Sakura551
12-29-07, 06:03 AM
Oil Rig Missile Fix mod v1.01 compatible with LWAMI v3.08
*LITE version does not include the sfx.agg sound file. Instead, it includes the custom oil rig sound file for you to insert into whatever modded sound file you have using the SC Sound Edit utility.*
*credit goes to LuftWolf and Amizaur for original LWAMI v3.08 files*
This mod makes the oil rig platforms in Dangerous Waters targetable and destructible by ASCM/SSM missiles. Even AI units will now attack them with the appropriate missile. This was done by changing the model to a floating ship instead of static. They float like a ship but do not appear to drift. There is some type of bug in the original the static model that prevents missiles from targeting or hitting static oil platforms. And in real life, many oil rig platforms actually do float and are anchored to the sea floor with thick cables. In the game, once the oil rig is destroyed, it will sink. Hopefully this realistically models a semi-submersible floating oil rig platform. When identifying oil rigs on the game map, you must classify them as surface contacts (ships) to be able to target them with missiles. Your auto-crew will also eventually classify them as surface contacts on the map. But remember that their speed will be zero and they will give off a unique sound. Please note that wake-homing torpedoes will not strike oil rigs. AI units may launch wake-homing torpedoes against oil rigs because they are now classified as ships, but they will just circle the rig without hitting it because the rigs are stationary.
When placing oil rigs in custom scenarios, be sure to surround them with a wind and water region with knot speeds set to zero so they won't drift due to currents or wind.
This mod increases Special Ops inflatable raft speed from 10 knots to 20 knots.
Special Ops forces in inflatable boats WILL now attack oil rigs and large ships if they are placed separately in a mission by the designer. They still WON'T attack oil rigs and large ships properly if they are released directly from the player sub. They will crash into the oil rig or large ship and die. This seems to be some type of hard coded bug. To simulate releasing Special Ops attacking an oil rig in a mission, make a trigger at a certain point on the map. When the player sub reaches the trigger area, the Special Ops team can be created, simulating them leaving the player sub. They can be given waypoint instructions to attack the oil rig, and they will attack it. Another trigger can be made to kick in after the oil rig explodes, creating the returning Special Ops team to be picked up. I have tried all this building a custom mission and it does work well.
This mod also adds a custom sound file and sound profile to oil rigs so they can be detected underwater at long distances. Max detectable distance of oil rigs underwater is now about 20 miles for a 688I. I suppose in real life they make a hell of a lot of underwater noise. This has been modeled. I have included a sound sample to help identify the sound they make underwater.
The hit points for oil rigs have also greatly been increased. To sink an oil rig platform, it will now take at least 2 torpedoes or at least 1-4 SSM/ASM missiles (depending on missile type).
LAM missiles still will not target oil rigs in this mod.
I have also included a single player mission modeling a Cuban-purchased Chinese Kilo sub that must sink several American oil rig platforms in the Gulf of Mexico. I suppose it's a fairly hard mission. I have included lots of random starting boxes and random inclusion chances for units to add to replayability. It's my fist time building a mission for DW. Please don't expect too much. :)
Also included is a sound mod that I designed which makes downed pilots give off an SoS distress signal at a max range of about 45,000 yards. The distress signal is detectable by ESM intercept equipment.
Mod created by Sakura551
Download both 1.01 versions here:
http://savefile.com/projects/808585583
Semi-submersible floating oil rig platform info:
http://en.wikipedia.org/wiki/Semi-submersible_Platform
*LITE version does not include the sfx.agg sound file. Instead, it includes the custom oil rig sound file for you to insert into whatever modded sound file you have using the SC Sound Edit utility.*
*credit goes to LuftWolf and Amizaur for original LWAMI v3.08 files*
This mod makes the oil rig platforms in Dangerous Waters targetable and destructible by ASCM/SSM missiles. Even AI units will now attack them with the appropriate missile. This was done by changing the model to a floating ship instead of static. They float like a ship but do not appear to drift. There is some type of bug in the original the static model that prevents missiles from targeting or hitting static oil platforms. And in real life, many oil rig platforms actually do float and are anchored to the sea floor with thick cables. In the game, once the oil rig is destroyed, it will sink. Hopefully this realistically models a semi-submersible floating oil rig platform. When identifying oil rigs on the game map, you must classify them as surface contacts (ships) to be able to target them with missiles. Your auto-crew will also eventually classify them as surface contacts on the map. But remember that their speed will be zero and they will give off a unique sound. Please note that wake-homing torpedoes will not strike oil rigs. AI units may launch wake-homing torpedoes against oil rigs because they are now classified as ships, but they will just circle the rig without hitting it because the rigs are stationary.
When placing oil rigs in custom scenarios, be sure to surround them with a wind and water region with knot speeds set to zero so they won't drift due to currents or wind.
This mod increases Special Ops inflatable raft speed from 10 knots to 20 knots.
Special Ops forces in inflatable boats WILL now attack oil rigs and large ships if they are placed separately in a mission by the designer. They still WON'T attack oil rigs and large ships properly if they are released directly from the player sub. They will crash into the oil rig or large ship and die. This seems to be some type of hard coded bug. To simulate releasing Special Ops attacking an oil rig in a mission, make a trigger at a certain point on the map. When the player sub reaches the trigger area, the Special Ops team can be created, simulating them leaving the player sub. They can be given waypoint instructions to attack the oil rig, and they will attack it. Another trigger can be made to kick in after the oil rig explodes, creating the returning Special Ops team to be picked up. I have tried all this building a custom mission and it does work well.
This mod also adds a custom sound file and sound profile to oil rigs so they can be detected underwater at long distances. Max detectable distance of oil rigs underwater is now about 20 miles for a 688I. I suppose in real life they make a hell of a lot of underwater noise. This has been modeled. I have included a sound sample to help identify the sound they make underwater.
The hit points for oil rigs have also greatly been increased. To sink an oil rig platform, it will now take at least 2 torpedoes or at least 1-4 SSM/ASM missiles (depending on missile type).
LAM missiles still will not target oil rigs in this mod.
I have also included a single player mission modeling a Cuban-purchased Chinese Kilo sub that must sink several American oil rig platforms in the Gulf of Mexico. I suppose it's a fairly hard mission. I have included lots of random starting boxes and random inclusion chances for units to add to replayability. It's my fist time building a mission for DW. Please don't expect too much. :)
Also included is a sound mod that I designed which makes downed pilots give off an SoS distress signal at a max range of about 45,000 yards. The distress signal is detectable by ESM intercept equipment.
Mod created by Sakura551
Download both 1.01 versions here:
http://savefile.com/projects/808585583
Semi-submersible floating oil rig platform info:
http://en.wikipedia.org/wiki/Semi-submersible_Platform