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Pepe

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Everything posted by Pepe

  1. Hello friend!

    I wondering about making special DW event: Battle with Betasom
    Currently we haven't very experienced players from good old days. But i think it would be good promotion for making DW popular again.
    I thought about not very large battle:  4 vs 4 up to 6 vs 6
    Date and time we set together.
    We play always in Fridays and Saturdays at 20:00 but its not problem to move this to other day or time.

    I would like to make this event as friendly match - for showing people DW is still very good (and only one) modern naval tactical-simulator game.

    If you are interested - we can establish more details:
    - scenario
    - special rules (if needed, example: nuke weapon allowed or not, etc)
    - number of players


    I will record game on youtube - so it would be great promotion for new DW players.

    Battles with Betasom were always very good time - serious challenge with good atmosphere. I hope you will consider my proposition.

    Sometime small spark can burn big fire in DW players hearts 🙂
     

    1. Von Faust

      Von Faust

      Hi Pepe, thank You !!!

      When I arrive to home I reply to You 😉 

       

      PS: are You contactable by other system ? (es. Facebook or other....)

       

      By !!!

    2. Pepe

      Pepe

      facebook but i don't know how to send you pm 😉

       

    3. Pepe

      Pepe

      wertumnus tullius - my facebook - with the same avatar 🙂

      (nick from old forum game - in ancient Rome times )

  2. Pepe

    Discussione Mod Reinforced Alert

    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. -
  3. Pepe

    *** Betasom return ***

    First link on first post on RedRodgers forum: link
  4. Pepe

    *** Betasom return ***

    Can i join this battle? I can play any side or platform
  5. Pepe

    *** Betasom return ***

    Im glad you return to DW. We play every Fridays and Saturdays so you can always join us
  6. 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 BATTLE TEAM BLUE: - FFG O.H.Perry - FFG O.H.Perry - MPA S-3 Viking - SSN LA Flt III - SSN Suffren - SSK Sauro Batch III TEAM 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) = PURPLE BAY ASSAULT 2.0 =.mu.7z
  7. Thank you but this scenario need to be played also by great BetaSom players I hope you will go back to DW.
  8. now it works! I've made small corrections in description and link to new version of tutorial video
  9. Video shows how to do it correctly. BEFORE START Helo programs are described in weapon manual guide in "manual" folder! Currently name: RA_Weapon_Info_rev39.pdf On 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 reseting 2. 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 ------------------------------------- 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?
  10. ok, i cannot do this - please show me how to do it next time
  11. Pepe

    Discussione Mod Reinforced Alert

    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
  12. Short video showing Sauro - classic diesel-electric submarine added to Betamod 4.11 for RA 1.36 I have only good memories about this sumbarine.
  13. Torpedo A 184 final version: 1. Torpedoes attack speed - 36 kts for both active passive 2. Torpedo max searching speed: - 24 for passive - 36 for active 3. travel speed (when preenable or just after launch): - 24 when you set 24 kts - 36 when you set 25-36 kts 4. Torpedoes have reattack option! ---------------------------- A 184 Torpedo electric torpedo Dual-Purpose; Wireguide Lendth: 6 m Diam: 53 cm Weight: 1.265 kg Speed: 36 Knots Max 24 Knots Min Range: 17,000 Meters ( 9.1 Nm) by Max Spd 25,000 Meters (13.5 Nm) by Min Spd Depth: 1640 Feet (500 m) Warhead: 250 Kg
  14. 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
  15. 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_ADT9o At end i was killed by Drakken's torpedoes :) Good shoot Drakken I hope in near future more Betasom players will join our battles.
  16. News from CrazyIvan: Sauro is complete! Needs only USNI REFERENCE descriptions :)
  17. Hot news from progress of works on Sauro (RA 1.46) SAURO TYPES IN RA 1.46 BATCH - I Nazario Sauro 518 Fecia Di Cossato 519 BATCH - II Leonardo Da Vinci 520 Guglielmo Marconi 521 BATCH - III Salvatore Pelosi 522 Giuliano Prini 523 BATCH – IV (diving 410 m vs 300 m an previous batches, SPD 20 vs 19) Primo Longobardo -524 Gianfranco Gazzana Priaroggia 525 SONARS Batch 1:- circular SSAZ sonar. BB - LF 2 trackers; MF 2 trackers (2 trackers For Demon control and TMA) NB - LF MF Total 2 Trackers TMA Periscope – 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 MF Total 2 Trackers TMA Batch 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 MF Total 4 Trackers TMA Batch 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 TMA Also 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.
  18. - 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.
  19. @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 ;) If you have it - can you sent 3d model to me or Crazy Ivan?
  20. 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.
  21. 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)
  22. I've asked Crazy Ivan for making Sauro playable again. I hope Betasom agree for taking some files from Betamod. He want to make 3 types of Sauro playable: Sauro-I Sauro-I Impr Sauro-II ...but still some problems must be resolved All should be done in RA 1.46 - quite soon
  23. Hello I have an idea for making Scenario database subforum only for placing scenarios with descriptions, maps, graphics etc. In my opinion very important is to separate "database" from other topics - it would be much easier to find correct scenarios for MP matches - even just before game. Many players don't recognise scenarios by title - quick look would improve not only fun from game, but also tactical planning. Is it possible to make separate subforum for DW scenarios? Im open for any suggestions. Best regards Pepe
  24. =============================== PLAYABLE PLATFORMS: - O.H. Perry - O.H. Perry - LA Flt II - LA Flt I - Rubis -- vs -- - Udaloy - Udaloy - Akula I Imp - Akula I - Kilo Imp =============================== BACKGROUND Blue forces prepare assault on Red territory BLUE Commander can choose target: Bainny or Norf islands Red forces tries to evacuate from islands Red Commander can choose evacuation from: Bainy or Norf islands =============================== TASK SIDE BLUE PRIMARY MISSION: - SUPPORT ASSAULT ON BAINNY OR NORF SECONDARY MISSION - DESTROY ENEMY EVACUATION FORCES SIDE RED PRIMARY MISSION: - PREVENT ASSAULT ON BAINNY OR NORF SECONDARY MISSION - PROTECT EVACUATION FORCES =============================== ADDITIONAL INFO MISSION TIME: - 3.5 HOURS - ASSAULT FORCES CAN DEPLOY LCAC SPEED RESTRICTIONS: MAINTAIN SPEED ABOVE 5 KTS DURING FIRST 5 MINUTES OF GAME!!! ============================== COUNTDOWN TO BATTLE: link =============================== You can download scenario and assign your favourite platform on DWDL discord channel: (platforms-assigning section) DWDL discord channel =============================== Requirements: RA 1.45
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