Rule the waves free download






















Then, dispersion compensation was applied to shorten the dispersive wave packets and separate the overlapping wave packets. Subsequently, a half-wave compensation was performed to improve the location accuracy.

Finally, the effectiveness of this high. The Game has to die to date and being in the stadiums has allowed for war scenarios that in themselves are worth the price of the game. I have played every game and this is by far my favorite. You must be logged in to post a comment. Small corvettes are fast to build but cannot be built in peacetime.

They will be automatically sold off after a war, like AMCs. Anti submarine and mine warfare Each ship has a rating for its capabilities in these fields. However, if the ship has a capability in more than one of these fields, the effectiveness of each will be reduced, to reflect the fact that the ship has to divide its time between the various duties.

The ASW rating of a ship depends on displacement and installed equipment. All DD and small ships will automatically have a basic amount of depth charges when these are invented. Additional ASW equipment, like increased storage of depth charges, K guns and ASW mortars, need to be added to the design and will cost weight.

Mine warfare Ships equipped with minesweeping gear will contribute to a minesweeping value for each area. This value will be compared to enemy minelaying capabilities inthe area to determine the risk of ships striking mines during operational movement and also influence the number of minefields during battles. Scout aircraft on ships Ships equipped with scout aircraft will be more effective as raiders.

They will also be more effective at hunting raiders. Ship design Once you have determined a ship design, that design needs to be developed until construction can start. Developing a design takes from 1 to 4 months, depending on ship type and displacement. Some ship types, AMC and small corvettes, do not have any requirement for development time, as they are converted from existig ships. When the design has been developed, it is possible to start construction of any number of ships according to that design.

A ship design that closely resembles an existing ship will get a reduction to the price and cost of developing the design.

I stand against Racism , Bigotry and Bullying. This post describes some of the air operations that are conducted automatically by carriers in RTW2. Dec8 By jwsmith26 - NWS Team The actions that I describe in this post occurred fairly early, following one of the first releases that included air code for the game.

The overall flow of what I describe continues to occur but the details of how it is currently implemented have already changed in some cases or will change prior to the game being released.

Immediately below I discuss the process I observed in detail as a carrier automatically deployed and maintained a combat air patrol. In the second section I describe how operational air damage and repair was handled during one battle. I've included my impressions that I recorded at the time about things that went right and things that didn't seem right, as well as suggestions I made for what might be improved. These have been lightly edited. I've included current comments, made while writing this log, in brackets and in red text.

Black text was written while or shortly after observing and recording the events. While this is going on the carrier is turning into and out of the wind to accommodate each launch and landing, as well as any searches and strikes that have been ordered. The player is largely hands off with CAP. Attempting to handle the set of ongoing tasks that I describe below manually would be a nightmare. The automated process is quite impressive to watch assuming you have time while a battle is raging.

The Kaga carried 80 planes, 16 of those were fighters. It was much too late to contemplate launching a strike but as soon as the mission began the Kaga immediately began preparing its fighters for a combat air patrol, fueling, arming and spotting the planes for takeoff. About 40 minutes later the Kaga started launching CAP fighters. By now twilight had arrived, but the Kaga persisted, putting 12 fighters into the air in about 8 minutes. She continued to put fighters up about every 4 minutes until full night was imminent.

The total CAP aloft rose to 12 at its max but that total was slowly reduced as night approached and a larger number of fighters began landing than the carrier launched. Below is a table showing the timing of fighter launches and landings used to maintain a CAP over the Kaga Surprisingly, fighters began landing on the Kaga one minute after the 12th fighter became airborne, having been aloft for less than 10 minutes.

They weren't very good at it in the reduced light. During the twilight period there were 18 landings. Of these, 2 fighters crash-landed and another 6 were damaged upon landing, while 10 landed safely. A further 4 landed after full night had arrived. With this method, Zeng detected two adjacent through-holes by compensating for the reflected wave signals.

Nonlinear wave Rule is extracted using miniaturized piezoelectric wafers in an array and returned in the time domain for localization of damage. The structural health monitoring system based on the technique of actively measuring fish catches has been proposed. The gameplay loop is clearly what drives players to Rule The Waves. One core aspect of the game that becomes increasingly important as players progress is ship design.

As a result, players are given a massive amount of control over their forces, giving a real sense of accomplishment when victorious, and a deep sense of accountability in defeat.

Unfortunately, despite its dedication to realistic and accurate portrayals of early 20th century naval battles, Rule The Waves is perhaps too niche for its own good. Browse games Game Portals.



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