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Old 12-29-10, 10:09 PM   #1
jhapprich
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Default Projekt 670 SKAT/ Charlie I SSGN

First shots of the Charlie I after texturing.This will be both a standalone Mod for SHIV / German campaign and part of the CWSS Mod.A download will soon be available.
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Old 12-30-10, 05:40 AM   #2
keltos01
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first rate job !

there is something floating above the stern of the ship in all pictures : on fourth of the boat from the stern two heights of sail up : maybe some object from either the .dat or the model works ?


too bad with such quality ships that we can't have more modern equipments... I know there is a thing somewhere saying "type201=missile submarine" so they must've thought of going on to the cold war from sh4 at some point

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Old 12-30-10, 07:28 AM   #3
Hotmanandre
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Quote:
Originally Posted by jhapprich View Post
First shots of the Charlie I after texturing.This will be both a standalone Mod for SHIV / German campaign and part of the CWSS Mod.A download will soon be available.
The friend! Excellent work! There are same drawings, as on this project.
Project-665 Whiskey Long Bin
Project-1650 Lada (New Submarine of Russia)
Project-885 Graney
Project-955 Borei
Project-941 Typhoon
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Old 12-30-10, 09:55 AM   #4
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Yap, the floating objects are the Conning bridge instruments. havent placed them yet, just as the sounds, splash etc. youre right, there even is a weapontype "missile" within the menu.txt.nice joke! honestly, writing in here about my personal opinion of UBI would kick me out of the forum at WARP 9, so i better stay polite. But my guess is, they had better made a modern sub sim instead of Silent-doesntworkproperlyisboringandwealreadyhaditsay500t imesbeforeandbetter-Hunter V.reading the german forums, when people speculated about the fifth part of the series, all thought ,it was finally Cold War and not another US/German-WWII epic.for what its worth, at least there is some freespace for modding the game comparably simply.
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Old 12-30-10, 10:00 AM   #5
jhapprich
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well then Hotmanandre, you know my email-address!
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Old 01-06-11, 07:56 PM   #6
jhapprich
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Download v1.0

This is the first release of the Charlie I/ II MOD for SHIV 1.5.




link: http://www.filefront.com/17759651/Charlie_I_II.rar
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Old 01-07-11, 04:04 PM   #7
Yamato_NF
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nice mod jhapprich
one question: i feel bugged by the lack of reserves in the Vertical launchers, how can i mod it to have reserves?
(PS: id like to use Silent 3ditor)

other than that, awsome mod!
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Old 01-07-11, 04:43 PM   #8
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What are the nail-like things in tubes 3 and 4 and the odd missile-looking things in tubes 5 and 6?
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Old 01-08-11, 03:26 AM   #9
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I'll give her a spin !

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Old 01-08-11, 04:25 AM   #10
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to yamato: open the nss670/nss670m.sim and go to submarine_torpedosubsystem->rooms->storage->aft and add the desired ammount of stored weapons.the type shown in s3d is unimportant.then open the NSS670/NSS670m.upc and go to compartment 4 "missile control room".there, add the ammount of missiles in section "bunker 1" e.g capacity=12
userplayerunitintervaloption= NULL, NULL, T7Torpedo, 12

The nail-like things are Shkval rocket torpedos, the missile loking things are SSN-15, the counterpart to the American SUBROC.ps the Shkval will be replaced by anti-ship nuclear torpedos as soon as i found out about the correct type and designation deployed on the Charlie-class.

Hey keltos, got a problem with this: in campaign mode, only two of three available missile types show up in the depot`s list, and there arent any torpedos i can choose from too. the subs use the following new tubes and torpedos in the german upc files(weapons/euip/amun): 1. cruise missile launcher, wptorpedotube, weapons: T4torpedo, T7Torpedo, Mk27Torpedo

2.Standard soviet 533mm torpedotube, wptorpedotube, weapons: all german torps and the Mk16US/Mk23US. i edited name, info, notes and the dats, zones, and sims of the german torpedo files( /Library/ ) but left the original id`s and designations e.d Shkval is still ID=Mk23Torpedo both in the amun.upcge and the dat/sim. any idea? maybe becaus e i use a mix of us and german torps ( although they are enlisted correctly)?
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Old 01-08-11, 05:34 AM   #11
keltos01
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Quote:
Originally Posted by jhapprich View Post
to yamato: open the nss670/nss670m.sim and go to submarine_torpedosubsystem->rooms->storage->aft and add the desired ammount of stored weapons.the type shown in s3d is unimportant.then open the NSS670/NSS670m.upc and go to compartment 4 "missile control room".there, add the ammount of missiles in section "bunker 1" e.g capacity=12
userplayerunitintervaloption= NULL, NULL, T7Torpedo, 12

The nail-like things are Shkval rocket torpedos, the missile loking things are SSN-15, the counterpart to the American SUBROC.ps the Shkval will be replaced by anti-ship nuclear torpedos as soon as i found out about the correct type and designation deployed on the Charlie-class.

Hey keltos, got a problem with this: in campaign mode, only two of three available missile types show up in the depot`s list, and there arent any torpedos i can choose from too. the subs use the following new tubes and torpedos in the german upc files(weapons/euip/amun): 1. cruise missile launcher, wptorpedotube, weapons: T4torpedo, T7Torpedo, Mk27Torpedo

2.Standard soviet 533mm torpedotube, wptorpedotube, weapons: all german torps and the Mk16US/Mk23US. i edited name, info, notes and the dats, zones, and sims of the german torpedo files( /Library/ ) but left the original id`s and designations e.d Shkval is still ID=Mk23Torpedo both in the amun.upcge and the dat/sim. any idea? maybe becaus e i use a mix of us and german torps ( although they are enlisted correctly)?
I'll give it a look but Peabody's the go to guy for those upc files

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Old 01-08-11, 06:54 AM   #12
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the problem only occurs with the standalone mod, but not with cwss.i`ll take a closer look at that files.the solution must be in there.
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Old 01-08-11, 08:13 AM   #13
keltos01
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periscope view of my missiles




Uploaded with ImageShack.us


I fired the missile, the one in the stern tubes, at a merchant : torpedo impact near the bow when the missile crossed the stern...


the missile fire animation is waaaaay tooo fast :
it should comeout slow slow out of the tube then the water, then accelerate and go fast imho

also :

second attack on small merchant, I fired an ? asroc torp, then immediately after (I was surfaced) I got hit hard by something...

I eventually sank
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Old 01-08-11, 08:16 AM   #14
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Quote:
Originally Posted by keltos01 View Post

also :

second attack on small merchant, I fired an ? asroc torp, then immediately after (I was surfaced) I got hit hard by something...

I eventually sank
Maybe the blast radius, was the merchant close by?
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Old 01-08-11, 08:39 AM   #15
keltos01
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test 2





I think it was a circle runner missile that hit me...




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not too smart surfacing on my part this time ....

no damage shows on the damage screen though my fore tubes are so damaged I can't fire anymore ???


ctd on exit...

but a nice mod ! love the sub model

they didn't have sea to air missiles by any chance ? to swat those annoying mosquitoes !
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