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Old 10-06-19, 04:16 PM   #1711
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How the heck did he get a ban ?

I’ve uploaded the mission into download section Baltic ops
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Old 10-06-19, 04:28 PM   #1712
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RA change dangerouswaters.exe - its forbiden by licence. So Subsim decided to ban developer even if this game still lives mainly because of RA mod

Scenario downloaded. Its late for me so i will test it tomorrow.
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Old 10-07-19, 08:44 AM   #1713
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Ok, i know what's going on.

This mission is too "heavy" for DW engine - especially with RA mod (where missiles are faster, every polatform or weapon use more sensors, and overall systems are more sophisticated and works closer to real ones)

It means - this scenario is too complex tor DW engine - computer cannot compute all factors so:
- Link shows incoming missiles as land objects or allied ships
- Not all incoming missiles are shown on map
- ESM contacts aren't updated
- and many other bugs including CTD (like in my test)

Main reason are:
- too big allied AI surface group
- too many aircracts (DW is very bad optimalized for engaging aircrafts)

Also you shouldn't make player platform as leader of formation because it causes really big mess if you turn - and turning is essential for good TMA work.

My game crashed - i think playing this mission + recording video was too much to oblolete DW engine. Game just droped some events.



This mission is would be better for Fleet Command than DW.
I suggest decrease surface group and engaging aircrafts - and all should work fine. It needs some experience with mission designing.
In MP scenarios this problem is resolving by decreasing AI warships - especially Frigates, destroyers etc. Better is to make AI control only for LPD, LST, AOR etc (ships with low number of sensors and weapon)

I would like to make mission similar to you (because i like very much tough fighting) but i know this mission will have many errors, bugs and probably crashes only because DW engine is too obsolete for big battles
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Old 10-07-19, 12:18 PM   #1714
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Ahhh so that’s what’s causing it, I will decrease the platforms and see how that goes

My mission designing skills are some what limited to the basics I have a plan of what I want to do but I’ve never set triggers or things like that dynamic location works though that’s about it

Thanks for testing it I’d like to make more complex missions with triggers etc and once I get the internet play online again

I’m currently doing a working up so getting back into the swing of DW
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Old 10-07-19, 01:41 PM   #1715
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No problem - i always tries to help with missions. More missions = more fun for DW community
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Old 10-07-19, 03:15 PM   #1716
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Just want to learn how to make some proper missions using triggers etc
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Old 10-07-19, 04:15 PM   #1717
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It depends what you want to do with triggers. Not all works good. For example some triggers doesn't work in MP while working in single player. But overall triggers aren't difficult to learn. Not all missions needs complicated solutions
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Old 10-07-19, 05:59 PM   #1718
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So my goal is to work up in the Udaloy, i used to drive the FFG a lot as well as the Akula.

Now i use differing missions to work up in different areas so i make missions that range from simple to complex.

I have areas of focus that i work on too the mission i uploaded was what id consider intense and complex as it focuses all types of combat. and weather.

I turn out basic missions for like 1 v 3 ASW so i have to hunt down 3 submarines say in perfect weather then bad weather then i may encompass a surface unit so on so forth.

Right now i'm re learning mainly ASW ops in the DDG as i've forgotten the sonobuoys and what types they are etc, so right now and tonight i am focusing on working up ASW drills then move on to ASuW and AAW drills
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Old 10-08-19, 04:42 AM   #1719
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In RA 1.49 Udaloy will have decreased rangoe of gauntlet missiles to more realistic.
Also new playable surface ships appear
- Charles F. Adams (version before modernization) DDG
- Grisha V FFL
and probably playable Ivan Rogov because this LPD is very often used in MP missions.


Charles F. Adams will be good choice for early era scenarios - as opponent for Victor I & II Juliett etc. This DDG haven't towed array and keel sonar will have limited range. Adams don't use sonobuoys.

Grisha - corvette with VDS similar to dipping sonar from ASW helos - detection possible only at 0-1 kts

Ivan Rogov - LPD with short anti-missile defence - where main feature will be using large varitey of helo types - able to start in pair almost simultanously (unfortunately simultanously start is curently not possible).
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Old 10-08-19, 06:13 PM   #1720
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Sounds intresting but will they introduce the QE class carriers? and the stuff thats come along the last year or two?

Also do you think they could get a workable type 23 ffg? given its probably as complex as a udaloy?
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Old 10-08-19, 07:27 PM   #1721
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DW is not universal naval game engine. It was made for narrow range of time. RA expands it but still engine limitations are effect. QE is not necessary for rest of playable ships (Perry with MK-13 SM-1 launcher was in service until 2005-2009).

Problem is, DW not allows to make "new"stations" (including types of weapon) because many factors are in dangerouswaters.exe. For example, SM-1 warming time is wiriten in dangerouswaters.exe and changing this value will affect all playable surface ships.
It means Type 23 (I would love to play this frigate) will not be realistic. More realistic would be Broadsword class or italian Maestrale class frigate.
For example: Udaloy is not good simulated in RA. Its compromise of:
- missile range
- sonars effectiveness
- lacking osf some systems/weapons (like RBU)
- not correct work of TA (Udaloy use VDS + long range passive)
But Udaloy was made long time ago, when not all solution for resolving problems were discovered.


From UK platforms i would like to see playable Oberon class submarine - this sub was complete many spying tasks near Soviet teritorial waters in deep Cold War Era. At Beginning UK made more this kind of missions than US. So Oberon would be good choice for older era scenarios. For working tougether with Adams class vs Victor I & II and Juliett.
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Old 10-08-19, 09:43 PM   #1722
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Btw, how do I bring back the default original DW main screen music?
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Old 10-08-19, 10:25 PM   #1723
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I defiantly would like to see an Oberon as a controllable boat they were good subs and i have been on a couple of them, they could also easily make a swiftsure class they were extremely similar in nearly every way to the trafalgar's.

The broadswords would be a great frigate too, you could make quite a few frigates from that sort of era maybe even a Krivack class but hey im not mod guru i can just about turn the computer on and off
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Old 12-13-19, 07:07 PM   #1724
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New RA 1.49 has been released!

Quote:
Some info about "Reinforce Alert" (DWX 1_49 version).
1 - Some new 3-D model added: Mi-28N; SH-2F SeaSprite; Type 21 FFG Amazon.
2 - The course indicator window for the SS-N-3C missile has been removed (Missile remote control panel FCTarget Station).*
3 - The doctrine of the SS-N-3C, the algorithm for enable the missile radar was corrected.
4 - AI Aviation dropped torpedo - the impossibility of hitting the surfaced position submarines eliminated.
5 - Sierra SSN - max torpedo launch depth unlocked.*
6 - USNI DATA - OWN SHIP INFO - removed two entrances for Sierra's.
7 - USNI DATA - OWN SHIP INFO - Sierra: Weapon data corrected.
8 - The noise levels for UnderWater launch missiles have been fixed. ("UnderSea Missile Launch Detected" message)
9 - KH-65 ALCM User Air Launch missile, increase radar signature.
10 - USNI DATA - Sturgeons: data corrected.
11 - MG-74 Korunds: fixes weapon launch issues.
12 - User MILAS & SILEX ASROC missile: problem of parachute generation solved.
13 - Some user WeaponLoadOuts station has been fix.*
14 - Some torpedoes doctrine has been fix.
15 - Depth Bombs & Charges: detonation depths corrected.
16 - Some graphical artifacts fixed for 1024x768 resolution (Kilo Imp Periscore, Laser Finger etc. station).*
17 - India: Polnochnyy LSM (pr.773I) class added
18 - China: Type 901A LST class added.
18 - Mike, Victor-III, Shang SSN: torpedo launch depth fix.*
19 - Udaloy DDG brigde view fix.*
20 - Type 094 SSGN: Signature profile has been fix
21 - Juliett SSG: issue 5-th 533-mm tube fix. (inability to reloading)*
22 - UUM-44 User Subroc: Max Range reduced to 6 nmi.
23 - Udaloy User: Gauntlet, only antimissile role now has 22 km max range (to compensate for only one VLS tube). All other target within 12 km.*
24 - AI Grisha-V TA fix firing cones.
25 - Radar on User Ships has been fix. (also added "on-line" autoclassification depending from target speed).
26 - Sierra's SSN - snorkel bug fix.*
27 - 3D Wire Frame model added for Helo Nav.Map label.*
28 - Controllable C.F Adams DDG added /U.S/
29 - Controllable Grisha-V FFL added /Russia/
30 - Controllable Ivan Rogov LPD Added /Russia/
31 - User Active MF Sonars: LOB lines for NAV.MAP contacts has been remove. Now it will be like a radar contact - since the distance and bearing for the target are known, the mark on nav.map is a ready-made "SOLUTION" after once detect event.*
32 - SSM & SAM Sites: Doctrines has been fix.
33 - Added Coastal Artillery Units Class.
34 - Juliett SSG User: Portable SAM launcher fix.
35 - MOSS Device added to driveable SSN 688 class and Ohio SSBN class.
36 - MG-74 added to driveable Russian SSBN Class and Alfa SSN.

Check link below:
Red Rodgers forum

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Old 07-12-20, 12:55 PM   #1725
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I recently finished a new scenario about an imaginary conflict between the US and China over Taiwan. The scenario is 100% compatible with the latest RA mod. Just some teething problem:

1. There is a bit problem with Chinese Type 52D DDG and its YJ-12 ASM. The missiles would perform some crazy and erratic fly pattern then dip into the sea. It doesn't happen all the time though. I would say out 100 missiles fire, 70-80% would drop into the sea.

2. American SM-2ER missiles. Similar problem to YJ-12. I would say about 40-50% missiles would get wasted like this.

3. Aircraft CMs are so powerful. I would say out of 100 AAMs launched. 90% got spoofed by CMs. Aircraft are so hard to shoot down. Sometimes, hornets launched from the carrier would go strafe enemy destroyers even though the ships are shooting SAMs at them crazily

Let me know if any of you wanna try this new scenario. It is a lot of fun. I played it a lot, myself.
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