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File Name:
NSS Interceptor Updated (90.56 MB)
Author:
Silverwolf, copperzinc/qiaoyech (Uploaded by qiaoyech)
Date Added:
08-14-16
Downloads:
1666
Grade:
A+
Description
What is this mod?
This mod adds a new playable submarine, NSS Interceptor.
Updates from this notice forward will only be applied to FoRS (Fall of the Rising Sun)
Originally, Silverwolf had published the interceptor submarine here: http://www.subsim.com/radioroom/showthread.php?t=167582
However, the development had halted for several years. I (copperzinc/qiaoyech) think this sub is so fun to play with and decided to make it compatible with the most recent RFB/TMO version, with campaign support. In addition, some changes had been made to improve the gameplay:
· Fuel: Unless you receive damage, you will never run out of full during the campaign days.
· AI: Increased AA Gun engagement range to 6000 yards.
· AA: Integrated Snarf's Phalanx Mod v1.0, and modified the engagement range. You can use this monster to make short work of aircrafts and smaller boats at close range. The campaign has this weapon mounted at aft AA slot. You should keep a smaller weapon on the deck to make sure it does not obstruct your view.
· Various improvements to the sub itself: rubber coating, improved speed, improved diving performance, increased crush depth, etc.
· Fixed some stock TMO issues such as invisible radio at UHD.
· Modified realism difficulty to set the campign’s default difficulty at recommended level.
· SH4 does not simulate modern sonar very well. The best I could do is to give you a crew that plots truth tracks at your navigation map. However, this only works if you have map contact update enabled.
· H2O2 is a noisy process. I fixed it to be much noisier than diesel. You can still use it to go at great speeds underwater, but destroyers can easily pick you up unless you engage it at really deep depths. If you want to be stealthy, use battery (which is only slightly faster than WW2 submerged speed).
· You can launch the torpedos at much greater depths. But this is useful only if you have homing torpedos. See online instructions on how to compute torpedo trajectories using sonars only. Installation Instructions: Real Fleet Boat
Install in the following order using JSGME:
· RFB 2.0. (Required)
· RFB 2.0 Patch 23 April 2010 (Required)
· Titan/Shark
· Install Interceptor_Base
· Install Interceptor_RFB Installation Instructions: TMO (Currently Recommended Branch)
Install in the following order using JSGME:
· 1_TriggerMaru_Overhaul_2-5 (Required)
· Stock Map Icons (optional)
· 1.5_Optical Targeting Correction 031312 for TMO 2.5 (Required)
· 1.5_OTC_Realistic Scopes for 16 to 9_TMO (optional)
· Install Interceptor_Base
· Install Interceptor_TMO Installation Instructions: FoRS (Beta. Use at Own Risk!)
· Install 100_FalloftheRisingSun_Ultimate_v0.56_PublicBeta_E N
· Install Interceptor_Base
· Install Interceptor_FoRS
Gameplay Notes
· By default, RFB 2.0 uses homing torpedos, while TMO 2.5 uses Mk16 torpedos. This is intentional. I found in TMO it’s realistically easier to launch attacks at periscope depths.
· The note for original mod says do not click on H2O2 unless the boat is on All Stop. This issue is fixed.
· For safe diving, I recommend lowering engine speed to 2/3 or lower. Unless it’s emergency of course!
· To go below 450ft, press “D”. Then press “A” to level off. However, you should not dive below 600ft unless you want to keep sinking. (Engine limitations) You have a 600ft depth meter in the interior.
· Deck guns are more powerful than it looks. Because it fires loads of them in parallel. You don’t see all the tracers due to game engine limitations. Same goes for the CIWS.
(About FoRS Update: since FoRS is currently under beta, this update is also a beta. It will break the midway campaign but apparantly it's setup incorrectly anyways.)
You must be registered with this forum to download files. If
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Install in the following order using JSGME:
· 1_TriggerMaru_Overhaul_2-5 (Required)
· Stock Map Icons (optional)
· 1.5_Optical Targeting Correction 031312 for TMO 2.5 (Required)
· 1.5_OTC_Realistic Scopes for 16 to 9_TMO (optional)
· Install Interceptor_Base
· Install Interceptor_[s]RFB[/s]TMO Gameplay Notes
Looks Like a great mod. I keep getting an error reading “There is no button in orders bar for the “Ability – Nuclear Tech” special ability” . Any suggestions? Thanks much – Struts sends
@Struts77.
Sounds like the order bar configuration is messed up. Find the order config from the TMO version and try copy-paste the last portion (with abilities) to RFB. Sorry about that.
Paste this to the last portion of ; Special abilities in your data\Menu\cfg\orderbar.cfg
RFB likely don't end at 22. So make sure to change 23/24 to whatever number that's next to the last one you have in RFB.
Added beta support for FoRS. Midway campaign doesn't work but everything else looks in order. From now on updates will only be done on FoRS. Sorry TMO/RFB but I really can't support 3 different mod bases.
Added beta support for FoRS. Midway campaign doesn't work but everything else looks in order. From now on updates will only be done on FoRS. Sorry TMO/RFB but I really can't support 3 different mod bases. (TMO/RFB doesn't seem to be updated at all since the last update. Sorry about RFB's missing icons but I don't have the RFB base to test with right now. I can fix it when I install RFB at some point.)
Another known issue is that you won't see special ability on the two ensigns as in TMO. I'll fix it in the next release as well.
Looking forward to trying this out! Does anyone know if there are any issues with RSRD_TMO_V502? I'm back to Silent Hunter 4 after rage quitting years ago (Ubisoft issues) but really enjoying it and wanting to sim some modern subs. Current Mod list is:
TMO-2-5
RSRD_TMO_V502
RSRD_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for TMO 2.5
1.5_OTC_Realistic Scopes for 16 to 9_TMO
I've tried the mod with TMO and now FoRS as well and the same problem keeps occurring - any advice would be awesome.
So I load up a campaign, day one (8th Dec 1941) and try to use the Interceptor sub. Start outside the harbour and the screen loads the interior of the sub as white. I then shift to external camera and the screen turns purple/pinky and semi translucent but I can't make out models etc before the game crashes.
I'm loading the game from Steam (using the u-boat missions pack add on so should be must up to date version of the game.)
Has anyone else experienced this? Any ideas what might be causing the problem?
I'm trying to get this to work with FoRS i have the right version and everything and enable exactly what I'm supposed to in JSMGE, Though everytime i try to load into the game it will either crash right before it finishes loading or it will finish loading and then crash, I've uninstalled and reinstalled multiple times. but it still crashes every time. Any possible fix to this or tips to help me? Thanks for reading -Bishie2