SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   COLD WATERS (https://www.subsim.com/radioroom/forumdisplay.php?f=268)
-   -   Shkval torpedo (https://www.subsim.com/radioroom/showthread.php?t=238484)

Sigfan86 08-30-18 09:42 AM

Shkval torpedo
 
The Va-111 shkval torpedo
Any hope of this scary little bugger making it into the game?

Loved using this in sub command many years ago and just started getting back into sub games.

Aktungbby 08-30-18 10:49 AM

welcome aboard!
 
Sigfan86!:Kaleun_Salute:

Sigfan86 08-30-18 01:34 PM

Quote:

Originally Posted by Aktungbby (Post 2567009)
Sigfan86!:Kaleun_Salute:

Pleasure to be aboard

Travis Reed 09-26-18 03:19 AM

In theory one could create a torpedo with similar characteristics. However, I'm not certain how easily new models could be added.


Probably wouldn't be too hard to take an existing Russian torp, copy it, and modify the copy to give it similar parameters, give it audio similar to other rockets, etc. IIRC the rocket torp has a different kind of fuse to other torps and it's unlikely that could be modeled via modding.

shipkiller1 10-04-18 08:21 PM

With all the talk about the Shkval, you have to stop the scare mongering and do a little critical thinking...


It is NOT an ASW weapon.

Fine, you have a 300kt super-cavitating weapon. Good for straight shots only.



Since it is super-cavitating, it creates so much self noise that any acoustic package you place in it would be USELESS. Hence not for ASW work.



You would have to have a Very, Very precise target solution to use it in an ASW environment. And that solution is only in the X/Y geometry, not in Depth. It is very, very, very, (can I say it again?) very hard to determine what the specific target depth is.

ScreamingElectron 11-11-18 11:34 PM

I could add it into my mod. But as said above, the depth thing is important. As I understand it, Skval is proximity fuse, so it wouldn't have to be SUPER accurate.
The only downfall right now is that unless I modify the source files, I would be unable to add a propelled proximity weapon into the game. The devs need to add more flexibility in modding.

The primary limitation is that each weapon is stored in a different database by TYPE, instead of all in one database. Ergo, when the player launches a torpedo, it searches for the weapon name in only the Torpedo database (which also carries its own specific variables).
When/if the devs make it all in a single database, it will be much easier to allow the player to launch an unguided proximity mine that travels 150mph, and have surface vessels that use rocket mortars.

Until then, Cold Waters will just be a pretty game with **** content (in my opinion), just like DCS World without a dynamic campaign.


All times are GMT -5. The time now is 11:26 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.