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Old 07-04-17, 09:24 AM   #31
denis_469
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Originally Posted by Doctor Haider View Post
Hmmm. Let's take a look to the well known picture from Polmar.
According to it Alfa should be roughly equvalent to Permit class in basic noise level (but Alfa is still more noisy when running at 40 knots of course). Also even early Akula is slightly less noisy than the Sturgeon class, which is still in service in 1984. The Charlie class is not on the scheme but it should be somewhat less noisy than Victor I.

It is western point of view. Not need think, that it is really proprotion. So it is data most secret now.
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Old 07-04-17, 09:39 AM   #32
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Originally Posted by denis_469 View Post
It is western point of view. Not need think, that it is really proprotion. So it is data most secret now.
Yes, but it's better than nothing.
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Old 07-09-17, 11:48 AM   #33
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Shouldn't the Charlie classes have anti-ship missiles and a VLS? I'm not seeing missiles for them when loading them out.
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Old 07-09-17, 02:28 PM   #34
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I am finishing the 1968 campaign. Fixed a few issues, including the Charlie vls. Reworked sound levels for all units. I think I should be ready to release this week

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Old 07-09-17, 03:54 PM   #35
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Originally Posted by aaken View Post
I am finishing the 1968 campaign. Fixed a few issues, including the Charlie vls. Reworked sound levels for all units. I think I should be ready to release this week

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Awesome.
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Old 07-10-17, 09:54 PM   #36
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Mod updated, link at first page
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Old 07-11-17, 03:01 AM   #37
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I would added some new types of missions such as:

Hunt for the US carrier strike group (when it's all too bad and NATO attempts to take control of Greenland - Barentz seas).
SSBN bastion defence.
Spetznaz group insertion.
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Old 07-11-17, 03:17 AM   #38
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The carrier battle group hunt is on my list of things to do. Ssbn bastion defence could be problematic since so far i don't know how to add friendly units in a mission (don't know if it's possibile )

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Old 07-11-17, 04:52 AM   #39
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The carrier battle group hunt is on my list of things to do. Ssbn bastion defence could be problematic since so far i don't know how to add friendly units in a mission (don't know if it's possibile )

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Did you try some flag like NumberOfFriendlyUnits for example?
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Old 07-12-17, 11:22 AM   #40
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Originally Posted by jonass View Post
Only Russian sub that I can play with some confidence is the Sierra (noiselvl 125). The rest are a pain and are very easily detected by nmy escorts and subs.

Only way (imho) to be competetive at a reasonable lvl is to alter the "SelfNoise=" setting inte appropriate vessel .txt file in the D:\Your game installation path\MODS\ColdWatersSovietCampaignRev1.01\ColdWate rs_Data\StreamingAssets\override\vessels

For example. Victor III is at SelfNoise=137, Los Angeles is at 115 and Narwhal at 105. Huge difference.

I play the Victor III and set SelfNoise to 125 which makes it (according to my skill lvl) competetive enough. Sure, somewhat harder than a fairly modern US sub (since hydrophones etc are worse as well) but that is how I want it.

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Maybe, in the same way it's possible to play the Narwhal, we could add the lone Victor II, K-467, that was a testbed (my guess) for the later tandem screw used on the Victor IIIs?

http://imgur.com/a/t6UjU

Admittedly I'm unsure when it had it, but given that supposedly the Soviets rarely changed the screws on existing hulls it's possible it had it during 1984. If the game ever adds proper diesel-electric mechanics then we could just add the various holes in the water the Soviets made. :v Also, if or when it's possible to add 3D models, other novelties that could be added would be the Papa class (ancestor to the Alfa, and still the fastest submarine ever built) in the 1968 campaign, and the Mike class (a combat capable technology testbed; kind of a proto-Akula?) in 1984.
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Old 07-12-17, 12:24 PM   #41
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Originally Posted by ForumsTerrorist View Post
Maybe, in the same way it's possible to play the Narwhal, we could add the lone Victor II, K-467, that was a testbed (my guess) for the later tandem screw used on the Victor IIIs?

http://imgur.com/a/t6UjU

Admittedly I'm unsure when it had it, but given that supposedly the Soviets rarely changed the screws on existing hulls it's possible it had it during 1984. If the game ever adds proper diesel-electric mechanics then we could just add the various holes in the water the Soviets made. :v Also, if or when it's possible to add 3D models, other novelties that could be added would be the Papa class (ancestor to the Alfa, and still the fastest submarine ever built) in the 1968 campaign, and the Mike class (a combat capable technology testbed; kind of a proto-Akula?) in 1984.
great link, had an interesting time reading it and I didn't know that the tandem screws weren't contra-rotating.

I agree with you that Victor II is probably the Soviet equivalent to the USS Jack, which trialed contra-roatating screws for the USN (somewhat unsuccessfully due to the weight of her direct drive sapping most of the efficiency, but she did keep the setup for her whole service life).

Papa would have JUST been launched in December of 68 and had a hell of a test process to go through (didn't commission until December 69). The Papa and the Alfa after it were way more anti-carrier platforms than anything else but I don't think there was a torpedo in existence that could catch the Papa in that time period.

Mike, being titanium is sort of a different ball of wax than the Akula and sort of like an Alfa successor in terms of automation and design concepts. Out of all the titanium boats the Mike was the first one that was really stressed for deep diving, and while I don't think she had any problems there, its my understanding the conclusion that was reached was that there wasn't as much value as you would think to diving that deep. I mean it likely could escape some / most / all-non nuclear weapons of the day but it wasn't any more stealthy (hit 3000ft. and then disappear) so basically not worth the trouble vs. how hard it was to construct a boat that could dive that deep.
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Old 07-12-17, 01:29 PM   #42
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Originally Posted by Doctor Haider View Post
Let's take a look to the well known picture from Polmar.
it's propaganda.

671rtm MUCH less noisy, a little more than 688.

971 Akula was less noisy then 688 Fl.0

And Skipjack noiselevel was about 150dB
according to Tom Stefanick data 1987

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Consider that Americans tend to overstate the secret characteristics and the Russians on the contrary are understated.
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Old 07-12-17, 02:12 PM   #43
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Ships don't emit constant levels of sound across their speeds, though, so what does "a Skipjack makes 150 dB of noise" really mean? It's a very simplified graphic, and as the axes don't have units, should be interpreted as such. A graphic like this can't show that diesels are quieter at low speeds but louder at high speeds than a nuke boat.
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Old 07-12-17, 02:23 PM   #44
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Originally Posted by The Bandit View Post
great link, had an interesting time reading it and I didn't know that the tandem screws weren't contra-rotating.

I agree with you that Victor II is probably the Soviet equivalent to the USS Jack, which trialed contra-roatating screws for the USN (somewhat unsuccessfully due to the weight of her direct drive sapping most of the efficiency, but she did keep the setup for her whole service life).

Papa would have JUST been launched in December of 68 and had a hell of a test process to go through (didn't commission until December 69). The Papa and the Alfa after it were way more anti-carrier platforms than anything else but I don't think there was a torpedo in existence that could catch the Papa in that time period.

Mike, being titanium is sort of a different ball of wax than the Akula and sort of like an Alfa successor in terms of automation and design concepts. Out of all the titanium boats the Mike was the first one that was really stressed for deep diving, and while I don't think she had any problems there, its my understanding the conclusion that was reached was that there wasn't as much value as you would think to diving that deep. I mean it likely could escape some / most / all-non nuclear weapons of the day but it wasn't any more stealthy (hit 3000ft. and then disappear) so basically not worth the trouble vs. how hard it was to construct a boat that could dive that deep.
The Mike's basically where you see the transition between the Sierra and the Akula, it's worth including for the novelty alone I think. Fair point on the Papa though, I didn't catch that it just misses the bus on 1968. Maybe 1984, a la RSR? :v

Somewhat related: while looking for what sonar the Mike had (Shark Gill, same as the other attack boats of that era), I found this: https://translate.google.com/transla...oruzhenie.html Supposedly, it's the Russian perspective on the effectiveness of their sonars and the acoustic performance of American submarines. Given the Russian interest in selling submarines, take it with a grain of salt, but still interesting.
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Old 07-12-17, 02:25 PM   #45
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In version 1.02 of the mod I have adjusted the noise levels of all units (subs and surface units) based on the noise level settings used in Dangerous Waters Lwami mod.

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