View Full Version : 2 Qs about human controlled Kilos (SCU)
08-17-2005, 01:52 PM
I have tried the in-game mission editor and have managed to drive a Kilo (After so many years of Aces of the Deep and SH2, one can't deny his love for diesels :roll: ) thanks to SCU, so I'm happy but would like to know:
1- Is there any need to resurface and recharge batteries? How is it done? I suppose that the game's engine limitations treat the powerplant as a nuke sub, but here's hoping for a more realistic solution :hmm:
2- Are there any campaigns done for the Kilo? I downloaded some stuff from Bill's web, but it was related to killing Kilos, not to driving them :P
PD: Yes, I know DW is out and features a TRUE Kilo, but let me see if I can have it in my SC first :P
08-17-2005, 02:41 PM
Answering each of your questions in turn, Hitman:
08-17-2005, 04:15 PM
there is an alternative buy dangerous waters from battlefront.com it fetures 2 unique playable kilos (chinease and russian both project 877 and 636)
08-18-2005, 05:40 PM
I tinkered around with a scenario awhile back, using a Canadian VIctoria class SSK, and scripted the mission so that you would periodically have to surface or "snort" to recharge your batteries.
It's all in how you script your missions. Generally, modern diesel submarines wouldn't have to re-charge very often, especially during an engagement. All I did was make it necessary to surface or reach periscope depth. To complete the goal, you had to click your "Ventilate" switch, and remain at depth for an hour or so, can't quite remember.
The idea is to make it absolutely necessary, IE your mission fails if you don't rechage in time. Unfortunately, I've never come up with a good idea on how to script a mission where your batteries run low faster if you speed up. Perhaps a little more tinkering is neccesary, but I'm sure it's possible. Bill Nichols would be the guy I'd ask first.
08-18-2005, 05:49 PM
yeah bill might have an answer but i still say buy DW
08-19-2005, 10:16 AM
Yep, it is too bad about the battery aspect.
I have often thought "battery burn rate" would accelerate in modern engagements trying to evade long running smart weapons.
In most WWII sims, evasion involves quick sprints, drifts, and slow crawls. Battery intensive, but not very sustained.
Here trying to evade smart weapons that can run for 20+ minutes and home in on a target or be aided by the launching platform, it would seem that sustained maneuvering submerged at speed is required.
But as you know SC's focus is on SSN and SSBN ... additionally most scenario lengths and the way time compression works (only 64X with no automatic reduction triggers) means that the recharge window for stealthy operations isn't too much of an issue.
I think the most refreshing thing about SC is it's emphasis on various station handling (Sonar and TMA). Most WWII subsims leave this highly abstracted and I suppose the only thing that would approach it would be doing manual TDC.
08-22-2005, 10:02 AM
Thanks for the answers :|\ yes I know DW features the Kilo and simulates it really well, and it also features the Perry, which I like much (I am a veteran Destroyer Commander skipper :P ), but I just wanted to check first if I had some stuff easily available to play with SC a bit and get really hooked until I decide to order DW
08-22-2005, 06:05 PM
Hi there Hitman. Just a quick question. Have you downloaded the Dangerous Waters demo? It has one mission where you get to try out the Kilo with working snorkel and every thing. If you have not then it's worth a try just to see what it's like. I to enjoy driving a diesel.... Follow this link for the download if you want to check it out.
If you've already tried it out, sorry for the waste of time.
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