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Old 05-26-2007, 03:51 PM   #16
Greentimbers
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Great Fun

Just the thing for those times when you just want to blow up everything in sight.
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Old 05-26-2007, 04:36 PM   #17
GakunGak
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Quote:
Originally Posted by CaptainHaplo
Max - FYI you can make the sub nearly unsinkable by modding the HP of the boat. In addition - you can mod up the speed to somewhere around 40-43 knots. Thats the fastest I have been able to make my Tambor class go. Basically turn it into a high speed Fast Attack Ship - or the WW2 equal - the PT boat. That may be what they are asking for.

I am considering a mod that would make the deck gun of a sub have the same power as a single main gun on a Missouri class. Give it the same speed and armor as the Missouri - and see how it fairs against the Japanese BB's of the time. I personally wouldnt try against the Yamato - as that particular ship cant seem to fire!!!!!
PM when you have moded HP for the boat, will ya? Please?
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Old 05-26-2007, 04:43 PM   #18
ReallyDedPoet
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Welcome Panaka

RDP
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Old 05-26-2007, 06:23 PM   #19
Panaka
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Thanks

What I'm looking for is a mod that simulates a SSN with deck gun (even if it still looks like a Gato). Maybe not the rail gun bid, although I wouldn't mind a rapid fire weapon.

Just so i can go to town in a super sub every once in a while before returning to the realistic career.

The second part of the wish list is an effective, 46kn or faster, homing torpedo with a mk-48 ADCAP like warhead. I personally never use the mk-10 so I wouldn't mind if somebody tweaked it's warhead, range, speed and guidance.
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Old 05-26-2007, 10:01 PM   #20
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Panaka - Welcome

What boat do you want to turn into a nuc? Any of them can have that done. I can mod the files to create the top end you would find on an Alpha class (roughly 43 knots) but to turn it into a true Nuke boat you would have to be willing to turn off limited batteries and oxygen. A 688I supposedly tops out at 36 knots. Just give me the specs as far as speed and depth and I will see what I can do.

As for a Adcap - to use something like that you would need to have sensors that reach far beyond the current visual range of SH4. There are 2 other reasons an Adcap wont happen - one there is no way to make it guidable as it is in RL (via wire) - and the engine for acoustics isnt hefty enough for us to tweak it so that you could hit what your aiming at. If you fired a salvo - they would likely all home in on the same target - and that would be whichever one was closest.

To Gakun - I have a test Tambor that has 6000 hp - stock is less than 600. In addition - its armor level is set to -1, which to my understanding is a true "armor" state - basically maxed out. However, the key is that this ONLY mod's hull strength - not the internals - so you could easily end up with a hull in decent shape but a sub full of scrap metal. However it does make things alot more fun. Let me know what class you want modded and what factor you want to increase the HP by.

Unfortunately - i do not know how to make files available to the community. If someone wants to enlighten me - I will do what I can. Otherwise - I can post the instructions and numbers I have used so that others can duplicate it. Let me know.
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Old 05-27-2007, 02:06 AM   #21
GakunGak
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Now let's see:
For start let it be BALAO and GATO, and you make the specs by your recommendation....
As for the upload, go to rapidshare.com and upload there...
After you are done, post the linnk here...
As for this killer mod, it rocks....
I took out the whole convoy including escorts in less than 1 minute in custom mission.... But when I started engaging aircrafts, they all crash on me...
Any workaround for these kamikaze pilots?
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Old 05-27-2007, 08:01 AM   #22
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Quote:
Originally Posted by CaptainHaplo
Max - FYI you can make the sub nearly unsinkable by modding the HP of the boat.
Agreed on that. At the same time, there wont be any fun at all :p As of now, no plane can cross over my Sub just once (max twice) without being shredded into small pieces. 2nd, no ship can survive my attack. 3rd, I've had a patrol where I took over 920000 tons ships down to the bottom of the sea. The game becomes slow and if you do not finish your patrol, you can end up with a savegame that can't load... So there should be a reason for you to come home to the port



Quote:
Originally Posted by CaptainHaplo
In addition - you can mod up the speed to somewhere around 40-43 knots. Thats the fastest I have been able to make my Tambor class go
Been there, tried that But have you tried to dive? Have you tried to take time on how much time it took? If you forgot to man the AA gun, you'll be in a big trouble That's why I've set it to max 25 knot



Quote:
Originally Posted by CaptainHaplo
I am considering a mod that would make the deck gun of a sub have the same power as a single main gun on a Missouri class. Give it the same speed and armor as the Missouri - and see how it fairs against the Japanese BB's of the time. I personally wouldnt try against the Yamato - as that particular ship cant seem to fire!!!!!
KillerSub usually kills any ship with 1 hit by the Deck Gun. Some of the biggest ships require 2 shots (I like that it's not 1 shot all the time, but a bit random). I think that's more then enough



Quote:
Originally Posted by GakunGak
I took out the whole convoy including escorts in less than 1 minute in custom mission.... But when I started engaging aircrafts, they all crash on me...
Any workaround for these kamikaze pilots?
Make sure your crew consist of high level seamen. And set the sub at the high alert when you want to play with aircraft. Also having double AA gun helps too
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Old 05-27-2007, 08:26 AM   #23
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I have gunners and battlestations and I shred them out of the sky, but in their last moments, they want revenge..... And I have twin railgun...
Real cool, man!
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Old 05-27-2007, 10:00 AM   #24
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Make a lite version of this then if I want to play this mod.
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Old 05-27-2007, 10:10 AM   #25
MaxT.dk
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Quote:
Originally Posted by Lagger123987
Make a lite version of this then if I want to play this mod.
After this one

Quote:
Originally Posted by Lagger123987
This is an ANTI-REALSIM mod! Don't download it!
I'm not really in the mood to fine tune it after your likeness... Also there's a magic word "Please"... I don't owe you anything... Plus I doubt you'll use it anyway, oh great 100% pure realism dude...
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Old 05-27-2007, 10:19 AM   #26
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Gakun - I will work on that and should have something up by the end of the day. Will release it as the "Titanium Boat Mod" - I should be able to release another one using the same stats and tweaking speed for a "Nuke Boat Mod" as well.

Max - yes I agree with high speed diving is difficult - I got around that by increasing the flooding speed. The only thing I havent been able to compensate for is if you set your last nav point close to land and you hit the point headed toward shore you often will beach yourself due to coasting. Easiest way to avoid that is pay attention and use the rudder to scrub off speed.

As for killersub - its good. What I meant regarding the "BB sub" mod is that its intent is to turn your sub into a vessel with Missouri attributes - just so those who always argued over what BB was best could play with it. Different purpose - and its not real high on my priority list.
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Old 05-27-2007, 10:30 AM   #27
MaxT.dk
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Quote:
Originally Posted by CaptainHaplo
Gakun - I will work on that and should have something up by the end of the day. Will release it as the "Titanium Boat Mod" - I should be able to release another one using the same stats and tweaking speed for a "Nuke Boat Mod" as well.

Max - yes I agree with high speed diving is difficult - I got around that by increasing the flooding speed. The only thing I havent been able to compensate for is if you set your last nav point close to land and you hit the point headed toward shore you often will beach yourself due to coasting. Easiest way to avoid that is pay attention and use the rudder to scrub off speed.

As for killersub - its good. What I meant regarding the "BB sub" mod is that its intent is to turn your sub into a vessel with Missouri attributes - just so those who always argued over what BB was best could play with it. Different purpose - and its not real high on my priority list.
1) That "Titanium Boat Mod" will interfer with KillerSub (same files changed etc)... I guess some people would have hard time choosing what they want... Oh well...

2) The flooding speed in KillerSub is already increased by x5 and it takes about 30 secs to dive from the surface to 45m depth.

3) I've chosen 25knot as max speed for all the subs because the knot meter does not go over 25 knots... I'll guess you'll be also releasing a new knot meter (graphical material)?

4) Good luck with the BB Mod
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Old 05-27-2007, 12:00 PM   #28
Lagger123987
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Quote:
Originally Posted by MaxT.dk
Quote:
Originally Posted by Lagger123987
Make a lite version of this then if I want to play this mod.
After this one

Quote:
Originally Posted by Lagger123987
This is an ANTI-REALSIM mod! Don't download it!
I'm not really in the mood to fine tune it after your likeness... Also there's a magic word "Please"... I don't owe you anything... Plus I doubt you'll use it anyway, oh great 100% pure realism dude...
YES, I WILL USE IT! PLEASE MAKE THE LITE VERSION AT LEAST!
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Old 05-27-2007, 12:08 PM   #29
GakunGak
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Quote:
Originally Posted by CaptainHaplo
Gakun - I will work on that and should have something up by the end of the day. Will release it as the "Titanium Boat Mod" - I should be able to release another one using the same stats and tweaking speed for a "Nuke Boat Mod" as well.

Max - yes I agree with high speed diving is difficult - I got around that by increasing the flooding speed. The only thing I havent been able to compensate for is if you set your last nav point close to land and you hit the point headed toward shore you often will beach yourself due to coasting. Easiest way to avoid that is pay attention and use the rudder to scrub off speed.

As for killersub - its good. What I meant regarding the "BB sub" mod is that its intent is to turn your sub into a vessel with Missouri attributes - just so those who always argued over what BB was best could play with it. Different purpose - and its not real high on my priority list.
Oh, man, a big THANK YOU FOR THIS!!! We need fun mods from time to time...
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Old 05-27-2007, 01:56 PM   #30
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Quote:
Originally Posted by Lagger123987
This is an ANTI-REALSIM mod! Don't download it!
There's nothing wrong with anti-realism just as there's nothing wrong with realism. There's room for all kinds of mods.

Personally I'd like to see a mod that gives players a sub that can fly.
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