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Old 09-15-09, 02:35 PM   #496
Sea Demon
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Quote:
Originally Posted by kpv1974 View Post
Do not panic!

In the game had been erroneously included test doctrines for AI-subs. That corrected doctrines.

Place the files from this archive into the folder "...\Dangerous Waters\Doctrine

http://www.redrodgers.com/forums/att...0&d=1253009769
Thank you. Much better evasion. I appreciate it.

But I have yet to be fired at by an enemy submarine. Do they fight back? What doctrine files need to be adjusted to make enemy subs counterfire or attack? Glad to see one part of this issue resolved, but still not sure about AI subs using weapons properly.
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Old 09-15-09, 03:35 PM   #497
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Quote:
Originally Posted by Sea Demon View Post
Thank you. Much better evasion. I appreciate it.

But I have yet to be fired at by an enemy submarine. Do they fight back? What doctrine files need to be adjusted to make enemy subs counterfire or attack? Glad to see one part of this issue resolved, but still not sure about AI subs using weapons properly.
Время ответного выстрела зашито в движке ( 6 - 8 min)! И вообще любого выстрела. Нельзя его как то ускорить в доктрине. Сейчас АИ SUB отвечают атакой на атаку. В чем конкретно проблема?

Time of the return shot wired in slider ( 6 - 8 min)! And in general any shot. It is impossible his(its) as that accelerate in doctrine. Presently AI SUB answer the attack on attack. Than concretely problem?
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Old 09-15-09, 04:07 PM   #498
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Quote:
Originally Posted by kpv1974 View Post
Время ответного выстрела зашито в движке ( 6 - 8 min)! И вообще любого выстрела. Нельзя его как то ускорить в доктрине. Сейчас АИ SUB отвечают атакой на атаку. В чем конкретно проблема?

Time of the return shot wired in slider ( 6 - 8 min)! And in general any shot. It is impossible his(its) as that accelerate in doctrine. Presently AI SUB answer the attack on attack. Than concretely problem?
Not sure I understand what you mean here. I apologize for that. But from what I get, are you saying this cannot be adjusted in the doctrine files to work appropriately? Or is it just an adjustment of 'time' in the doctrine files to set it closer to the point at which you fired on the AI submarine? Still confused.
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Old 09-15-09, 06:42 PM   #499
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Quote:
Originally Posted by goldorak View Post
I'm sorry but you're mistaken.
The towed array works fine in the Type 212A. I just verified.
Be sure to go into the weapons loadout page before starting the mission (even if you're using the default loadout).
I checked again and now it's working! I wasn't mistaken perhpas it needed a restart after install or something.

I love this mod
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Old 09-15-09, 08:20 PM   #500
Sea Demon
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Originally Posted by kpv1974 View Post
Place the files from this archive into the folder "...\Dangerous Waters\Doctrine

http://www.redrodgers.com/forums/att...3&d=1253055201
Thank you kpv1974. And to make Russian AI subs more aggressive? These don't do anything for Russian units. What doctrine file do we change, and what value within?
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Old 09-15-09, 10:44 PM   #501
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Yeah. The sub AI needs to be a lot more aggressive. They don't like to attack at all in my games even with that doctrine file. I love the new playables and new models !

Another oddness I noticed with this mod was in the mission editor for some reason. When I would insert say a surface vessel onto the map, select the country and they type of vessel it is, if I decided I want to change it into another type of surface vessel, it won't do it. It automaticly resets the ship to the original. The only way I can change the ship is to litterally delete it and insert a brand new ship on the map. I uninstalled and reinstalled DW and the mod a few times and I've verified that it does not do this to me in stock, 1.04, or with LWAMI. It only does it when the RA mod is in there.
I can't imagine how this mod could possibly affect the mission editor.
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Old 09-15-09, 11:49 PM   #502
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Some observations made on RA_DWX_1.00

A. Sturgeon(short) & LA flt 1 hulls:

Either HF sonar not working, or has been disabled for these hulls.

B. Collins, 212A, Trenchant, Lada, Virginia, Seawolf, akula 2, akula 2 improved hulls:

I assume this is the photonic mast that has the same periscope icon, but assigned to the F10 key. There appears to be a typo in the mouse over on this icon. When you move the mouse over it, it says ‘ship control F10’

C. Collins, Harushio, 212, 212A, Trenchant, Virginia, Trafalgar hulls:

Rig bow planes command doesn’t work. If it should then it’s a bug. If not then it should be removed from visible sight(if possible). Since 212 & 212A don’t have bowplanes, I think the icon should be removed from visible sight.

D. CTD:

Selecting typhoon U hull in mission(not just quick mission) causes CTD


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Old 09-16-09, 03:06 AM   #503
kpv1974
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Quote:
Originally Posted by Sea Demon View Post
Not sure I understand what you mean here. I apologize for that. But from what I get, are you saying this cannot be adjusted in the doctrine files to work appropriately? Or is it just an adjustment of 'time' in the doctrine files to set it closer to the point at which you fired on the AI submarine? Still confused.
Time of return fire (6-8min) is hardcoded in engine! It can not be accelerated in doctrine.
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Old 09-16-09, 05:43 AM   #504
kpv1974
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Default Reinstall these doctrines:

Place the files from this archive into the folder "...\Dangerous Waters\Doctrine

http://www.redrodgers.com/forums/att...5&d=1253097519
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Old 09-16-09, 06:09 AM   #505
OneShot
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Hotfix file updated at the cadc as well.
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Old 09-16-09, 08:59 AM   #506
:FI:Rabitski
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On the new SSK's both my Broadband and norrow band display's for the TA, are freezing after about 30-60min game play, despite carrying out the changes advised by Goldorak( lowering the time settings, Thank's for the help by the way) also I'm unable to load any weapons on the Lada. Not sure if it's an install issue on my end, or are they bug's? .
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Old 09-16-09, 10:02 AM   #507
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Quote:
Originally Posted by :FI:Rabitski View Post
On the new SSK's both my Broadband and norrow band display's for the TA, are freezing after about 30-60min game play, despite carrying out the changes advised by Goldorak( lowering the time settings, Thank's for the help by the way) also I'm unable to load any weapons on the Lada. Not sure if it's an install issue on my end, or are they bug's? .
Lada works fine for me. How did you install the new mod?
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Old 09-16-09, 10:31 AM   #508
goldorak
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Quote:
Originally Posted by :FI:Rabitski View Post
On the new SSK's both my Broadband and norrow band display's for the TA, are freezing after about 30-60min game play, despite carrying out the changes advised by Goldorak( lowering the time settings, Thank's for the help by the way) also I'm unable to load any weapons on the Lada. Not sure if it's an install issue on my end, or are they bug's? .

What kind of graphics card are you using ?
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Old 09-16-09, 10:39 AM   #509
:FI:Rabitski
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Nvidia 8800's. As to how I installed it, knowing me the answer would be the wrong way.

Last edited by :FI:Rabitski; 09-16-09 at 10:52 AM.
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Old 09-16-09, 10:41 AM   #510
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Quote:
Originally Posted by Blacklight View Post
Yeah. The sub AI needs to be a lot more aggressive. They don't like to attack at all in my games even with that doctrine file. I love the new playables and new models !

Another oddness I noticed with this mod was in the mission editor for some reason. When I would insert say a surface vessel onto the map, select the country and they type of vessel it is, if I decided I want to change it into another type of surface vessel, it won't do it. It automaticly resets the ship to the original. The only way I can change the ship is to litterally delete it and insert a brand new ship on the map. I uninstalled and reinstalled DW and the mod a few times and I've verified that it does not do this to me in stock, 1.04, or with LWAMI. It only does it when the RA mod is in there.
I can't imagine how this mod could possibly affect the mission editor.
What you mean speaking about aggressions?
Time of answer-back fire or quantity of torpedoes per salvo?
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