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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
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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#77 |
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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#78 | ||
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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#79 |
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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#80 | ||
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
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Or trying to recreate a mission based on some book where akulas are not mentioned, etc... There are lots of reasons to play a victor-iii even if it is very similar to an akula. Quote:
I think that everyone agrees with you on this point. But in the meantime (maybe those 2 mods will "push" SCS to develop an official add-on, who know ?), I'll be having a blast playing on the udaloy and giving hell time to the bubbleheads. ![]() The greatest thing would be to adopt either mod for multiplayer games, for instance the games scheduled on CADC website could use it. Now wouldn't that be cool ? ![]() Last edited by goldorak; 11-16-08 at 11:38 AM. |
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#81 | |
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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#82 |
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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#83 |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
Downloads: 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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#84 |
Chief
![]() Join Date: Jul 2008
Location: HMS Thanatus
Posts: 325
Downloads: 0
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I think my DW activity just tripled with the discovery of Alfa Tau and OpFor/RA.
Would it be possible to have, at some place (possibly SubGuru, if Mr. Bill Nichols is willing to do all that work), an integrated storage for all the updated versions of the mods? As well as instructions for making OpFor/RA JSGME friendly as per Castout/Goldorak's method, and possibly a list of changes for the versions. Finally, long-overdue thanks to Raptor_341 and Castout for bringing our attention to these mods. ![]() Man, three different mod packs: LwAmi, AT, and RA. Bring it, DW! ![]()
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![]() Vanvikan, Feb. 2009: ordinary human, KIA, night 4 ![]() HMS Thanatus, May 2009: ??? human, KIA, night 7 |
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#85 | |
Chief
![]() Join Date: Dec 2005
Posts: 326
Downloads: 5
Uploads: 0
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#86 |
Loader
![]() Join Date: Sep 2007
Location: Canada
Posts: 89
Downloads: 37
Uploads: 0
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Im also being drawn into the RA camp. It seems to do the models and systems just a touch better than AT 3.1 SubBB im looking forward to your missions, and as said before, i hope to have some of my own out as well. Please keep us posted with your results of testing, ive been doing the same over the last 24 hours as well. I really hope this will bring new life to DW, it has for me, and keep it going MP and SP until or when something better comes our way. We should be able to use RA MP correct? I would like to try it with anyone here who so wishes.
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MAD MARK, FULL SCALE! |
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#87 |
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
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For those who downloaded Bill''s link to RA. . . .
I have information that in 2 or three days there will be an update to RA to be released to public. Playable Typhoon is one of the new platform. Probably with a new gepard(Akula II improved/mod) sonar stations too which features a waterline broadband but it's a completely new interface not taken or copied from any other playable subs. Bugs to helo Ka-27 Tu-95 or any buggy playables will be solved. I have been playing with newer version of RA than that Bill has provided and it has got less bugs than the 50Mb RA(the one I pay It's still in beta I guess with new features still being added). The typhoon is already playables in the version I play. The final work will be released to public in a couple of days. So hang on tight. The current RA version which I play has a compressed size a little over 70Mb. And that is still not the final version which will be released in a couple of days.
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Last edited by Castout; 11-16-08 at 05:51 PM. |
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#88 |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
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I'm copying my DW folder now in preparation for an RA install. I played around with AT last night and enjoyed it. Any impressions on how RA plays compared to LWAMI?
PD |
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#89 | |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
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PD |
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#90 |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
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Excellent news Castout.
Now we can officially say that DW has come back from the dead. :rotfl: |
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