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Old 08-02-20, 10:34 AM   #1756
Aktungbby
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Default welcome aboard!

seaflanker!
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Old 08-03-20, 12:24 AM   #1757
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Originally Posted by Aktungbby View Post
seaflanker!
You're welcome Actually when I play silent hunter several years, I have known subsim, and search it randomly. A lot of sub forums have died, but subsim still live to today, which is reassuring for submarine lovers.
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Old 08-03-20, 03:32 AM   #1758
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Quote:
Originally Posted by Wolfcat View Post
Wow, @p7p8. I thought u were a hard core RA fan.
Nope, i was LwAmi hardcore fan
But some improvements in RA and wider platform choice made this mod more flexibility for us - especially for MP battles.
------
Second factor was italian Betamod on RA 1.36 with playable Bergamini, Sauro, NH-90. It was reason why we never used RA 1.37
We just prefered more playable surface units and Sauro as very good balanced counterpart for Kilo family.

Now RA is more accurate and sophisticated than any other mod so i support it and tries to help with bug finding and testing. Some bugs appears only in MP but RA dev doesn't play MP mode.
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Old 08-05-20, 02:29 AM   #1759
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Another weird bug, when come to set store of LA FLT I, game crashed. Maybe cos it is modified by LA FLT III?
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Old 08-09-20, 09:43 AM   #1760
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I play the tutorial mission in RA 1.49. The 7th mission mano a mano is just cant be completed. I use a LA III vs a Virginia,and he cant be detected even in 4 nm. Even he is under layer while I am just above layer, even I run at 2 kts and let my towed array down through the layer, I cant detect him, and he can detect me. No lines on short intermediate,or long. And I cant use UUV or SLMM cos the mission request.
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Old 08-10-20, 01:32 AM   #1761
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Use narrowband
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Old 08-10-20, 09:37 AM   #1762
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Originally Posted by p7p8 View Post
Use narrowband
Of course no signal on narrowband. Normally signals showed on intermediate are too weak to be designated on narrowband, let alone no signal on waterfall. Maybe you mean that I can see some black line on narrowband, but first I cant, second even I see it, it helps nothing, cos it cant be demon and TMA on a towed array without speed data can be a disaster to me,change course takes a long time,for towed array even longer,and data during that period cant be trusted. Do you know how to quick TMA without speed?(also this Virginia ai is very smart, constantly change speed and course). And torpedo guidence(this mission is ADCAP) is very unreliable. It cant even find 1nm virginia in its head 120 degree zone, so salvo is also useless. And without accurate data I cant set accurate RTE range, so he can hide in the noise of torpedo and run at high speed.

Last edited by seaflanker; 08-11-20 at 01:13 PM.
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Old 08-16-20, 11:57 AM   #1763
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Reinforce Alert 1.50 beta has been released!

Quote:
Some info about "Reinforce Alert" (DWX 1_50 beta version).
1 - Cyclical reproduction of an "Incoming Vampire" message has been fixed for a multi-game ("on-line" radars autoclassification depending from target speed is disabled)
2 - User SAM missile operation algorithm has been fixed.
3 - User SS-N-3A SSM doctrine has been fix.
4 - AI wakehoming torpedoes operation algorithm has been improved.
5 - AI ASW Helos (not having onboard sonobuoys and dipping sonars): Improved algorithm for responding to missile launch detection from under water.
6 - Increased stability of the transition process for underwater launch missiles crossing the water-to-air border.
7 - MOSS Device added to driveable SSN 21 class and SSN 774 class.
8 - Added Midway CV, Farragut,Forrest Shermans Destroyers To US.
9 - Reworked "Target Display" Station for Type 212, Harushio and Collins subs.
10 - Reworked WeaponLoadOut Displays for subs.
11 - Reworked Graphics For Fire Control Stations Russian SSBNs.
12 - AI ASROCS: behavior algorithm has been improved.
13 - Some AI Planes has been added (for Midway CV)
14 - TACCO Station on User planes: has been reworked.
15 - Sonar Narrowband Station based by Akula interface: fq scale has been reworked. To 100 - 2500 Hz.
16 - Mk3 Atlantic: the long-awaited 3-D model finally arrived from -Jaf-.
17 - Nimitz CV: 3-D model has been replaced.
18 - AI Nixie: 3-D model for virtual active area device has been submerged.
19 - Torpedo User Doctrines: fixed bug when torpedo cannot aim at nixie towed decoy (when player shoots torpedo in mode "only anti-ship).
20 - Added AI Be-12 "Mail" SAR (Search And Resque) mission platform.
21 - Fixed the problem with external tubes on the Akula's SSN class.
22 - Juliett SSG User: Missile preparation time for launch, increased to 5 minutes.
23 - Added Controllable Charlie-II SSGN To Russia.
24 - Fixed the problem of loading the Weapon LoadOut displays for Grisha and Rogov (for some players).
25 - UUM-44 SUBROCs: Max range return to 30 Nmi. (previously fixed)
26 - Mk3 Atlantic: Fixed graphic artifacts for "Gear" and "Autopilot" switches at Pilot station.
17 - Fixed problem with torpedoes acoustic profile at classification.
18 - Malaysia: Added New Platforms.
19 - User Diesel Subs: The speed of diesel engines on the surface has been adjusted
20 - Victor-III: Korund added to weapon loadout.
21 - User Aviation: bug with ESM station has been fix. BEAR & MAY: reworked ESM station graphics.
22 - SS-N-9 Siren SSM: The IR sensor now works only in the final phase of the attack. Primary search is carried out by an active radar.
23 - User Ships & Aviation: Added voice message for event detect LAND Based object.
24 - User Subs: Demon Station, Unlocked ability hold trackers for Bow LF & Bow MF Sonars.(old subs, without towed array)
25 - User Akula-2, Akula-3 and Lada: Removed option change type presets for SS-N-27 SSM SuperSonic missile.
26 - Fix default problem when land artillery retain the ability to shoot, after their 100% destruction.
27 - User TU-142: Deleted missile wing pylons. The both bombay launchers, were finally modeled as a revolver type.
28 - User Grisha Rogov Adams: SAM Launchers - fix set the correct position for the generation of rockets on the platform and the angles of fire.
29 - User Ships: guns fix. (fixed rate of fire, generation of shots from exact coordinates, cones of firing. Animation still with some bugs.)
30 - Bergamini FREMM 3-D model by -Ludwig- has been updated.
31 - Campaign LIU DOCTRINE assembled to RA add-on compability.(Separate Folder in scenario Directory, need is copy is it necesseary.)
33 - Veteran's version (executable EXE) - has been canceled as unactual.
34 - Driveable Ivan Rogov: Fixed a bug with portable launchers when the number of missiles goes to 0 when visiting the weaponloadout display before mission.
35 - Mast Detectors: has been fix.
36 - Driveable Sauro-III: added separate LLTV station, Sauro-IV SS: upgrade to laser finger ststion.
37 - Fixed default bug, where cavitation is impossible when the platform moves back order.
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Old 08-17-20, 07:17 PM   #1764
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Icon14

Download:
https://www.redrodgers.com/forums/sh...61&postcount=1


There's also already an identified error (Udaloy speed issue) and a fix:
https://www.redrodgers.com/forums/sh...postcount=3117
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Old 08-19-20, 08:53 PM   #1765
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Thanks, I've had a little test (using the posted fix) and I have a couple of notes. I haven't played DW in a while so please forgive any mistakes.

  • USNI for Los Angeles Flight III does not mention maximum speed like the others.
  • Is there a reason I cannot achieve flank speed (or more than about 17kn) in shallow water? To replicate please try the mission "Super Escort", though the problem is present in other shallow waters, using the Virginia & Los Angeles Flt.III.
  • AI seems to set "run to enable" poorly in a few quick missions I tried: I have witnessed my torpedoes overshoot an approaching sub (launched via main map with AI track correctly showing head-on course), and allied torpedos activate too early, causing misses in both cases. I understand this may well be a stock problem.
  • The dangerouswaters.ini file provided has a new entry ".SetEMCON Yes" under "[Cheats]", which seems to disappear after running the game. Is this correct?
  • I have previously used the entries ".PercentTorpsExplodeOnCM" and ".PercentDeadPlatformsIgnored 0" in the above file. Is this recommended?

Looks like I'll be playing RA again for a while in any case... re-learn the red book, the blue book, die a bunch of times and quit again.
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Last edited by fireship4; 08-19-20 at 10:38 PM. Reason: Adding more entries.
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Old 09-04-20, 04:27 PM   #1766
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Default Russian voice mod for RA?

Where can I locate the russion voice mod for RA?
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Old 09-04-20, 05:26 PM   #1767
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Read Theta Sigma's last post.
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Old 09-21-20, 09:02 AM   #1768
Badger343rd
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my akula should have 65-76 torpedoes,but they don't.did I mess something up?
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Old 09-21-20, 05:36 PM   #1769
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nevermind I figured it out
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Old 10-13-20, 03:04 AM   #1770
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Quote:
Originally Posted by fireship4 View Post
Thanks, I've had a little test (using the posted fix) and I have a couple of notes. I haven't played DW in a while so please forgive any mistakes.

  • USNI for Los Angeles Flight III does not mention maximum speed like the others.
  • Is there a reason I cannot achieve flank speed (or more than about 17kn) in shallow water? To replicate please try the mission "Super Escort", though the problem is present in other shallow waters, using the Virginia & Los Angeles Flt.III.
  • AI seems to set "run to enable" poorly in a few quick missions I tried: I have witnessed my torpedoes overshoot an approaching sub (launched via main map with AI track correctly showing head-on course), and allied torpedos activate too early, causing misses in both cases. I understand this may well be a stock problem.
  • The dangerouswaters.ini file provided has a new entry ".SetEMCON Yes" under "[Cheats]", which seems to disappear after running the game. Is this correct?
  • I have previously used the entries ".PercentTorpsExplodeOnCM" and ".PercentDeadPlatformsIgnored 0" in the above file. Is this recommended?
If you didn´t find answers you could try the Red Rodgers forum

Last edited by techsubdiver; 10-13-20 at 04:17 AM.
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