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The Bandit
07-06-17, 09:32 PM
http://www.subsim.com/radioroom/downloads.php?do=file&id=5260

After having a great time with the "Playable Russian Submarines" mod and learning a bit about how its put together, I sat down and created some configs to bring some of my favorite old cold war subs into the game.

The premise I'm working off of is "What US Navy boats could have been available in 1968 or 1984 that were omitted from the game?" Also please note, until something major changes with this game, there will be no way to use anything other than the assets already in the game, therefore MANY OF THESE SUBS WILL USE SOVIET 3d MODELS. That means your GUPPY II is going to look like a Foxtrot, your Skate is going to look like a Romeo and your Seawolf is going to look like a Tango. This may be insurmountable for some but as of yet there isn't any way I can think of that's better.

Fleetboats (all use the Foxtrot model) all circa 1968 except Tunny
Gato class Auxiliary (basically left over from the Migraine SSR program)
Tunny SSG (Regulus I boat)
Gato class SSK
Balao class "Fleetboat snorkel"
Balao "SSK"
Balao class LPSS (USS Sealion and Perch, amphib / SEAL haulers)
Tench class "Fleetboat snorkel"
Guppy IA/IIA (both Balao and Tench variants)
Guppy II (both Balao and Tench Variants)
Guppy III (both Balao and Tench variants)

I included both Balao and Tench variations to reflect the minor differences in the Tench i.e weapons capacity, diving depth (improved hull) and so on.

Diesel boats
Tang class (1968)
Barracuda class (1968) (Whiskey model)
Barbel class (68 and 84) (Skipjack model)
Sailfish class SSR
Greyback class
Darter class

Nuke boats
Tullibee class SSN (1968) (Permit model)
Tullibee class SSN (1984)
Glenard P. Lipscomb class SSN (Sturgeon model)
Triton class SSRN (in SSN configuration circa 1968) (November model)
Skate class SSN (1968) (Romeo model)
USS Nautilus SSN (special thanks to Leopard Driver for the config)
Skate class SSN (1984)
Halibut class SSN (1968) (Juliet model)
Seawolf (SSN-575) class SSN (1968) (Tango model)
Seawolf Special Projects SSN (1984)
Ethan Allen class SSN ("slow attack / SEAL Delivery) (Yankee model)
Los Angeles class SSN "Flight 0" (initial configuration lacking TB-16 and Harpoon / Tomahawk)
Los Angeles class SSN "Flight 2" VLS (12 VLS tubes, slightly more powerful reactor, Anechoic coating)
Jack "class" SSN (1968 and 84) (longer permit with contra-rotating screws)
Permit "Long Hull" class SSN (68 and 84) (Sturgeon model)
Sturgeon "Long Hull" class SSN (84) (Sturgeon model)
Skipjack "5B" SSN (historical, as completed with 5 blade prop, faster speed but noisy)

Boomers (all use Yankee class model)
George Washington class
Ethan Allen class
Lafayette class (68 and 84)
Benjamin Franklin class (68 and 84)

Hypotheticals
Thresher class SSN (historical, as completed with 5 blade prop, faster speed but noisy)
Astoria class SSGN (APHNAS / CMS hypothetical design of the 1970s) (688 model)
Thomas A. Edison class SSGN (hypothetical projected Ethan Allen SSGN conversion)
Eel class SSN (hypothetical CONFORM design of late 60s early 70s) (Alfa model)
Orca class SSN (hypothetical CONFORM Flight 2, mid 80s)
Redfish class SSN (hypothetical FAS affordable SSN program, late 70s)
Permit class SSGN (improved Halibut)


W.I.P
I'd like to see if there's a way to get SEAL teams aboard some of the transport boats without removing their entire armament. Ultimately I may get into some campaign work specifically for these boats to make them be used more frequently for special ops.

Also a warning, when you play as some of these boats, prepare to be FRUSTRATED. Many of them have the same sensor suite as the Skipjack class with none of its positive attributes (Speed and maneuverability). Basically in many ways you'll get to see why these boats were considered "second-line". For all that though, speaking from my own point of view, I've also found the experience of playing these boats to be both challenging and rewarding.

What I would advise most people to do for fun, pick either campaign and just try a random boat, see how long you can survive and if you can learn the "ins and outs" / peculiarities of each class. I've had a lot of fun with the USS Tullibee as long as you play to its strengths.

Also included are a few new sensors (AN/BQR-4, AN/BQG-4 PUFFS, AN/BQR-21, AN/BQH-5) to roughly approximate the capabilities of some of these boats (PUFFS is kind of a hard one because I can't really do anything to make localization better without upping its detection range) and the inclusion of Mk 37 variants and a very compromised Mk 45.

Weapons featured
Mk 37 mod 0 (acoustic homing torpedo, no wire)
Mk 37 mod 1 (wire guided, 750 yard detection range)
Mk 37 mod 2 (basically the standard one you all know, featured an improved piezoelectric transducer for increased detection range of 1000 yards vs older)
Mk 37 mod 3 (mod 2 but with no wire)
Mk 37C (forerunner to the NT37 program, otto-fueled 36 knot speed, 10,000 yard range and improved seeker, was being tested in 1968 but was not favored over the eventual Mk 48 which was going to be much more capable.)

Mk 45 ASTOR (Sadly this one won't go boom like a real one, but what it does give you is a wire-guided 40 knot torpedo with a 15,000 yard range and no guidance besides the wire so you've got to walk it all the way home. While obviously the real weapon didn't have to be anywhere near as precise with a 4500 yard kill range, this at least gives the player a similar sort of experience of having to guide the torpedo to its target.)

UGM-89A/UGM-89C STAM
Ship and Land attack Perseus Submarine TActical Missiles. This is the missile program that goes along with the APHNAS / CMS program for a 20 tube VLS SSGN which in some was would have been like an american answer to the Oscar class. This missile was canceled along with the rest of the program because, unlike Tomahawk, it could not fit in a standard torpedo tube so could only have been used by subs built for or retro-fitted with 30" VLS tubes.

UUM-89B PSOW
Perseus Anti-Submarine StandOff Weapon. This would have been a SUBROC type replacement which would have carried the Mk 49 torpedo.

UUM-84 Tarpon
Hypothetical ASW missile based off of the Harpoon. Carries a Mk 46 torpedo.

UUM-44B SUBROC
Hypothetical conventional model which was canceled in the mid 60s. Mk 44 torpedo payload.

Mk 49 Torpedo
Basically a truncated MK 48 shortened to fit the Perseus missile. While bigger than the standard 12.75" air dropped torps like Mk 46, it has a bigger warhead and a longer range.

Mk 46 Torpedo
Early-mid 60s air-dropped or surface launched ASW torpedo. Otto fuel 40 knot speed

Mk 44 torpedo
1950s era ASW torpedo, electric power 30 knot speed.

Known issues
Diesel/Electric subs going faster than they should: I have seen this a few times where a sub that shouldn't be capable of it is traveling around at 18 knot underwater because it can do that on the surface. May look at lowering surface speeds. This excess speed may be related to the campaign map speed bug.

Test depth isn't "right" on some boats: You may notice that some of the GUPPYs have their TD a bit deeper than reality (500-550 feet). The main reason I have done this is to reflect the true capabilities of these subs. In a few notable cases fleet boats descended past 1000 feet (i.e. USS Chopper, but in all fairness Chopper never sailed again) so it can be done.

Weapons sprites look like they were made in MS Paint: That's because they were, and I'm very proud of them. Seriously for as bad as these look I was trying to simulate the type of "weapon tags" I'd imagine they'd have on a board somewhere in the torpedo room to keep track of what's loaded where.

No unique damage control charts : This is something I'd like to try to address going forward but for now, every submarine uses either a chart that came with the game (say for the 688 for Permit for example) or one of CaptainX3's that he's made for his russian boats. I can't thank him enough for both the work he's done and for allowing me to base my mod from his.

UPDATES
Update 1.1 7/10/2017:
Removed 3rd screw from boats based on Foxtrot and Tango models
Added UGM-89A/B/C Perseus STAM for Astoria class SSGN
Added Barracuda class SSK
Added Tang class SS
Added Halibut class SSN
Added Single Missions
Rationalized sensors.txt and weapons.txt

Update 1.2 7/12/2017:
Re-balanced the noise settings for various boats (including soviet subs)
Added Barbel class (68 and 84) along with BLQ-2B towed array sonar
Added hypothetical Eel class based on CONFORM program
Added hypothetical / historic Thresher class, reflecting increased noise/speed
Split Permit and Sturgeon classes into their sub-class variants.
Changed UGM-89B PSOW ASW weapon to UUM-89B
Added optional campaign files which remove hypothetical units
Changed Ethan Allen class from Sturgeon to Yankee class model

Update 1.3 7/13/2017
Forgot to include the soviet submarines with modified (lowered noise levels)
Increased the noise levels on Fleetboats to make them louder than Whiskey class.

Update 1.4 7/15/2017
Changed props for several ships (Jack, Eel, Ethan Allen, Thresher)
Added historic Skipjack 1968 5B (five-bladed screw)
Added Orca class hypothetical SSN (CONFORM Flight 2)
Changed available Sturgeon-68 units to reflect the boats in service as of December 68
Altered Barracuda class so they can no longer control wire-guided torpedoes due to equipped FC system
Re balanced silencing on Soviet Units, should now see a very pronounced difference between first (arguably Victor I/Charlie and earlier) and second generation (Victor II and later) designs.

Update 1.5
-more re-balancing
-added 4 and 5 blade screws to the GUPPYs and Fleetboats as well as Tang.

Update 1.6
New update is on the way.
-Added towed array (BQR-25) to the Skate class (1984)
-Added Sailfish class SS (former SSR)
-Added Greyback class LPSS (former SSG)
-4 and 5 blade props added to various other subs (mostly older GUPPY/Fleeboat)
-using mast data from PRS Mod, all masts and periscopes should now be visible
-changed Barbel, Skipjack (68 / 5B) and Thresher to use the Skipjack 5 blade screw (Thanks again Julhelm!)

Update 1.7 7/31/2017
Added "41 for Freedom" boomers
Added USS Nautilus (thanks to LeopardDriver)
Added George Washington class SSN
Added Redfish SSN (hypothetical FAS project for cheaper 688 alternative)
Changed many textures just to make the subs look a bit different from their Soviet counterparts. Made subs appear a bit darker.
Added several new weapons (UUM-44, UUM-84)

1.8
-MK 37 torpedo overhaul, lowered noise levels to prevent subs from hearing torpedoes in their baffles. Throughout testing they still hear them from other angles though so all seems good.
-Overhauled and added a few sensors (like BQR-15)
-Added many improved models made by Leopard Driver using available CW assets (Tang, Darter, Greyback, Halibut, Skate, Sailfish, Tullibee, Barbel, Glenard P. Lipscomb, all included SSBNs)
-new hypothetical "Permit-class SSGN"
-new Tunny SSG
-Regulus I and II cruise missiles.


I welcome any and all input anybody can give, especially in regards to some of the specifics on older boats.

Delgard
07-06-17, 10:30 PM
It is nice to read the stories. But many stories just don't get written and they are probably the most interesting. Sure, most patrols, even in '68 or '84, were standard in most ways but it would be nice to feel the emotions for sailing on the dark side.

A friend, who has passed away, was a sailor on a sub that sailed into Tokyo Harbor before the end of WWII. He was never recognized, nor received any benefits. I only knew him for six months before he passed and I found a picture of men on deck for his boat and he pointed to himself. I think he was a member of the Greatest Generation.

Suddenly, I just feel grateful.

The Bandit
07-07-17, 03:23 AM
It is nice to read the stories. But many stories just don't get written and they are probably the most interesting. Sure, most patrols, even in '68 or '84, were standard in most ways but it would be nice to feel the emotions for sailing on the dark side.

A friend, who has passed away, was a sailor on a sub that sailed into Tokyo Harbor before the end of WWII. He was never recognized, nor received any benefits. I only knew him for six months before he passed and I found a picture of men on deck for his boat and he pointed to himself. I think he was a member of the Greatest Generation.

Suddenly, I just feel grateful.

Well, I'm kind of struggling with it (not nearly as good at it / as easy as I thought it would be) but I'm also trying to put something of a video together for youtube to both show off the mod (in all of its soviet-looking goodness) and show how to play as some of these old boats.

Once I got everything together I went in and started the 1968 campaign with a random boat. Obviously I didn't know what I was going to get but, one look down that list and its like the island of misfit toys, you have old tired diesel boats, strange one-offs like the Triton and Tullibee and then you have your borderline outdated stuff like your Skates and the Seawolf.

Anyways, what I ended up getting was USS Tirante, a Guppy IIA (Tench) class. I knew the name sounds familiar but I didn't think anything of it until after the first mission was over. Turns out this was the boat that Ned Beach (as in Run Silent Run Deep) was XO on. George Street was the captain and he won the medal of honor for one of the most daring attacks ever made running in on the surface in shallow water.

Its an amazing thing to consider how many of these old boats served for so long. On the note of your friend, do you follow Jive Turkey on youtube, just today he revealed that he experienced the sudden loss of somebody who became a good friend to him who had served as a Chemical Safety Officer in the Soviet Navy.

Its sad to lose these people because with each passing day the world gets one step closer to forgetting.

Delgard
07-07-17, 08:01 AM
That was his boat. Reminiscing for a moment, he said he was 17ish, this being a bunch of years ago that I ran into him. We connected because of submarines and I have a respect for the history and the challenges faced.

I was just looking for the picture I remember and don't see it. It really didn't have much meaning for me and probably went with a hard drive purging.

I was kind of surprised when he said the Navy never really kept up with him and didn't seem to know him. I just put it down to the times and that the military was releasing several millions of service members at the time. He said he got a physical and a bus ticket to his parents home in Nebraska. But, he was in a wheel chair and I gave him some errand rides and an older computer. I made the picture a part of the screen saver. I had it bypass the login and he just clicked on IE and got a home page with links. He ended up leaving the Navy shortly after the war with only like 2 years of service. He became a teacher and retired as a principal.

I think I spent all of a day looking for info and reading a general summary of the event. He remembered the mission as just being scared. I put it down to his being a farm kid in an alien world.

He was a neighbor to an apartment that I rented. He passed of heart failure and a niece came, collected him, and took him for burial.

Anyway, the immersion part of CW and the opportunity of missions out of the norm are a value for us that didn't live/participate in the times. Nowadays we just fire a missile from many miles away.

Good luck on the mod.

The Bandit
07-07-17, 05:30 PM
That was his boat. Reminiscing for a moment, he said he was 17ish, this being a bunch of years ago that I ran into him. We connected because of submarines and I have a respect for the history and the challenges faced.

I was just looking for the picture I remember and don't see it. It really didn't have much meaning for me and probably went with a hard drive purging.

I was kind of surprised when he said the Navy never really kept up with him and didn't seem to know him. I just put it down to the times and that the military was releasing several millions of service members at the time. He said he got a physical and a bus ticket to his parents home in Nebraska. But, he was in a wheel chair and I gave him some errand rides and an older computer. I made the picture a part of the screen saver. I had it bypass the login and he just clicked on IE and got a home page with links. He ended up leaving the Navy shortly after the war with only like 2 years of service. He became a teacher and retired as a principal.

I think I spent all of a day looking for info and reading a general summary of the event. He remembered the mission as just being scared. I put it down to his being a farm kid in an alien world.

He was a neighbor to an apartment that I rented. He passed of heart failure and a niece came, collected him, and took him for burial.

Anyway, the immersion part of CW and the opportunity of missions out of the norm are a value for us that didn't live/participate in the times. Nowadays we just fire a missile from many miles away.

Good luck on the mod.

Its a small world and always interesting when coincidences like that come up. In the reading I've done I don't recall Tirante ever getting to Tokyo bay (only two war patrols, was leaving on her 3rd when the war ended) but she did make it into Nagasaki a few times, which may as well have been Tokyo for as busy as it was. The Japanese were in a mad dash to get whatever and whoever they could over from China to prepare for the forthcoming American invasion and Nagasaki was the closes port.

Another important first for the Tirante, on one of these patrols she became the first american submarine to fire a homing torpedo when she used a Mk 27 "cutie" against an attacking escort. While it was claimed they heard the screw stop and the ship break up, the kill was never confirmed.

The Bandit
07-07-17, 08:03 PM
OK the mod has been released. So far just the campaigns, no single missions yet but I'll try to get to that soon enough.

Like I said earlier, roll the dice, hit random and tell us all about what boat your given and how you do.

The Bandit
07-07-17, 11:32 PM
Well I just figured something out, its completely possible for me to remove the third / center screw from both the Foxtrot and Tango classes. For the Foxtrot, it just leaves a very innocuous stub but for the Tango the cowling / duct is still there for the screw. I think that will be part of the next update which will be in a day or so.

Steiger
07-08-17, 12:02 AM
Add the Barbel class! It's more or less a diesel electric Skipjack.

The Bandit
07-08-17, 11:22 AM
Add the Barbel class! It's more or less a diesel electric Skipjack.

Yeah, I haven't done those or the Tangs either but IIRC both of those are available in the "playable russian submarines" mod. I may make a version though we'll see what happens.

The Bandit
07-10-17, 04:30 AM
mod updated

The Bandit
07-11-17, 10:24 PM
Update to 1.2 is imminent
Changes
-Split Permit and Sturgeon into sub classes (got the idea from Capt Jack Harkness)
Permit class "Long Hull" (68 and 84)
Jack (68 and 84) (sorry no contra-rotating prop....yet)
Sturgeon class "Long Hull" (only 84 because they did not exist in 68)
-Added Barbel class (68 and 84)
-Added Hypothetical USS Thresher as built with the 7 blade screw (32 knots but louder than a Skipjack)
-Changed Ethan Allen SSN / Thomas A. Edison SSGN to Yankee model (special
thanks to Ramius for getting the model to work with 1 prop)
-Various balancing improvements (GUPPYs and Fleetboats are a bit louder now, so Soviet subs have been quieted down and other adjustments.)
-Changed the ASW STAM to UUM-89B from UGM-89B

I figured I'd throw it out to everyone, as far as the sub-classes go, I've just gone with "Permit (Long Hull)" and think that's fine. The other option would be to go with "Archerfish class" or "Flasher class" which I think will probably cause some confusion.

Also wanted to throw this out there. I'm considering making a 1962-era Cuban Missile Crisis campaign (obviously going to occur in and around the Barents and North Sea) because it goes a bit better with some of the old diesel-boats I've created. While this may end up playing like "easy-mode" (the Soviets will have the SET-53 which only goes 23 knots and is basically their version of the Mk 37) especially for Nuclear-powered boats.

I think this may be a good thing because players will get to experience how under-matched and destabilizing early nuclear boats were. Nautilus especially and even Skate and the Skipjack class after her all caused fits for the friendly surface forces she exercised against.

The Bandit
07-12-17, 01:54 PM
Delayed a bit and created something based on the CONFORM design which was terminated in favor of what became the Los Angeles class. On paper, many things about CONFORM look better than the 688, but it was banking on / relying on a whole lot of new and un-tried stuff to attain this superior performance.

Also a note on the Thresher class, I've very likely overstated how loud it was with the 7-blade screw but this is to show how much this problem would have undermined the improvements made with Thresher.

The Bandit
07-14-17, 03:23 AM
So a bit of good news, I knew there just was something I wasn't getting with the masks, and I've figured it out, so now I've been able to change out the screws on some of the models.

This means that we're going to have the Jack with tandem props using a screw from the Oscar (sorry I can't make them contra-roatating but it will do the job for anybody who wants to use that boat it does have a few advantages over the standard Permit).

The Thresher will have its original 5 blade screw (from the Victor), an I will probably do a 5 bladed version of the Skipjack as well. This prop does look a bit small on this model but I think it is the best of the bunch between the 5 blades that come on the Charlie I or the Alfa.

While its still too small, the Ethan Allen looks a bit better with the 7 blade screw from the Delta IV. I may try it with a 688 screw next and see how that goes.

As far as other units go, I've edited the Sturgeon_68 to reflect the unit availability so now you'll only be assigned boats like Lapon and Queenfish that were actually in service at the time.

And finally, I'm going to include what will probably be my last hypothetical boat called the Orca class (CONFORM equivalent to 688 Flt 2). It kind of explores what could have been the bad side of the CONFORM design and why Admiral Rickover didn't want it.

The Bandit
07-15-17, 03:34 AM
mod updated

The Bandit
07-16-17, 08:41 AM
another small update today. Added some 4 and 5 blade screws to GUPPY and Fleetboat classes.

The Bandit
07-20-17, 12:42 PM
New update is on the way.
-Added towed array (BQR-25) to the Skate class (1984)
-Added Sailfish class SS (former SSR)
-Added Greyback class LPSS (former SSG)
-4 and 5 blade props added to various other subs (mostly older GUPPY/Fleeboat)
-using mast data from PRS Mod, all masts and periscopes should now be visable

This just about wraps things up (still looking at what I can do for DC diagrams). I've toyed with the idea of possibly adding the George Washington class after SSN conversion but these were all-but phased out by 1984.

Also toying with the idea of doing a conventional UUM-44 SUBROC featuring a Mk 44 torpedo. This was actually planned and canceled when it was determined that due to the Mk 44's limited range and speed it would have a negligible kill probability against most Soviet nuclear subs especially when the CEP (circular error probability) and somewhat imprecise nature of long-range (convergence-zone) sonar at the time is taken into account.

There was also to be a Mk46 SUBROC, this was cancelled due to budget-cuts incurred during the Vietnam war but this requirement was ultimately pushed into the STAM/Perseus program and then Sea Lance after STAM/Perseus was cancelled.

Also, while I have thought about possibly creating some of the 1960s Boomers, its really pretty impossible to fit them into a campaign as currently constructed. While not compatible with the 1980s campaign, I do have some "interesting" ideas about what would amount to a 1960s era survival mission in the Norwegian Sea.

As far as I know, for submarines based out of Holy Loch in the 60s, their 1500-2500 mile missile range would put their patrol area inside the "warzone" that is currently in the game. Despite tensions and so on, I think that it would be a necessity to keep these boats on patrol to provide a viable "second strike" option against the Soviets (as removing them would likely embolden Soviet aggression since it would make the deterrent that much weaker). It might be an interesting if somewhat boring idea to command one of these boomers and play hide-and-seek in your patrol area during wartime. The ultimate objective would be to never get detected at all and get through a 60 day patrol, but obviously this would make for some downright tedious gameplay. The flip-side to that though, if cornered and forced to fight its way out on its own, how would a boomer break contact and evade, I think that could be pretty fun.

goldfish716
07-20-17, 04:17 PM
Lot of stuff in here. I like the in-class variations.

I suggest you use the permit rudder for the Barbel. If you are on the discord server, I can also give you my (early) version that is black with bowplanes rather than sailplanes and you can take whatever you like.

Also, it would make the diesels feel new if you retextured them. I started to do them the other day, but I don't like to play the early stuff as much, so I didn't.

The Bandit
07-20-17, 06:25 PM
Lot of stuff in here. I like the in-class variations.

I suggest you use the permit rudder for the Barbel. If you are on the discord server, I can also give you my (early) version that is black with bowplanes rather than sailplanes and you can take whatever you like.

Also, it would make the diesels feel new if you retextured them. I started to do them the other day, but I don't like to play the early stuff as much, so I didn't.

Thanks for the offer I'll see what I can do. I never thought about the rudder. I may be incorrect on this (and please correct me if I am) by my main reason for not doing the bow-mounted fins is that they were dispensed with by 1968. For most if not all (few exceptions being the Thresher, the 688 VLS and the hypotheticals) they fit either the 1968 or 1984 timeline.

I have toyed around with using the Permit dive-planes on some of the diesels, and may be able to get that working at some point.

As far as the textures go, I agree with you that new textures would make them look the part but, I'd rather use a different black texture than what's in the PRS mod. It looks great on the stuff that Ramius and Captainx3 have been able to do, maybe its just vanity but I'd like the stuff in this mod to look different, if that makes any sense. I've gotten a lot of config data from PRS (this mid is not possible without it) I'd rather let them keep the cool black look, even though they'd probably gladly share it with me.

Even if its not really correct, do you know of any "dark grey" texture or where exactly I would look for different textures I could try, because you are right, just about anything that would make them look different from Russian submarines would be a good change.

Julhelm
07-20-17, 07:02 PM
The Skipjack's model file includes a 5-blade prop. The meshname is usn_ssn_skipjack_prop5

The Bandit
07-20-17, 07:13 PM
The Skipjack's model file includes a 5-blade prop. The meshname is usn_ssn_skipjack_prop5

Wow, thanks! I'll get that into the next update and try using it for the Thresher as well.

The Bandit
07-21-17, 05:29 AM
mod updated

goldfish716
07-21-17, 02:36 PM
Thanks for the offer I'll see what I can do. I never thought about the rudder. I may be incorrect on this (and please correct me if I am) by my main reason for not doing the bow-mounted fins is that they were dispensed with by 1968. For most if not all (few exceptions being the Thresher, the 688 VLS and the hypotheticals) they fit either the 1968 or 1984 timeline.

I have no idea of the year. I just saw they were built with them, and later changed. I did it for the fun of changing it.

As for textures, I think all the Russian textures are interchangeable for the most part. You can use Delta IV for black with red bottom. Can use alpha for grey, or Ocsar for dark grey. Some are better matches than others.

You can monitor each change in the unit reference without reloading the game. Just arrow away, then back to the boat in question.

I don't know of a way to do anything lighter than the black we use with the Barbel though. I can do blue and purple... lol.

The Bandit
07-23-17, 06:18 AM
I have no idea of the year. I just saw they were built with them, and later changed. I did it for the fun of changing it.

As for textures, I think all the Russian textures are interchangeable for the most part. You can use Delta IV for black with red bottom. Can use alpha for grey, or Ocsar for dark grey. Some are better matches than others.

You can monitor each change in the unit reference without reloading the game. Just arrow away, then back to the boat in question.

I don't know of a way to do anything lighter than the black we use with the Barbel though. I can do blue and purple... lol.

Not having much luck with getting the textures to work, but yeah the blue might be worth a try if its dark enough.

You're on point with the Permit-style rudder for the Barbel as well, that does more resemble how they looked. I didn't notice but did you also have the dive-planes pushed up to near the front of the sail?

goldfish716
07-23-17, 05:00 PM
I had the dive planes on the bow for the early model. I didn't touch them for the 84 model.

I haven't found a use for the blue and purple yet. They are from the environment folder:

"environment/sky/Day_Clear"

and others like that. You can see clouds in some of them. I will let you know if I find anything that might be useful.

Also you can use "terrain/sand" for a sandy color, but haven't seen much use for that yet either.

The Bandit
07-25-17, 03:06 PM
I had the dive planes on the bow for the early model. I didn't touch them for the 84 model.

I haven't found a use for the blue and purple yet. They are from the environment folder:

"environment/sky/Day_Clear"

and others like that. You can see clouds in some of them. I will let you know if I find anything that might be useful.

Also you can use "terrain/sand" for a sandy color, but haven't seen much use for that yet either.

Had some better results, you should like the next update
"environment/sky/Night_Overcast" is a good one, hull is a little on the dark blue side but it can work. How do I get into the "texture folder" because I'm thinking the texture for smoke may be worth a try.

The Bandit
07-27-17, 07:23 AM
So another new update is in the works. After sitting down and thinking about it, I decided to create the "41 for Freedom" SSBNs, so that means we're looking at the George Washington (sadly using the Skipjack model but in both SSBN and SSN variations) Ethan Allen (already created the SSN and SSGN variations) Lafayette (68 and 84 also includes the James Madison class) and Ben Franklin (68 and 84).

None of these have ballistic missiles because I'm not even sure if that can be done and even if it could be the game-play value would be nearly non-existent. Also I don't plan on putting any of the SSBNs in the campaign files because, frankly they don't make sense in that role (strategic asses are not going to be used to fight the war, unless they get the launch order to flatten Russia) but they could make for some fun single missions / evasion.

Also I'm toying with yet another hypothetical design, the FAS (Future Attack Submarine) SSN. Due to cost-overruns during the 1970s there was a concerted effort to develop a more affordable alternative to the Los Angeles class.

Also adding new weapons
UUM-44B SUBROC- Non nuclear Mk44 carrying stand off weapon. The Mk 44 is about as good as the Mk 37 aim your shots carefully and don't count on them to work miracles.

UUM-84 Tarpon- Hypothetical ASW weapon which was based off the AGM/UGM/RGM-84 and carrying a Mk 46 torpedo

Mk 44 torpedo
Mk 46 Mod 5 torpedo.

The Bandit
07-31-17, 01:31 PM
MOD UPDATE
new release on page 1

Electric Boat
08-07-17, 02:21 AM
For those who could be interested to I have quite the whole list of Cold War Era US Submarines accurately reproduced from blueprints:

Ethan Allen class SSBN
Lafayette class SSBN
Benjamin Franklin class SSBN
James Madison class SSBN
Ohio class SSBN

Barbel class SS

Permit class SSN;
Permit Improved SSN;
Jack SSN-605 (original with contra-rotating propellers and longer tail);
Sturgeon Improved SSN;
Narwhal SSN-671 (Sturgeon-like one-of-a-kind unit with larger diameter hull and intakes in the stern horizontal planes' roots);
Parche SSN-683 (with modified hull for X-OPS and fwd turtleback);
Glenard P. Lipscomb SSN-685 (Sturgeon with longer hull);
Los Angeles "688" class SSN (SSNs 688-718);
Los Angeles VLS class SSN (SSNs 719-725+750, complete with bow VLS tubes and hatches);
Los Angeles Improved SSN (SSNs 751-773, diving planes moved from sail to bow and reshaped, aft "wings" with pods, bow VLS tubes and hatched);


Another "eye candy" I modeled is the "Tapping Pod" used in "Ivy Bell" operations to eavesdrop comms on submarine cables...


Of course I also produced all the weaponry available in US Navy's inventory at the time:

Mk-44
Mk-46
Mk-45 ASTOR;
Mk-48 Mod. 3/4/5 ADCAP;


UUM-44 ASCROC;
UUM-125 A/B Sea Lance;

UGM-84 Harpoon
UGM-109A TLAM-N (nuclear tipped Tomahawk);
UGM-109B TASM (antiship Tomahawk);
UGM-109C TLAM (HE conventional WH Tomahawk);
UGM-109D TLAM (BLU-97 bomblet armed cluster Tomahawk).


All that stuff was originally produced by me for employ in Dangerous Waters but by having the native ".max" and ".3ds" files I can convert them into whatever else format (once established the one used in "Cold Waters").
Possibly many other "polygonal charge" previously limited by inherent limitations of the DW's 3D-Engine can be used to furtherly improve the accuracy of these models).

Julhelm
08-07-17, 03:22 AM
Do you have some screenshots of them? The CW subs are built in quite specific way because of how I go about mapping and texturing them.

The Bandit
08-07-17, 08:08 PM
For those who could be interested to I have quite the whole list of Cold War Era US Submarines accurately reproduced from blueprints:

Ethan Allen class SSBN
Lafayette class SSBN
Benjamin Franklin class SSBN
James Madison class SSBN
Ohio class SSBN

Barbel class SS

Permit class SSN;
Permit Improved SSN;
Jack SSN-605 (original with contra-rotating propellers and longer tail);
Sturgeon Improved SSN;
Narwhal SSN-671 (Sturgeon-like one-of-a-kind unit with larger diameter hull and intakes in the stern horizontal planes' roots);
Parche SSN-683 (with modified hull for X-OPS and fwd turtleback);
Glenard P. Lipscomb SSN-685 (Sturgeon with longer hull);
Los Angeles "688" class SSN (SSNs 688-718);
Los Angeles VLS class SSN (SSNs 719-725+750, complete with bow VLS tubes and hatches);
Los Angeles Improved SSN (SSNs 751-773, diving planes moved from sail to bow and reshaped, aft "wings" with pods, bow VLS tubes and hatched);


Another "eye candy" I modeled is the "Tapping Pod" used in "Ivy Bell" operations to eavesdrop comms on submarine cables...


Of course I also produced all the weaponry available in US Navy's inventory at the time:

Mk-44
Mk-46
Mk-45 ASTOR;
Mk-48 Mod. 3/4/5 ADCAP;


UUM-44 ASCROC;
UUM-125 A/B Sea Lance;

UGM-84 Harpoon
UGM-109A TLAM-N (nuclear tipped Tomahawk);
UGM-109B TASM (antiship Tomahawk);
UGM-109C TLAM (HE conventional WH Tomahawk);
UGM-109D TLAM (BLU-97 bomblet armed cluster Tomahawk).


All that stuff was originally produced by me for employ in Dangerous Waters but by having the native ".max" and ".3ds" files I can convert them into whatever else format (once established the one used in "Cold Waters").
Possibly many other "polygonal charge" previously limited by inherent limitations of the DW's 3D-Engine can be used to furtherly improve the accuracy of these models).

Hey, if we can ever figure out a way to do that I'd love to feature any of the assets you've made however I think you're on the right track talking to Julhelm. As far as I'm concerned, the more of my mod that KFG makes obsolete, the better:up:

EnjoyableSTIG
08-08-17, 02:25 AM
@Julhelm

Can you give a brief explanation of what you mean by the "specific way" in which you create your in game models? I'm not sure I would understand as a no-game-development-experience cretin but perhaps others may find it more interesting.

Aktungbby
08-08-17, 12:34 PM
EnjoyableSTIG!:Kaleun_Salute:

Julhelm
08-08-17, 02:21 PM
All of the submarines and ships use a standardized texture layout, and rely heavily on standardized 'modular' parts. This significantly decreases the time required to build a unit and get it ingame.

The Bandit
08-08-17, 06:13 PM
All of the submarines and ships use a standardized texture layout, and rely heavily on standardized 'modular' parts. This significantly decreases the time required to build a unit and get it ingame.

This is also what makes it possible for some of the great work done by PRS creating subs like the Papa and Virginia class by "grafting on" parts from other models and positioning them appropriately.

EnjoyableSTIG
08-08-17, 09:30 PM
@Aktungbby - thanks!


Could you make modular submarine hulls? That would be interesting. This game could turn into Kerbal Space Program - Submarine edition...:haha:

The Bandit
08-26-17, 05:35 PM
mod updated

-MK 37 torpedo overhaul, lowered noise levels to prevent subs from hearing torpedoes in their baffles. Throughout testing they still hear them from other angles though so all seems good.
-Overhauled and added a few sensors (like BQR-15)
-Added many improved models made by Leopard Driver using available CW assets (Tang, Darter, Greyback, Halibut, Skate, Sailfish, Tullibee, Barbel, Glenard P. Lipscomb, all included SSBNs)
-new hypothetical "Permit-class SSGN"
-new Tunny SSG
-Regulus I and II cruise missiles.

beanermarine
08-27-17, 08:56 PM
ok, I'm just gonna to be blunt. its been a long time since I modded any games and I've forgotten how to. So will you tell me how to install your mod onto my cw game. thanks

The Bandit
08-31-17, 11:03 AM
ok, I'm just gonna to be blunt. its been a long time since I modded any games and I've forgotten how to. So will you tell me how to install your mod onto my cw game. thanks

http://www.subsim.com/radioroom/down...o=file&id=5260

Follow the installation instructions in the first part of the description and you should do fine. Let me know if you have any difficulties.

The Bandit
09-25-17, 04:21 PM
Due to the recent updates, changes made to some of the assets have caused some of the 3d work which was done for OAS to become misaligned. Work is being done to rectify this but for the time being I've decided to hold off on a newer version until we can rectify everything.

In other news, I've completed a conversion of the Echo II class SSGN which will function as a more credible stand-in for the Triton class SSN/SSRN. As well as a few new hypothetical classes (some from the mind of Leopard Driver). Stay tuned for updates as we get things into shape for re-release.

jack33
10-03-17, 09:08 AM
Nautilus please:wah::wah::wah::wah::wah:

The Bandit
10-03-17, 02:24 PM
Nautilus please:wah::wah::wah::wah::wah:

Nautilus has been in for quite some time. Was the first boat that Leopard Driver sent me. Right now I'm working on adjusting and re-positioning the aft planes and rudders on many of the "square boats" (thing Tang, Skate and so on) as well as coming up for some type of substitution for the 5-blade Skipjack prop (probably going to use the Victor model for now).

Also if I could I'd like to but an inquiry out for anybody willing to try their hand at making appropriate textures for some of these american boats, especially the GUPPYs (like to try to minimize the soviet origin of their Foxtrot-based model as much as possible).

DarkShark22
10-07-17, 06:52 AM
Hi there!
I've been having a lot of fun with the PRS mod but I feel the need to have more subs in my arsenal! Is it possible to use multiple mods at the same time? I really want to download this mod but I want to be sure that it doesn't break my game if I do.

(sorry for my bad English)

The Bandit
10-07-17, 10:41 PM
Hi there!
I've been having a lot of fun with the PRS mod but I feel the need to have more subs in my arsenal! Is it possible to use multiple mods at the same time? I really want to download this mod but I want to be sure that it doesn't break my game if I do.

(sorry for my bad English)

While it technically is possible to run multiple mods, many things have to be in consensus for it to work properly (weapons.txt and sensors.txt files have to be synchronized and the new subs have to be added to the main vessel-list and respective campaign summaries and single missions).

For now this mod is out of date and I'm working on the next update. In the future, I would suggest playing one mod at a time, either using JSGME or by simply renaming your "override" folder to something different and running one mod at a time.

In the future I'd like to be able to do something to make this mod fully capable of running with PRS however its going to be daunting / impossible to keep up with their update schedule / frequency and this would probably cause more problems than it would solve.

The Bandit
10-19-17, 02:09 AM
Mod updated

jack33
10-19-17, 05:20 AM
Very very thank´s:Kaleun_Applaud:

The Bandit
01-03-18, 04:20 PM
I'm working on updating the mod and should have it done soon (TM)

The Bandit
05-21-18, 10:40 PM
So my apologies to all who have been using my mod, I'm still working on a few things here and there that I'm not happy with but there is an end in sight. As well as a few new 2000 era platforms (upgraded 688 Flight 1 and Sturgeon mainly weapons and sonar upgrades) I've re-done most of the SSBNs to be based on the Chinese Xia.

I'm also going to try my hand at customizing the campaign a bit to put you up against rare foes in 68 and 84.