SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-14-10, 10:26 PM | #931 |
Planesman
Join Date: Jan 2007
Location: Obetz, Ohio
Posts: 181
Downloads: 170
Uploads: 5
|
They will get the bugs worked out just take some time they do one heck of a job. RA Mod Developers you rock
|
03-18-10, 10:47 AM | #932 |
Swabbie
Join Date: Nov 2009
Posts: 5
Downloads: 2
Uploads: 0
|
SFX.agg emty in RA V1.1 ! !
I have instaled RA V1.1 yesterday and suprise there no voive sound in heach interface vessel ?
i have decompresse SFX.agg and all RA V1.1 SFX.agg was emty and have only 15.6k weight ? Only the Bear plane seem to be ok whit a 6 mg sfz file ? What going on ? |
03-18-10, 12:28 PM | #933 |
Planesman
Join Date: Jan 2007
Location: Obetz, Ohio
Posts: 181
Downloads: 170
Uploads: 5
|
Try reinstalling over a fresh clean copy of dw and patch to 104 then do the RA mod
|
03-21-10, 10:53 PM | #934 |
Subsim Diehard
Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
|
If the RA Mod team is looking for its next big challenge, I have a few ideas.
#1. Improved aircraft and carrier behaviors: Currently aircraft carriers (Kuneztov, Nimitz, Invicible, Charle de Gaulle, etc) don't sortie as they should, don't utilize AEW efficiently, and don't land aircraft correctly. Launching/landing seems a bit random and sporadic. It would be nice to have a improved behavior for those combined arms scenarios. #2. Make the Sovremenny Class playable: The power of the Sunburn missile would be nice. #3. Voice trigger to annouce when the sub reaches its assigned depth, similar to the annoucement when it reaches its assigned course. For example "Steady on depth XXX meters (feet)? I think it would add a bit of realism. #4. Realistic turn radius for SSKs: I see alot of the smaller SSK have equal turn radius as the larger. Can they be modified to turn more realistically? #5. Convert UUVs for countermine warfare only: As they are used in real-life.
__________________
"Seek not to offend or annoy... only to speak the truth"-a wise man |
03-22-10, 05:46 AM | #935 | |
Admiral
Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
|
Quote:
But on the other hand limiting uuv in DW to countermine warfare makes them useless for 90% of the games people play most of the time. And its a really big asset in terms of sonar detection right now. Last edited by goldorak; 03-25-10 at 04:17 PM. |
|
03-30-10, 02:08 PM | #936 |
Swabbie
Join Date: Mar 2007
Posts: 12
Downloads: 1
Uploads: 0
|
is there any way you can change the russian navy to the soviet navy and have the soviet flag aswell also would be good if there was a cold war campaign.
|
03-30-10, 06:25 PM | #937 | ||
Subsim Diehard
Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
|
Quote:
Quote:
__________________
"Seek not to offend or annoy... only to speak the truth"-a wise man |
||
03-30-10, 07:03 PM | #938 |
Soundman
Join Date: Sep 2006
Location: Lille, France
Posts: 146
Downloads: 183
Uploads: 0
|
The campaigns are included in the RA DWX mod, and are converted, don't know if there are some bugs.
|
03-30-10, 07:42 PM | #939 | |
Admiral
Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
|
Quote:
Trying to keep the game assets in some way synchronized with "reality" is like chasing a moving target. There is always going to be a new capability that is not simulated in the game, or vice versa some aspects of game that are "forward looking" with respect to reality. These forward looking choices are arbitrary but still they may exist purely for gameplay purposes. Insofar as UUVs are concerned, the real problem as I see it is the ability they have to use a passive sensor which up to now had more or less the same capability as a towed array. Which all other considerations aside is pretty much preposterous even in the game world. The choices we had were twofold : either eliminate completely the passive sensor capability, or leave it in but reasses the maximum range of the sensor so that it doesn't compete with the towed arrays performance. The choice was to go with the second option. So from now on, players won't be able to use uuvs as secondary towed arrays. With the new performance profile they are much nearer to real world uuvs than ever before. Even if we still retain a passive sensor capability (which has been pretty much gimped although not completely neutralized). If you're thinking of using 2 uuvs to intercept incoming torpedoes from far away, that won't be possibile anymore. Or use a towed array and an uuv to triangulate a contact at 10 nm. These are great improvements as far as "realism" is concerned. And the game as a result is a little bit less arcade. |
|
03-30-10, 10:55 PM | #940 | |
Subsim Diehard
Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
|
Quote:
Cutting the sonar performance is a step in the right direction. However, if I recal correctly when this was tried in the past, a glaring bug was uncoveraged in that the UUVs sensor range would not respond to capping or reductions and would retain maximum detection capability. (on a side note, I think torpedo feedback had a similar bug).
__________________
"Seek not to offend or annoy... only to speak the truth"-a wise man |
|
03-31-10, 03:07 AM | #941 | |
Admiral
Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
|
Quote:
I think the modders are well aware of the bug that afflicted the uuvs in Lwami, and it seems they somehow managed to overcome it. When the 1.1 version is re-released we will have to test it of course but it all seems pretty good. |
|
03-31-10, 01:36 PM | #942 |
Swabbie
Join Date: Mar 2007
Posts: 12
Downloads: 1
Uploads: 0
|
thanks ill look for them but is there anyway i can change the ukraine and russia into the soviet union and have the soviet flag
|
03-31-10, 09:35 PM | #943 |
Subsim Diehard
Join Date: Jan 2002
Location: Southwest , Indiana USA
Posts: 380
Downloads: 36
Uploads: 0
|
Has R A V 1.1 been fixed?
and were can you download it? Thanks for any info. Lane |
04-01-10, 12:06 AM | #944 |
Silent Hunter
Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
|
Hi Lane they are fixing some reported bugs besides fixing the sound bug that made the release retracted.
I don't know when they will re-release DWX 1.1. I'm hoping soon enough
__________________
|
04-01-10, 09:33 AM | #945 |
Argentinian Skipper
|
The RA 1.1 "beta" version is perfectly playable, except for the sound bug in Russian units and some other problems. That problems don´t make greats mistakes to the playability in the default units of DW and playable american units. (if you aren´t very exquisite with the sim...).
I´m testing and playing regurarly with RA 1.1 (only with american subs), and it is great! Regards. Fitzcarraldo |
Tags |
reinforce alert |
|
|