’t fully tested the RA uuv just yet. -UUV performance appears to be returned to normal compared to being toned down in LWAMI. I’m on the fence about this. With the UUV sensitivity restored, I’ve heard its like having a mobile tb-29. I’m sure the SSP would also be a contributing factor to uuv effectiveness in RA. Also, the fact that UUVS don’t generate TIWS could be a problem for a scenario that includes transiting – that’s a TBD. I’m sure uuv sensitivity will be welcomed in MP. However, the fact that launch transients aren’t detectable doesn’t seem realistic. ![]() Castouts’ workaround of Liquidfuses’ hyper acoustics mod sounds like a must have for the hard-core crowd, which allows you to hear the screws of various submarines on BB. Since it can be worked around for DW, I think that is definitely a must have for any mod. Some things I need to test / conclude in RA: 1.. AI – fighting force or fodder?. lwami made them beefy, I guess AT has done the same. I’ll also need to create some test scenario where I make AI efficient and monitor the efficiency. 2.. SSP – I need to test SSP performance. So far the layers seem to work in SD. I was pretty happy with lwami. But If RA is at least that or better than that, this is good. 3.. UUV sensitivity vs SSP – just how good is good, or how bad is bad. 4.. other things I don’t know about RA 5.. demand of MP mission objective scenarios for RA - TBD |
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#13 |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
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Can someone tell me how to access the TV screen of the uuv
![]() From what station do I see the images ? |
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#14 | |
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
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![]() Quote:
Updated Ra will be released to public in a few days so I've been informed. Even I don't have the upcoming final release version, only like the beta of the coming final release. I'll try to provide the link to the updated RA when it's released.
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Last edited by Castout; 11-16-08 at 09:18 PM. |
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#15 |
Planesman
![]() Join Date: Jan 2007
Location: Obetz, Ohio
Posts: 182
Downloads: 170
Uploads: 5
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Dose anyone Know if and where the russian dw site is? Do they have one like subsim?
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