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Old 07-28-20, 03:04 PM   #1741
p7p8
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Maybe but earier versions in my opinion weren't complete for playing.
In my community some players (include me) tested early versions of RA and we decided to stay with LwAmi.
My first tested version was 1.33 and in my opinion was too buggy.

First posts on RedRodgers are from december of 2008
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Old 07-28-20, 03:10 PM   #1742
Polak2
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09-14-2009 Released Reinforce Alert DWX v 1.0
06-03-2010 Released Reinforce Alert DWX v1.1
08-31-2010 Released Reinforce Alert DWX v1.2
12-30-2010 Released Reinforce Alert DWX v1.3
02-16-2010 Released Reinforce Alert DWX v1.31
05-05-2011 Released Reinforce Alert DWX v1.32
01-09-2011 Released Reinforce Alert DWX v1.33
24-12-2011 Released Reinforce Alert DWX V1.34
04-02-2012 Released Reinforce DWX Alert v1.35
11-02-2013 Released Reinforce Alert DWX V1.36
01-04-2013 Released Reinforce Alert DWX v1.40 April'sFool controllable Nimitz added & DX11 graphics support)
29-06-2013 Released Reinforce DWX Alert v1.37
25-02-2014 Released Reinforce Alert DWX v1.38
20-12-2014 Released Reinforce Alert DWX v1.39 (& R us Voices Mod )
07-10-2015 Released Reinforce Alert DWX v1.40
25-12-2016 Released Reinforce Alert DWX v1.41
12-06-2017 Released Reinforce Alert DWX v1.42
23-07-2017 Released Reinforce Alert DWX v1.42-b
20-09-2017 Released Reinforce Alert DWX v1.43
11-01-2018 Released Reinforce Alert DWX v1.44
06-06-2018 Released Reinforce DWX Alert v1.45
01-11-2018 Released Reinforce Alert DWX v1.46
26-01-2019 Released Reinforce Alert DWX v1.47
21-05-2019 Released Reinforce Alert DWX v1.48
13-12-2019 Released Reinforce Alert DWX v1.49
Here above is the what I believe the entire list of RA mods.

ATM I will go over both forums to see what can I find, but by all means I would love to ask for some informations from your downloads P7p8. Or anyone else for that matter. I am mainly interested in evolution of changes - so I need changelogs but also I do like to see changes in Doctrine files.

BTW: That
Quote:
01-04-2013 Released Reinforce Alert DWX v1.40 special edition controllable Nimitz added & DX11 graphics support)
does not seem to be right because of the date. RA 1.40 was released in 2015. Maybe it should be RA 1.36a or something like this....

Last edited by Polak2; 07-28-20 at 05:03 PM.
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Old 07-28-20, 03:40 PM   #1743
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Quote:
Originally Posted by Polak2 View Post
does not seem to be right because of the date. RA 1.40 was released in 2015. Maybe it should be RA 1.36a or something like this....
No! It's an april's fool.
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Old 07-28-20, 03:49 PM   #1744
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No! It's an april's fool.
Lol... I have learned something already!
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Old 07-28-20, 04:26 PM   #1745
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Not all changes were described in changelogs. Between main versions were many "beta" (not published) versions for testing.

In manual folder you will find !DWX_RA_1_49_OPFOR_INFO.TXT with list of changes since RA 1.32

If you are interested of doctrines from specific version i can upload them.


BTW why you need to check doctrines?
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Old 07-28-20, 04:56 PM   #1746
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In manual folder you will find !DWX_RA_1_49_OPFOR_INFO.TXT with list of changes since RA 1.32
Great I will look!

Quote:
If you are interested of doctrines from specific version i can upload them.
Yes, I would appreciate at some point, but not yet.I do not want waste your time.

Quote:
BTW why you need to check doctrines?
It is frankly quite fascinating how this part of the simulation was left open for the public (not hardcoded). Firstly, I would love to understand more how all it works and see and test how programing of doctrines works in practice. It is very (!) long term project for me, but I am very impressed how this open format of Doctrines, among of course other "detective" work by RA Team, allowed continuing development of RA.

For self-learning I am using Notepad++ to compare versions, which gives quite a clear picture of the changes.



Edit: looking at the original Doctrine files one can see how they are commented out, but RA version is no more with comments.
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Old 07-29-20, 01:42 AM   #1747
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Keep in mind that sometimes rather than changing a doctrine, they just created a new one and pointed the object(s) to that.
So check the database on each version to see if a specific doctrine is still in use.
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Old 07-29-20, 03:48 AM   #1748
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sometimes rather than changing a doctrine, they just created a new one and pointed the object(s) to that.
Yes, I realize that. From original 49 doctrines there are now 283. Very impressive to realize this much additional potential in the sim.
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Old 07-30-20, 04:17 AM   #1749
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Default 16x RA consequence?

I use 16x sometimes and i didn't find obvious error, and i can't distinguish that bug is caused by RA or its natural bug. I remember RA 16x bug is about MK48 but I cant find the tip. Could somebody tell me?
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Old 07-30-20, 08:18 AM   #1750
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Default tomahawk disappear in RA 1.49

tomahawk disappear in RA 1.49,when you launch it ,it fly about 50 nm and disappear, who else have the same bug?Really annoying.
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Old 07-30-20, 12:44 PM   #1751
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tomahawk disappear in RA 1.49,when you launch it ,it fly about 50 nm and disappear, who else have the same bug
Have you checked all this off? RA_Weapon_Info_rev39.pdf

For launch it is necessary to nominate number of a point in which the target is (It sets the point in what a sensor of missile be switched on). For example player has established a point number 2 on the target - then it is necessary to specify in “Destruct Range” number of a point - 2.

The launch from Nav map is launch with one point - this mode number 1 (ONE) is established as default.

There is a mode number 5 - missile enables a sensor in each waypoint. If the target is found out -missile kills it. If there is no target - then the missile switch off own sensor and run to the next way point and makes search there (for all four waypoints subsequences).

Gameplay Note: For successful in-game launch of this missile Ownship depth must be 150 feet or less. Speed must be 6 knots or less. The target must be minimum at 5 nautical miles away. It is recommended that the first waypoint be at least 2000 yards from OS and all next waypoints at least 5000 yards apart.

Hint: Good idea - To ensure entrance of a TLAM Missile on land through shallow coastal water area.
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Old 08-02-20, 01:40 AM   #1752
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Quote:
Originally Posted by p7p8 View Post
Maybe but earier versions in my opinion weren't complete for playing.
In my community some players (include me) tested early versions of RA and we decided to stay with LwAmi.
My first tested version was 1.33 and in my opinion was too buggy.

First posts on RedRodgers are from december of 2008
Wow, @p7p8. I thought u were a hard core RA fan. Didn't know you guys stick with LwAmi in the end. Is there anyway that I can play both RA and LwAmi on the same computer?
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Old 08-02-20, 01:56 AM   #1753
seaflanker
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Quote:
Originally Posted by Polak2 View Post
Have you checked all this off? RA_Weapon_Info_rev39.pdf

For launch it is necessary to nominate number of a point in which the target is (It sets the point in what a sensor of missile be switched on). For example player has established a point number 2 on the target - then it is necessary to specify in “Destruct Range” number of a point - 2.

The launch from Nav map is launch with one point - this mode number 1 (ONE) is established as default.

There is a mode number 5 - missile enables a sensor in each waypoint. If the target is found out -missile kills it. If there is no target - then the missile switch off own sensor and run to the next way point and makes search there (for all four waypoints subsequences).

Gameplay Note: For successful in-game launch of this missile Ownship depth must be 150 feet or less. Speed must be 6 knots or less. The target must be minimum at 5 nautical miles away. It is recommended that the first waypoint be at least 2000 yards from OS and all next waypoints at least 5000 yards apart.

Hint: Good idea - To ensure entrance of a TLAM Missile on land through shallow coastal water area.
yes,i finally find that, and im reading lots of manuals now
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Old 08-02-20, 02:01 AM   #1754
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for those who want the latest 1.49, heres link
https://drive.google.com/file/d/1dBN...ew?usp=sharing
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Old 08-02-20, 02:04 AM   #1755
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Originally Posted by Wolfcat View Post
Wow, @p7p8. I thought u were a hard core RA fan. Didn't know you guys stick with LwAmi in the end. Is there anyway that I can play both RA and LwAmi on the same computer?
install a RA mod on a stock DW, then rename the DW folder as you want, such as RA 1.XX, then install a new fresh DW, and install LWM in it, copy the RA 1.XX into the mod folder, and you can install or uninstall RA in JSGME now.
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