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Old 05-02-2009, 04:25 PM   #46
rotorfib
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Well..pretty much the Kilos are invisable to any passive and active sonar :/ (haven't really tried other subs yet).

I've beared down on them with truth mode on (so I know where they are) with active going and I see nothing at all...I can hear a 'ping' but there is nothing visual that indicates a contact, and this was also after he turned 90deg aspect from me and made 20knts (after i fired torp in his direction).

I was able to pick up his countermeasure on active sonar? I didn't think that would make such a strong impact on active as it would on passive (just noise).

I eagerly await your next version lol
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Old 05-02-2009, 10:02 PM   #47
Molon Labe
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Quote:
Originally Posted by rotorfib View Post
Well..pretty much the Kilos are invisable to any passive and active sonar :/ (haven't really tried other subs yet).

I've beared down on them with truth mode on (so I know where they are) with active going and I see nothing at all...I can hear a 'ping' but there is nothing visual that indicates a contact, and this was also after he turned 90deg aspect from me and made 20knts (after i fired torp in his direction).

I was able to pick up his countermeasure on active sonar? I didn't think that would make such a strong impact on active as it would on passive (just noise).

I eagerly await your next version lol
If you can get an audio return, you can tag him. That's a detection, not an "invisable" kilo. The rescaling of ASLs in 3.09 was based on the FFG-Kilo balance, don't expect that to change in LWAMI 3.10. If the Kilo's ASL gets adjusted up, the FFGs active will be turned down to compensate.
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Old 01-06-2010, 12:01 AM   #48
Fearless
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Howdy,

I've installed DW and upgraded it to v1.4

Installed LWAMI 309 but when I run DW, I get an error

Quote:
ERROR 12010
Bitmap Failed to load
Any ideas?

When I disable LWAMI vi JSGME and run stock DW 1.4, no probs.

Thanks in advance.
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Ralles RealModPack V1.2full, 2.2 RMP V1.3 Bubblehead`s Ship_Compilation
Captain Midnights CBS NEWS Sound Mod, CSL Custom Map Colors, and career playable surface ship
Dangerous Waters - DWX 1.46
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Old 01-06-2010, 04:34 PM   #49
ASWnut101
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Try playing around with the splash screens when you activate LWAMI. You might get a notice saying that doing so will change some file or another, just acknowledge the notice and try DW again. At least, that's what worked for me...

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Old 01-06-2010, 04:51 PM   #50
Fearless
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Much appreciated ASWnut101.

I'm not using any splash screens now with just LWAMI enabled and still the same message. Then when I enable a splash screen and disable it again, DW then works. Strange
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Comp Specs:
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My current Mod setup.
Ralles RealModPack V1.2full, 2.2 RMP V1.3 Bubblehead`s Ship_Compilation
Captain Midnights CBS NEWS Sound Mod, CSL Custom Map Colors, and career playable surface ship
Dangerous Waters - DWX 1.46
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Old 01-07-2010, 07:27 AM   #51
sertore
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Hi Fearless,
I already heard about this problem... are you using Vista, as you specify in your footer?

In this case you have to install DW out from standard program directory due to some OS protection mechanisms that disable the managing of installed applications.

Hope this help!
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Old 04-13-2010, 12:39 AM   #52
DarthVrooks
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I'm rather new to DW. Was looking for something to play inbetween Mass Effect 2 games since UBIsofi killed SH5 for me with that wonderful DRM. I installed this mod as the stock game seemed to lack some quality and have experienced numerous crashes in game, especially while playing the campaign as a surface vessel. I patched the game before installing the mod, the only mod I have for it. Yet I've checked a couple of boards and no one seems to be having any similar problems. I reinstalled the game, patch and mod a couple of times but same result. Without the mod the game runs fine. Did I miss something somewhere?

Playing the North Korea mission I was watching some TLAM's launched by other ships at the missile batteries on the coast and for a moment thought I needed new glasses. As these screenshots sort of show, the TLAM's bounced off the ground performing some very nice acrobatics then circled the target repeatedly bouncing off the ground without detonating until disappearing.



edit: I did find a post somewhere about TLAM's bouncing around so I feel better now that I know it's not just me. However I have now been attacked by my own forces in the North Korea surface campaign. It was very unfriendly. I guess I need to uninstall this thing and try some of these missions with the stock game only.

Last edited by DarthVrooks; 04-13-2010 at 04:47 AM.
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Old 04-19-2010, 11:08 AM   #53
Bilge_Rat
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I have been playing LWAMI 3.09 over the past few days. Let me first say that I have played 688i/SC/DW off and on since 1999. In that time, I can only remember 5-6 times where the AI fired a torp at me and maybe 1-2 times where I was killed. I basically viewed the AI as just target practice.

So I fired up one of the stock missions where my 688i has to track a russian task force in the White Sea, a mission I have played countless times before and which was a good target practice. As before, I track the TF, takes a position ahead of them, about 15,000 yds and fire TASM and a full salvo of 4 torpedoes at the 4 targets (3 ships, 1 sub). Imagine my surprise when not only do the ships shoot down the TASMs and evade all 4 torps, but the Akula starts hunting me and after 10 minutes fires 6 torpedoes my way and..kills me..

hmm, so I decide to fire up the first campaign mission in the Akula. I start sightseeing through the stations, remembering how the russion sonar display works, getting various reports about contacts, some vague warning about being counter-detected, I poke the scope up and spot various ships and after about 5 mins, hear "Torpedo in the water!, bearing..." . I go deep, look desperately for a layer, launch counter-measures...well, you can guess the rest.

I am not sure what you guys have done, but you sure have made this a more challenging game, good work..
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Old 04-21-2010, 06:29 PM   #54
dyshman
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try to use RA-addone. its incomparably hard then LWAMI. ai-units will kill you most of attempts. they have better sonars then human-player and they are impossible agressive.
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Old 10-02-2010, 03:43 PM   #55
Treetop64
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Just DL'd 3.09 in prep for installing 3.10.

While trying to install 3.09 I keep getting "Debug Assertion Failed" error messages. The Widows command window is open, and it's stuck at "First, lets get all those new Splash Screen ready!"

then... "Opening...Opening..."

I click <Retry> to debug, but the installer simply stops working (CMPUTIL.exe)

Using Widows 7 64 bit.


EDIT: I'm just going to backup the default DW directory and install the mod manually, since where the files themselves go are self-expalnitory.

Looking forward to the new mod. Thanks for all your hard work, it's appreciated.

Last edited by Treetop64; 10-02-2010 at 04:25 PM.
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Old 02-06-2011, 02:52 PM   #56
sertore
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[BUG] Kilo's engine back WARP speed

I do not know is someboby already noticed that the engine back flank on diesel-eletric subs works too many fine: on a 636 at surface depth with electric engine is possible to reach 16 knots and with diesel the WARP speed of 18 knots!

It seems quite a cheat if used, compared with the maximum speed ahead of only 11 knots, and I really hope that this is not another hardcoded surprise by our dear SC developers.

Please note that this bug affects the original game and all the other MODs available (LWAMI previous versions, RA 1.3, etc...)

Waiting for your feedback, thanks in advance for help.

Last edited by sertore; 02-06-2011 at 03:34 PM.
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