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Risposte pubblicato da Pepe
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3 hours ago, Von Faust said:
Hi Pepe, I'm sorry but I read Your message now.
We can organize a macth, hoping that DW will resist. Yesterday it crashed 2 times 😞
New 1.50 final version will be ready soon. In current 1.50 beta some bugs never were fixed.
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Hello friends!
Im glad you back to DW, so many great players - nice to see you again.
Is it any way to join your session?
My small community is still active - now mostly with new players but its ok. Maybe we all could play bigger scenarios again?
What you think? -
Link to RA 1.50 beta:
https://drive.google.com/file/d/1rmqJpIfTiGXZ7F699J9jwuQL4MIshBUo/view?usp=sharing
..and small fix (cumulative) in attachement.
PASSWORD: dwdl
Not all bugs are fixed yet. For example korund on loading weapon display for Typhoon, Delta IV make crash. -
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. -
Patch 01 for RA 1.48 has been released!
-The course indicator window for the SS-N-3C missile has been removed (Missile remote control panel FCTarget Station).
-The doctrine of the SS-N-3C, the algorithm for enable the missile radar was corrected.
-AIR torpedo AI - the impossibility of hitting the surfaced submarines eliminated.
-Sierra SSN – max torpedo launch depth unlocked.
-USNI DATE - OWN SHIP INFO - removed two entrances for sierra.
-USNI DATE - OWN SHIP INFO - Sierra: Weapon data corrected.
-The noise levels for UnderWater launch missiles have been fixed. (“UnderSea Missile Launch Detected” message)
-KH-65 ALCM User Air Launch missile, increased radar signature.
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9 hours ago, Von Faust said:
I had not thought that we are in the festive period. We’ll play next week ok?
ok 🙂
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On 4/18/2019 at 7:11 PM, stefano74 said:
Dove trovo la 1.47?
First link on first post on RedRodgers forum:
link -
Can i join this battle? I can play any side or platform 🙂
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Im glad you return to DW.
We play every Fridays and Saturdays so you can always join us
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Thank you but this scenario need to be played also by great BetaSom players 😛
I hope you will go back to DW. -
New version of old scenario (this is why 2.0)
PURPLE BAY ASSAULT 2.0--------------------------------------
B A C K G R O U N D
Blue forces has planning assault to one of three points (CHARLIE, PAPA, BRAVO)--------------------------------------
ORDER OF BATTLETEAM BLUE:
- FFG O.H.Perry
- FFG O.H.Perry
- MPA S-3 Viking
- SSN LA Flt III
- SSN Suffren
- SSK Sauro Batch IIITEAM RED
- DDG Udaloy
- DDG Udaloy
- MPA IL-38 May
- SSN Akula II
- SSK Kilo imp
- SSK Kilo--------------------------------------
PRIMARY TASK FOR BLUE
- protect desant group.SECONDARY TASK FOR BLUE
- destroy RED landing forces--------------------------------------
RED SIDE TASK
- prevent BLUE landing
- complete own assault on Ecarro
--------------------------------------Video from last MP battle (5 vs 5)
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now it works!
I've made small corrections in description and link to new version of tutorial video
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ok, i cannot do this - please show me how to do it next time
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Video shows how to do it correctly.
BEFORE STARTHelo programs are described in weapon manual guide in "manual" folder!
Currently name: RA_Weapon_Info_rev39.pdfOn top of screen is debugger window for showing how game recognise your actions
Debugger was used only for this video with changed doctrines (for reciving messages)Deleting waypoints is made via keyboard "Del"
PROGRAMMING:1. You have only 2 minutes for programming
- after helo launch
- after helo program reseting2. Wait 2-3 seconds after ploting your waypoint
3. Delete every single waypoint in programming procedure.
- set only 1 waypoint at time and delete it
- waypoint should be close to center of ASTAC display
- hoover mouse cursor near waypoint (you don't need to click on it)4. Do NOT drag your waypoint during programing procedure.
- draging may mess code
RESETING:1. Delete all waypoints
2. Set new waypoint and drag it over 220 nmi from your helo
3. Delete this waypoint
4. Set new program
- you have 2 minutes for this
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Its copy of my topic on subsim.
For moderators: if you wish you can move this topic to better place.
How to edit this link to show video window - not raw text? -
Hmm but game is stable and latest versions also were stable.
Some problems were caused by WIN10 compatibility - in graphic but you can resolve problem with using dgvoodoo2 (it allows to play in window on win10)
Link to solution on RedRodgers:
http://www.redrodgers.com/forums/showthread.php?t=6767
One thing:
Feature #15 by mistake wasn't added
15 - MG-74 Korund: Active Sonar, Detect range has been significantly reduced to 500-600 m.
It will be fixed in first patch -
Torpedo A 184 final version:1. Torpedoes attack speed- 36 kts for both active passive2. Torpedo max searching speed:- 24 for passive- 36 for active3. travel speed (when preenable or just after launch):- 24 when you set 24 kts- 36 when you set 25-36 kts4. Torpedoes have reattack option!----------------------------A 184 Torpedo electric torpedoDual-Purpose; WireguideLendth: 6 mDiam: 53 cmWeight: 1.265 kgSpeed: 36 Knots Max24 Knots MinRange: 17,000 Meters ( 9.1 Nm) by Max Spd25,000 Meters (13.5 Nm) by Min SpdDepth: 1640 Feet (500 m)Warhead: 250 Kg
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https://www.youtube.com/watch?v=QoFY_oes4qo Sauro I, III, IV overview & Udaloy gun camera test
https://www.youtube.com/watch?v=OCUEtYpd5AM Sauro Batch I - short mission test
https://www.youtube.com/watch?v=YUUm02aaExA Sauro Batch II - short mission test
https://www.youtube.com/watch?v=jDWnkwOrspE Sauro Batch III - short mission test
https://www.youtube.com/watch?v=x7xfnpvZDns Sauro Batch IV - short mission test
edit: added Sauro Batch I short mission test
Btw Torpedoes A 184 doesn't works fine. They should have only 2 setting of speed:
24 kts - max passive/active searching speed
36 kts - max "travel" speed (sensors off - preenable mode)
Attack speed is always 36 for passive/active
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Yesterday we play MP battle 5 vs 5
Because the Russians had fewer players, I played in the RED team.Scenario: Battle for Bergamuta:
This is video from match (from my Udaloy perspective):
https://www.youtube.com/watch?v=RPMBv_ADT9oAt end i was killed by Drakken's torpedoes :)
Good shoot Drakken
I hope in near future more Betasom players will join our battles.
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News from CrazyIvan:
Sauro is complete! Needs only USNI REFERENCE descriptions :)
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Hot news from progress of works on Sauro (RA 1.46)
SAURO TYPES IN RA 1.46BATCH - INazario Sauro 518Fecia Di Cossato 519BATCH - IILeonardo Da Vinci 520Guglielmo Marconi 521BATCH - IIISalvatore Pelosi 522Giuliano Prini 523BATCH – IV (diving 410 m vs 300 m an previous batches, SPD 20 vs 19)Primo Longobardo -524Gianfranco Gazzana Priaroggia 525SONARSBatch 1:- circular SSAZ sonar.BB - LF 2 trackers; MF 2 trackers (2 trackers For Demon control and TMA)NB - LF MFTotal 2 Trackers TMAPeriscope – possible without LLTV option (still in thinking)Batch 2: improved circular SSAZ sonar (more sensitive than Sauro-1)BB - LF 2 trackers; MF 2 trackers (2 tracker For Demon And TMA)NB - LF MFTotal 2 Trackers TMABatch 3: of the sonar is identical in sensitivity to Batch 2, but with waterfall displays.BB - LF 2 trackers; MF 2 trackers (2 tracker For Demon control and 4 for TMA)NB - LF MFTotal 4 Trackers TMABatch 4: improved sonar, waterfall display, LPA ranging (Linear Passive Array).BB - LF 4 trackers; LPA (4 For Demon control And 4 for TMA)NB – LF MF 2 trackers (2 For TMA)Total 6 Trackers TMAAlso Batch 4 have laser finger station.WEAPONS:Sauro Batch 1 Sauro Batch 2:Total 14 armament- A 184 Torpedo- SLMM Mine- UUV- SAM FIM-43D – 4.Sauro Batch 3:Total 16 armament- A 184 Torpedo- A 184M3 Torpedo- SLMM Mine- UUV- SAM FIM-92 – 6.Sauro Batch 4:Total 18 armament- Harpoon SSM- A 184M3 Torpedo- A 184M6 (Black Shark) Torpedo- SLMM Mine- UUV- SAM FIM-92 – 8. -
- cake inspired Moana Pozzi? :D
Of course I know Betamod was made not only by 1 person. You all did great mod. We were very greatful for sharing Betemod with our community.
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@Von Faust
Really great job!
Our previous community DW.pl play 1.36 + Betamod very long time. Because of your great mod we deciced to ignore RA 1.37 and 1.38. Now we have chance for playing Sauro again!
Btw in my opinion Maestrale could be better choice as playable surf than Bergamini - FREMM is too modern. But its well known fact I am big fan of End of Cold War era ;)
Anything you want, it would be great. If they need to have 3D models, I'm in my possession
If you have it - can you sent 3d model to me or Crazy Ivan?
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Hello Totiano,
Thank you for this value informations!
I'm not programmist or member Reinforce Alert team but i will show your post to Crazy Ivan.
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RA 1.46 was planned to release at beginning of September - some bugs delayed this almost 2 weeks. In my opinion we just havent time for serious changes. DW have old game engine and hard for modding. Often yuo improve 1 thing and 10 are broken after little modiffication. Its too risky.
Community wants new version because RA 1.45 have few heavy bugs (like CIWS on Perry, ESM, link 11 and much more)
Problemi per installare la MOD Reinforce Allert 1.50
in Comandi Indipendenti
Inviato
Patch 3 - cumulative patch 3 to RA 1.50
Unpack (and overwrite) all into DW root folder (where is dangerouswaters.exe)
At first launch antivirus can check "suspected" exe - but all is safe.