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Old 10-02-09, 03:12 AM   #1
caymanlee
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Originally Posted by Fleet Command CC View Post

There one problem though the RA Mod database is password protected, so we couldn't do that unfortunately.
this "problem" solved. the real problem is: will the RA team willing to appreciate a joint effort? otherwise, it will vary separated direction
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Old 10-02-09, 08:48 AM   #2
kpv1974
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Originally Posted by caymanlee View Post
this "problem" solved. the real problem is: will the RA team willing to appreciate a joint effort? otherwise, it will vary separated direction
Project RA is open project.
We need assistance in addressing problems in the game engine.
List of problems, starting with the highest priority is attached.
We recommend you start with simple problems, because complex scare even the most experienced modders
And also we invite all those who have experience in 3d modeling.
There is no limit to perfection!

1. The Wakehoming torpedos work only against AI ships, but never will be guided on the user controlled ship (OHP, Udaloy). Can you correct it?

2. CIWS is not shoot TASM`s if their class is torpedo. Transfer them to the torpedo-class needed to get the message "torpedo in the water".
Is it possible to kill TASM by CIWS or add a message: "detected missile launch"?


3. Is it possible to make launching SM-2 (Perry) for the starting 45deg to the horizon or above to remove the missiles handspring in multiplayer?
Or to make in slewing platform a fixed angle to the vertical launch weapons and take it (angle) from the database.


4. Is it possible to correct the Udaloy`s gun dead zone. She can not shoot directly.

5. It is possible now to launch Gauntlet only from [F10] and [F12] stations of Udaloy.
Is it possible to make the Gauntlet launching from navmap [F5] with right-click on air objective and select "Engage with..."

(now it is only AK-630 and 100ммGunin a choice there)?

6. Modes "Auto" and "FullAuto" not work for starboard AK-630 in navmap [F5] (but switch shows ON). They works only from the Udaloy`s [F12] station.


7. Udaloy have not the window in mission editor, which put check mark whether the towed array is deployed at the beginning of the mission.
Similarly a new diesel submarines with towed array.

8. ANY AI sub on periscope depth (except those that can be user controlled), which detects ANY AI ship with the switched OFF radar, or the AI helo with the switched OFF radar, launched from the user controlled ship, makes they radar switched ON.


9. If AI sub have a friendly units in the mission, and they find someone by the radar, the AI sub take this contact at any depth.


10. Is it possible to correct improper execution of LAND command for DSRV?

LAND command gives the coordinates of the base-ship to helicopter, but did not give coordinates of base-sub for DSRV.
Improper command LAND for helicopters in certain geographic coordinates (helicopters rise to 2 .. 3 km over the ship)

11. Information on new units, which do not belong to the "original" countries is not available in "Platform Reference" (in the dialog box, which goes directly into the game when a player wants to classify the unit in detail with the Navmap). "Nno data" text In the text window, though in USNI this help file is read correctly.

12. The new user controlled platforms based on LosAngeles weapons interface (Typhoon) have 3rd and 4th numbers of torpedo tubes from the database (there are the launcher coordinates, which generate weapons on launch) which interfere a standard set of rows that will be displayed on the presets display of the weapon. Torpedo is generated not in the torpedo tube but somewhere, where are the real coordinates, which are recorded in launcher number 3. Torpedo tube cover number 4 is attached to the cover number 3 (we made therefore cover №4 not opening now)

13. Is it possible to add a launch silos for Delta-IV, OHIO, Oscar-II?

14. Is it possible to put audio and text message when it detects a goal on the submarine mast detection sensor of the Orion and Tu-142

And also in the attack periscope [F10] station (Akula-2i, 212, SSN21)?


15.Is it possible to remove the "unnecessary" window of torpedo tubes in the section "Weapon loadout" at Trafalgar and the Victor-III under Tubes, CMs, and Stores windows.

16. Is it possible to load the file WeaponLoadOut.DLL from controllers.ini and not from the dangerouswaters.exe?

17. Is it possible to add in Doctrine language the possibility of release of weapons or buoy at Orion from launcher without newtrack?

18. Is it possible to make raised masts visible from other players in multiplayer?

19. Is it possible to reduce the distance of visibility in the periscope? It should be about 8km, now is 15 - 20km.

20. Is it possible to debug commands Launch and LaunchWithLoadout for launch aircraft from ships and air stations (currently it is not working and game crashes sometimes). Let the aircraft takes off on command from the doctrines, or at threat.

21. Is it possible to debug the visual horizon and radars horizon?

Now shown visually very far and radars do not take into account curvature of the Earth.


22. Is it possible to make visual detection of the contact dependent on weather conditions?

23. Is it possible to make the takeoff air received information about a contact from the calling doctrine?

24. Is it possible to send a signal from HULL-sensor to broadband sonar with the Typhoon (which is not TyphoonU)? Now there just a signal from the Sphere array.

25. Is it possible to make the values of "Narrow" and "Wide" presets of missiles passed on to the doctrine?

26. Is it possible to remove unused buttons "Active-Passive" and "Snake-Circle" at 65-76 torpedoes presets?

27. Is it possible that after the launch of a torpedo presets interface would remain active and accessible to the player?

28. Is it possible to add a preset of height of the missile cruise in rocket interfaces?

29. The button MARK is blocked in the IR-camera on KA-27
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Old 10-02-09, 09:02 AM   #3
suBB
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Originally Posted by kpv1974 View Post
There is no limit to perfection!
True indeed!!! Thank you again RA team for this mod.

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Old 10-03-09, 04:02 AM   #4
Fleet Command CC
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Quote:
Originally Posted by kpv1974 View Post
Project RA is open project.
We need assistance in addressing problems in the game engine.
List of problems, starting with the highest priority is attached.
We recommend you start with simple problems, because complex scare even the most experienced modders
And also we invite all those who have experience in 3d modeling.
There is no limit to perfection
Hello kpv1974

Can I ask how do the likes of myself and caymanlee help with all these problems went there is no way to open the database that the RA Team has made?

We can't see what you have changed so, if we find a fix that works with DW without any mods, but this might not work with the RA Mod, because we dono what you have fix and changed.

Blocking people from opening the database, that is not a open project I'm sorry to tell you. If chaps like myself can't do there only person modifications not many people will download or play this good mod.
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Old 10-03-09, 04:17 AM   #5
dd149
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Database

I understand that some people already hacked the DB and that RA mod team is probably opening to some support, so i trust this issue will be solved soon.

Cheers to all who makes this subsim better and better, let us hope it will lead into what happened with Falcon flightsim, a much different, better and realistic gameplay in the end, pity the graphic engine seems somewhat limited to accepting nice ship and objects model, but limited in landscape (not too much of a problem at sea) and complexity. Lets hope that the mod will be stabilized soon to a certain extent, in order to get scenarios using all the goodies. It should be better if all can unite and not go in too many directions, as multiplayer would be better controlled and more play partners available for good fun. I think that the most difficult part will be project management however and it is not easy as most of us are also quite busy in our out-of sub lifes. RA team has a good bug tracking list and do list for a start, thanks to them for that too.
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Old 10-03-09, 07:01 AM   #6
von faust
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Quote:
Originally Posted by kpv1974 View Post
Project RA is open project.
.....
And also we invite all those who have experience in 3d modeling.
There is no limit to perfection!
....
(Excuse me for my English )
Sure !!!!
Me and my group started working on new project to create new model, modify doctrine, improve Dangerous Waters.
Would be a pleasure for us to join forces and work together.
The goal of all is to improve the game not to make the model more beautiful than the other
Here are a couple of our models in production.

Maestrale




DORIA




First test f test Ship Control

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Old 10-03-09, 07:50 AM   #7
Fleet Command CC
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Quote:
Originally Posted by von faust View Post
(Excuse me for my English )
Sure !!!!
Me and my group started working on new project to create new model, modify doctrine, improve Dangerous Waters.
Would be a pleasure for us to join forces and work together.
The goal of all is to improve the game not to make the model more beautiful than the other
Here are a couple of our models in production.

First test f test Ship Control
Hey von faust.

Nice work my friend, great job it will be nice to see them in DW.
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Old 10-03-09, 04:09 AM   #8
Fleet Command CC
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Quote:
Originally Posted by caymanlee View Post
this "problem" solved. the real problem is: will the RA team willing to appreciate a joint effort? otherwise, it will vary separated direction
We could make are only mod.
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