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Old 02-01-10, 08:46 PM   #16
Sag75
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Quote:
Originally Posted by TLAM Strike View Post
ML is back to work after a break. But it looks like we are going to have to abandon the backwards compatablity to prevous versons. So any old missions will need a once over in the editor to make compatable. But on the plus side expect a lot of cool new platforms in the new verson.

thanks.. playable also?
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Old 02-01-10, 09:15 PM   #17
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Quote:
Originally Posted by Sag75 View Post
thanks.. playable also?

I don't think so. Lwami has always been about modding the database and doctrines. If you want new playable units the only game in town is AT3 or DWX.
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Old 02-04-10, 10:25 AM   #18
Molon Labe
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No new playable classes, but I've added a pair of new Perrys and Kilo as a small thanks to one particularly active DW community that's helping keep the sim alive.

We don't have a final verdict yet, but we are considering making a PCU-style extra database for the Alrosa. That would sacrifice all of the other Kilos when enabled, though, so it's not clear that it's worth it.
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Old 02-04-10, 02:15 PM   #19
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Quote:
Originally Posted by Molon Labe View Post
No new playable classes, but I've added a pair of new Perrys and Kilo as a small thanks to one particularly active DW community that's helping keep the sim alive.

We don't have a final verdict yet, but we are considering making a PCU-style extra database for the Alrosa. That would sacrifice all of the other Kilos when enabled, though, so it's not clear that it's worth it.

What sense to reproduce mistakes initially incorporated SCS in the original of game?
Even some mathematical formulas are written not correctly.
I think this guy was at school the bad schoolboy:-)
You simply give out these mistakes again and again. It is not serious.
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Old 04-07-10, 03:02 PM   #20
Molon Labe
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Good news.


The trigger compatibility issue that is the subject of this thread is DEAD. 100% solved.

There will be no need to edit missions to make them stock or LWAMI 3.10 compatible. LWAMI 3.10 should be ready in about three weeks.
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Old 04-07-10, 03:10 PM   #21
dd149
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Good news, thanks a lot. The French team is eager to look at it. In the meantime, we have launched extensive debug of RA 1.1, so we might have soon two very good mods maybe to combine in order to get the ultimate DW.
We might have interesting and realistic data for some platforms if you are interested.
Cheers to the modders!
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Old 04-07-10, 05:59 PM   #22
Molon Labe
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Originally Posted by dd149 View Post
Good news, thanks a lot. The French team is eager to look at it. In the meantime, we have launched extensive debug of RA 1.1, so we might have soon two very good mods maybe to combine in order to get the ultimate DW.
We might have interesting and realistic data for some platforms if you are interested.
Cheers to the modders!
You're welcome.

We're always interested in reliable sources. What have you got?
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Old 04-07-10, 06:00 PM   #23
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Currently I have LWAMI 3.09 installed looking forward to 3.10

When DWX come out I'll see a double installation
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Old 04-07-10, 07:16 PM   #24
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Originally Posted by Molon Labe View Post
You're welcome.

We're always interested in reliable sources. What have you got?
Will send you by MP with some comments, probably this weekend
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Old 05-31-10, 07:17 AM   #25
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Hi, guys,

First of all, my thanks for a great mod. It makes me think "it's alive !" with a large smile when I play DW again.

However, I got an annoying CTD issue, so I was wondering if anyone experienced the same, and if there was a workaround procedure :
CDT occur very often, most of the time when I raise the scope (on any sub platform, I checked). My LWAMI version is 3.10 using JSGME latest, I have DW US version updated 1.04, and yes, I followed closely every steps of the install. My guess is it could be a graphical issue due to hardware, even if I can't figure out why. The original game alone work fine.
My graphical hardware is an upgraded re-edition of the ATI Radeon HD 2400, running on a Pentium IV with >1.2 Gb of RAM.

So if anyone exerienced similar problem, or have any clue for me, I'll try to figure this out, but right now I'm running out of ideas and patience.

Thank you !
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Old 05-31-10, 07:56 AM   #26
Molon Labe
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I can't reproduce that on my end. What other platforms/weapons are present when this happens?
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Old 06-01-10, 02:13 AM   #27
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Well, I tested about ten missions or so, with very different types and numbers of platforms. There do not seem to be a pattern relative to the other platforms.

I made an experiment : Raise scope alone, pan around, drink coffee during five good minutes. Nothing happens. Right. Lower scope... Raise the radio & ESM mast... Nothing happens. Let them both up, and get up periscope... Kaboom Crash. That's really odd. I'll dig out a little more, but thank you for replying. I will test a mission totally platform free, and see what happens.
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-So what do you do once you heard a new contact ?
-Well, it's an Akula class of the port bow, about 1400 yards away.
He just popped over the sound layer and is about to frag our ass.
-How do you figured that ?
Start reaching for the pile of Subsim stuff.
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Old 06-01-10, 03:03 AM   #28
nohouan
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Ok, you were right about that plateform related issue.

I have experienced with certainty the crash when the Kilo Imp./Project 636 was around. There might be other platforms causing this, but it's kind of a wide field, right ? I can't figure out why, as yet. I guess I'll skip the Kilo for a while.

Thanks for the insight !
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-So what do you do once you heard a new contact ?
-Well, it's an Akula class of the port bow, about 1400 yards away.
He just popped over the sound layer and is about to frag our ass.
-How do you figured that ?
Start reaching for the pile of Subsim stuff.
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Old 06-01-10, 07:57 AM   #29
-GrayOwl-
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Quote:
Originally Posted by Molon Labe View Post
I can't reproduce that on my end. What other platforms/weapons are present when this happens?
Return for Kilo v.2 a sensor control #30 atached to a mast #25.
Unique Numbers of masts are hardcoded in dll files - them it is impossible to change.
Besides - ESM the sensor control will not work on it periscope.
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Old 06-01-10, 10:11 AM   #30
Molon Labe
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Quote:
Originally Posted by nohouan View Post
Ok, you were right about that plateform related issue.

I have experienced with certainty the crash when the Kilo Imp./Project 636 was around. There might be other platforms causing this, but it's kind of a wide field, right ? I can't figure out why, as yet. I guess I'll skip the Kilo for a while.

Thanks for the insight !
Are you using the APAD database? Grey Owl might be onto something, but the Kilo v2 PeriESM should only be present when APAD is enabled.

edit: On second thought, the sensor entity is around but should be dormant. Maybe that's enough to cause a problem. Can you PM me your email address? I'll send you a database without the v2periESM referenced and we'll see if it works.
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