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#1 |
Swabbie
![]() Join Date: Nov 2007
Posts: 10
Downloads: 9
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I just got the new RA mod and first thing i did was took out all the subs for a nice test drive and make some nice boomb boombs! then when it came to the FFG i was puzzled why my torpedoes were so useless. Using the MK54's i set up my self against a KILO SS, when i fired my torps their search pattern was so slow and broad that they circled around the sub and went of to who knows where, now some times i could see that the torp would start to turn on target only to pass it because it couldn't turn hard enough
![]() ![]() ![]() Regards Blackbird. |
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#2 |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
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Apparently people have a quarrel here which mod (DWX or LWAMI) is better. Having read this sub-forum now I know LWAMI modifies only database and doctrine files but DWX also alters game code.
So I do not think both mods can be matched against each other on equal terms. ![]() |
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#3 |
Gunner
![]() Join Date: Oct 2006
Location: Germany
Posts: 91
Downloads: 8
Uploads: 0
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If any of you play RA on maps that were saved in Lwami or Stock 1.04 you're going to get errors.
For example, when I loaded a stock map one of my enemies started not as a sub but as a torpedo and he disappeared when he ran out of fuel. So know what you're doing people, know what you're doing. The russian torpedos all work very well and I've used many of them with great success, especially the airdropped. I do not recommend APR-2ME's unless for extreme precision strikes on runners. SSN ASW works very well when the third digit in 'run to enable' is put to "1", setting the torpedo to active (not documented in the weaps manual). kind regards, Paul |
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#4 | |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
Downloads: 0
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![]() Quote:
![]() As for the undocumented part, actually it is written in the weapons manual but in the section regarding the virginias subrocs. Thats why it is important to read ALL the weapons manual. ![]() |
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#5 | |
Gunner
![]() Join Date: Oct 2006
Location: Germany
Posts: 91
Downloads: 8
Uploads: 0
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![]() Quote:
Wrong. It doesn't say in the UUM-125B Sea Lance that it's settings also apply to SSN-27 ASW. Further, at 005 sealance is active, at 005 ASW is passive. At 105 ASW is active. If there are modes to the SSN-27 ASW and apparently there are, they are to be explained under the section dedicated to SSN-27 ASW and they aren't, nor are they explained anywhere else in the manual. kind regards, Paul |
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#6 | ||
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
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#7 | |
Electrician's Mate
![]() Join Date: Sep 2002
Posts: 138
Downloads: 5
Uploads: 0
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See this thread -- http://www.subsim.com/radioroom/showthread.php?t=171064 could be the issue? |
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#8 |
Sailor man
![]() Join Date: Jul 2009
Posts: 48
Downloads: 4
Uploads: 0
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I was wondering would anyone know when it comes to the player controllable Udlaoy, is it possible to make the helo dropped torps search in active mode? instead of just passive. same goes for the silex asw missile torps. i think this was done intentionally though to even the playing field since surface ships have the advantage of sonarbuoys. Id like to hear others opinions thanks. Well apparently the silex ASW torp used by the Udaloy is in active mode according to the RA weapons guide ( I do even hear a ping when it circles) but I find this hard to believe, how can this torp land rite on top of an enemy postion and accquire nothing? 2 instances this happened one was in a multiplayer match and the opposing player even said that in the replay they landed rite on top of him and didnt accquire. I am going to do more testing alone in the map editor but any comments or advice would be highly appreciated
Last edited by Bob117; 07-08-10 at 08:28 PM. Reason: Correcting myself on misinformation |
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#9 | |
Nub
![]() Join Date: Jul 2010
Posts: 2
Downloads: 2
Uploads: 0
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Quote:
hi all, im a player of betasom groups, I confirm your impressions about SILEX torpedos, and other "russian torpedos" , in MOD RA Final release. in our weekly games we have noticed as in the last version of the mod all the torpedos (except MK48) have a cone of acquisition that doesn't allow to strike any objective. (UGST - Test - SILEX (with UGMT-1 TORP) - Stallion (with AP-3) they don't work, and in comparison to the mk-48s there is a great difference that engraves on the GAME-PLAY OF DW. This is the report of last our game: ENVIRONMENTAL CONDITIONS: Sea State: 2 - Bottom type: Mud - Weather: Overcast - SSP Type: Bottom Limited - Ice Coverage: 92% TABLE N.1 HRS 13.00.08 zulu (show TRUTH) ![]() TABLE N.2 HRS 13.00.10 zulu (without show TRUTH) ![]() As the TMA can be seen it was very precise, rather it set us the nearest sub... therefore my torpedos are activated well before.. TAVOLA N.3 HRS 13.00.33 zulu (show TRUTH) ![]() Test of the happened activation is the progress to zig-zag of the torpedos... (series TEST-71) TABLE N.4 ORE 13.00.51 zulu (show TRUTH) ![]() Attention, the two torpedos (here in evidence the first one to the left) they find under the 200 yards of distance...) the first one doesn't hook a Long target more than 100 meters.. TABLE N.5 ORE 13.00.51 zulu (show TRUTH) ![]() the second draws near to almost 100 yards but also this doesn't see the target... it seems that the cone of more acquisition draws near to the more target is inefficient... in fact to the maximum distance of acquisition, the torpedo hooks the target, (you see table n° 1) but reached few yards, the torpedo (cause the values of angles reduced of acquisition, and also doctrines) loses the contact... (you see table n° 3) Any comments or advice would be highly appreciated |
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#10 |
Swabbie
![]() Join Date: Jun 2009
Location: UK
Posts: 6
Downloads: 103
Uploads: 0
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RA 1.1 Torpedo CTD
Hi all,
been playing DW for 3 or so years and have been using RA 1.0 since it was released, CrazyIvan and the rest of the RA team make one hell of a good mod and i salute you ![]() So i was really excited to find that RA 1.1 had been re-released and was able to download. The installation went fine (i think) after making sure it was a clean DW 1.04 beforehand. The game loaded with out a hitch and every thing seemed to be hunky dory the victor ssn models look brilliant ![]() Started a quickstart mission (ASW Area Search) using one of the subs, picked up the enemy sub and fired a torpedo at it, while the torpedo was running the game CTDed. I tried again this time ASW Barrier seach and the enemy shot a torpedo at me and with in seconds the game had CTD again. I then did A ASUW intercept using the oscar fired the shipwecks which went all the way and sunk the target ![]() ![]() I have found that firing missiles cause no problems and a CTD only happens when torps are in the water both standard and rocket. My first instinct was that i made a mistake in the downloading and installing so I redid both just to make sure and reinstalled a clean version of DW with patch 1.04 build 378 started the game but the problem was still there. I have read through both the Redrerogers forum and this forum and found that no-one has the same problem and their versions work so i have come back to my first conclusion to what the hell have I done to bugger it up ![]() Would appreciate any feed back on what I have done wrong. Cheers |
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#11 | |
Stowaway
Posts: n/a
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In ЕХЕ a file or NavalSimEngine? You see in the editor Database - have GRAPHIC model of a torpedo (Which has called CTD)? Probably that the model was not install on what that to the reasons. Last edited by -GrayOwl-; 07-11-10 at 04:55 PM. |
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#12 |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
Downloads: 0
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@ Captain Wolf : windows logs every CTD into a database.
You can read the different entries and it will tell you exactly what caused the CTD. My hunch is that your problems are very likely to be caused by video or audio drivers. To find the database go into control panel->administrative tools->event viewer |
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#13 | |
Swabbie
![]() Join Date: Jun 2009
Location: UK
Posts: 6
Downloads: 103
Uploads: 0
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![]() Quote:
when the game Crash To Desktop 'CTD' an error message come up but at the moment i have forgotten what it says need to get back get back on you with that one. the error has happened with multiple torps UGST's, ADCAP's, Shkvall's and i was viewing the torps in the 3D screen on the nav map where there didn't seem to be anything wrong with the models. To Goldorak my machine is a dell Inspriron 1720 laptop with Nvidia 8600 graphics card and the audio is sigmatel something ![]() Cheers PS RA 1.0 runs fine on both machines though when i reinstalled with it by the way ![]() PSS when installing part 1-2 etc, is there any difference in the parts cause when looking through them they have the exact same files and folders in them and when you install them parts 2,3,4 always ask to overwrite files that part 1 installed using the .bat file Last edited by Captain Wolf; 07-12-10 at 10:02 AM. |
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