View Full Version : [REQ] Early Cold War Mod...
Capt Jack Harkness
01-31-08, 06:23 AM
Alright, this would be a rather epic undertaking, but who else thinks it would be cool to put together an early Cold War mod (early to mid 50's) with variants of the Guppy class boats, perhaps the Nautilus as well, and hunt sume Russian Foxtrots or vice versa? Ideally it would be the plot of SH5, but since that game is just a rumor so far...
Obviously, the Cold war has already started :)
Discussion at Sukhoi.ru http://www.sukhoi.ru/forum/showthread.php?t=50322
Screenshots:
[/URL]
http://www.sukhoi.ru/forum/attachment.php?attachmentid=80837&d=1201527074
http://www.sukhoi.ru/forum/attachment.php?attachmentid=80838&d=1201527127
http://www.sukhoi.ru/forum/attachment.php?attachmentid=81075&d=1201793094
http://www.sukhoi.ru/forum/attachment.php?attachmentid=81110&d=1201822356
[URL="http://www.sukhoi.ru/forum/attachment.php?attachmentid=80838&d=1201527127"] (http://www.sukhoi.ru/forum/attachment.php?attachmentid=80838&d=1201527127)
Test submarine 627A for d/l: http://slil.ru/25415672
AkbarGulag
02-01-08, 04:44 AM
Obviously, the Cold war has already started :)
:rotfl:
USS_Trigger
02-01-08, 08:21 AM
that download link is very slow, sofar i am 3 hours into downloading and only 13% :damn:
Galanti
02-01-08, 09:20 AM
Good lord is that a November in those screenshots?
USS_Trigger
02-01-08, 06:23 PM
i cant download it after 12 hours still stuck at 13% :o
Capt Jack Harkness
02-01-08, 06:34 PM
It is, that's incredible! I downloaded it and attempted to install it, but I can't find the damn thing in any of the start dates for career... Can anyone here read the readme?
Oh and this is now the official thread for Cold War related mods by the way...
USS_Trigger
02-01-08, 06:58 PM
well if i could download more than 13% in 12 hours i could get it to work lol
USS_Trigger
02-01-08, 07:26 PM
would anyone be able to e-mail me the mod? after 3 tries and close to 12 hours i cant get past 13% then it freezes
Capt Jack Harkness
02-01-08, 11:08 PM
Sure, send me a pm with your address.
Anyways, I found it. It isn't available in campaign (any ideas how to add it?) it's only available in the missions.
First Impressions: Very fast! Somehow they got it to break the hardcoded speed limits for subs (~21kts surfaced, ~8kts submerged), so it goes the full 30kts while submerged. The batteries also last about as long as the uranium should in the reactors (in 6 days I've only seen the batteries drop to 95%).
Also has tweaked sound file which, oddly enough, removes all sub sounds but adds a nuclear reactor hum (any idea how to tweak the sh.sdl file?).
This is also clearly a work in progress as the aldis lamp and tube selector on the bridge show up about 40ft below the keel and the bridge officers are standing 2-3ft below the deck of the bridge. The torpedo tubes are also fleet boat type, but hidden behind the new tubes so torps seem to launch from the sonar dome...
Overall, though, it is a pretty sweet WIP and with some proper work put in it could be amazing. Bug fixing aside, all it really needs is a remodeled interior minus the conning tower (it uses the Porpoise interior). And perhaps some new sensors... From what I can tell on the forum thread (crudely translated on the web), work is already being done to get fast torpedos as well, presumably guided.
Anyone else have info about Cold War mods released or in progress?
Capt Jack Harkness
02-01-08, 11:12 PM
Oh, and does anyone have an idea how I can get both the SD and SJ radar masts to extend and retract? I've tried Anvarts retractable SD mod with no success so far. Ideally the sub should have a snorkle to replenish air from periscope depth as well, but radar is the first priority.
USS_Trigger
02-02-08, 01:09 AM
got the schnorkel from the type XXI font SHIII onto the sub, but having trouble making it extend to actually function.
USS_Trigger
02-02-08, 01:52 AM
i found that since 1.4 i can only get anvarts retractabe SD to work if i manually install it into game
Capt Jack Harkness
02-02-08, 04:34 AM
I've been having that problem with most everything since 1.4 myself, now that I think about it...
Capt Jack Harkness
02-02-08, 05:52 AM
Well the SD is now deployable, though it's about 8ft too short beacause it was hidden low in the sail. Now I need to remove the supports from the SJ mast and get it to raise and lower on the same command, somehow. Perhaps I should just wait to see what the Russians come up with...
denis_469
02-02-08, 07:59 AM
Autor have many ideas and work in more soviet subs. About SSN November - apparantly was made November during 1970-80 years with more workable reactors and increased range. And wait more subs. Autor subs is Dagon.
USS_Trigger
02-02-08, 03:36 PM
what i want to do is script a mine onto the sub with a blast radius of 25km that way if a DD rams me my reactor "blows up" and poof no more convoy :rotfl::rotfl:
denis_469
02-02-08, 03:49 PM
what i want to do is script a mine onto the sub with a blast radius of 25km that way if a DD rams me my reactor "blows up" and poof no more convoy :rotfl::rotfl:
Why???????? As you know, after reactor explosion in Tresher in surface sea was nothing total.
USS_Trigger
02-02-08, 04:27 PM
the reactor didnt blow on the thresher....
Deep sea photography, recovered artifacts, and an evaluation of her design and operational history permitted a Court of Inquiry to conclude Thresher had probably suffered the failure of a weld in a salt water piping system, which relied heavily on silver brazing (http://en.wikipedia.org/wiki/Brazing) instead of welding; earlier tests using ultrasound equipment found potential problems with about 14% of the tested brazed joints, most of which were determined not to pose a risk significant enough to require a repair.
my father was lost on thresher and i my self am in command of the uss jacksonville ssn-699 no us submarine has been lost due to any reactor problems.
denis_469
02-02-08, 04:48 PM
the reactor didnt blow on the thresher....
Deep sea photography, recovered artifacts, and an evaluation of her design and operational history permitted a Court of Inquiry to conclude Thresher had probably suffered the failure of a weld in a salt water piping system, which relied heavily on silver brazing (http://en.wikipedia.org/wiki/Brazing) instead of welding; earlier tests using ultrasound equipment found potential problems with about 14% of the tested brazed joints, most of which were determined not to pose a risk significant enough to require a repair.
my father was lost on thresher and i my self am in command of the uss jacksonville ssn-699 no us submarine has been lost due to any reactor problems.
During Cold War soviet navy research data about sinking Tresher for find why sub sunk and find, that after hit on bottom reactor Thresher explosion and find Bow and stern parts only. All middle section submarine was destroyed and abscent total.
Capt Jack Harkness
02-02-08, 07:06 PM
the reactor didnt blow on the thresher....
Deep sea photography, recovered artifacts, and an evaluation of her design and operational history permitted a Court of Inquiry to conclude Thresher had probably suffered the failure of a weld in a salt water piping system, which relied heavily on silver brazing (http://en.wikipedia.org/wiki/Brazing) instead of welding; earlier tests using ultrasound equipment found potential problems with about 14% of the tested brazed joints, most of which were determined not to pose a risk significant enough to require a repair.
my father was lost on thresher and i my self am in command of the uss jacksonville ssn-699 no us submarine has been lost due to any reactor problems.
Well of the Russian subs that were lost due to reactor problems, none of them went off like a warhead (I imagine it's because powerplants aren't designed to explode...).
Getting back on subject, though, how many people have tried the November so far and what are your opinions (especially on possible improvements)? And are there any modelers out there who would like to take on some other Cold War subs (prefferably 1950's to 1970's)?
USS_Trigger
02-02-08, 07:55 PM
the november is nice, i tweaked the power a little i thought it picked up speed a little too fast, and im trying to fix the watch crew up to their knees in deck lol. still trying to make the schnorkel work, but all of this makes me want to finish the LA class i have been working on, and maybe make a guppy remod for the gato, balao, and tench
Capt Jack Harkness
02-02-08, 10:10 PM
Cool. Yeah, I thought it accelerated a wee bit fast as well. What did you tweak to get it to build speed slower and retain top speed? It also seems to be a bit light on the surface (rocks too fast in the waves), not sure if that's ROW messing with it...
And have you noticed the sudden large drops in battery power? I tried to sail from Indonesia to the North pole and experienced a sudden drop from 95% down to 70% and again off the Alaskan coast from 70% to 10%.
And something I thought should be brought up on the subject of fast attack subs: maximum speed with masts extended... Can this be scripted into the game and possibly damage the scopes/masts if travelling too fast? I find it a bit strange in the November to be travelling at 20+kts with the scope up.
miner1436
02-02-08, 10:34 PM
Just get the knees outa the conning tower floor and get those 2 other tubes working.
USS_Trigger
02-02-08, 10:45 PM
well i know in SH2 there was scripting to limit speed when schnorkeling so im sure there is a way to do it. i also experianced battery problems, but only when i crossed the international date line
if i can figure out a way to make torps launch vertically and fly through the air, i have a complete 3D skin for the hotel II class that i could probably graft onto a balao model
Capt Jack Harkness
02-02-08, 11:57 PM
A Hotel would be great! Then we could all prowl the seas in some of the deadliest (to their crews) subs in the world with no risk of radiation poisoning. :smug: Shouldn't be too terribly hard to get torps to fire vertically, either. Just rotate the tube 90º and set depth to minus 1000ft or so. Probly not as simple as that in practice, but just an idea.
By the way Trigger, where do you find these sub skins?
Just get the knees outa the conning tower floor and get those 2 other tubes working.
Technically there aren't two other tubes. If you have an exterior free cam (ROW or similar) and zoom in through the hull, you will see the tubes and outer doors off of a Gato, as well as a hydrophone from an S-class, sound heads from a Gato, non-functional rear tube doors, and the SD radar hidden in the aft base of the sail. Because of this, you will notice the torps clipping through the upper sonar dome on launch (and the non-opening outer doors).
I suppose one fix would be to take two aft tubes and rotate them forward and somehow get the TDC to register them as fore tubes. The bigger issue, however, is torpedo storage: Novembers had stowage for 20 torpedo reloads for the 8 533mm tubes, of which 14 were usually anti-ship/submarine (passive, active, wake and non-homing types) and 6 were 20 kiloton nuclear-tipped torpedoes (presumably used for attacking coastal cities, but sometimes listed as anti-ship!). I believe they also had two 406mm external tubes for lightweight anti-ship torpedoes (in which case you could use the above possible fix to put all 10 tubes to use if you could script 9 and 10 to be non-reloadable).
Speaking of which, is anyone willing to work on some new guided torpedo skins/models and scripts? I've been trying myself, but have had no luck finding a suitable program to read and modify the files involved (maybe I'm just too thick-headed).
gimpy117
02-03-08, 12:43 AM
links busted!!
Capt Jack Harkness
02-03-08, 01:06 AM
No, the site is down. I've been trying to check for updates myself with no luck. If you want the sub, send me a pm and I'll email it to you.
denis_469
02-03-08, 01:48 AM
I suppose one fix would be to take two aft tubes and rotate them forward and somehow get the TDC to register them as fore tubes. The bigger issue, however, is torpedo storage: Novembers had stowage for 20 torpedo reloads for the 8 533mm tubes, of which 14 were usually anti-ship/submarine (passive, active, wake and non-homing types) and 6 were 20 kiloton nuclear-tipped torpedoes (presumably used for attacking coastal cities, but sometimes listed as anti-ship!). I believe they also had two 406mm external tubes for lightweight anti-ship torpedoes (in which case you could use the above possible fix to put all 10 tubes to use if you could script 9 and 10 to be non-reloadable).
You not right. 627A have 8 533mm tt bow only. Boats have 20 torpedoes. 2 from it's was nuclear (US subs have 2 nuclear torpedoes olso). Other was various soviet torpedoes. 406mm tt subs project 627 not have.
denis_469
02-03-08, 01:51 AM
Well of the Russian subs that were lost due to reactor problems, none of them went off like a warhead (I imagine it's because powerplants aren't designed to explode...).
In SU and Russia not lost subs after problem with reactors.
denis_469
02-03-08, 02:07 AM
In work now soviet submarine project 949A.
andycaccia
02-03-08, 08:06 AM
I Do not know if it will be of any use, but I have a few infos about Soviet Nuclear submarine and conventional models as well.
Check this:
http://193.71.199.52/en/international/russia/navy/northern_fleet/report_2-1996/11090.html
http://en.wikipedia.org/wiki/List_of_Soviet_and_Russian_submarine_classes
Not much, but I hope this might help in some way.
Type941
02-03-08, 11:18 AM
Ill translate the gist of the thread - basically one guy is planning to transfer few boats that he has into SH4 as stand alone addon units. he is working alone or may be someone helping, but he is not promising anyone anything, just kinda of doing it for fun. Guys on forum are very excited to get those though, and one guy says he sailed as young guy on November 30 years ago, so he is offering to help if he can, but says boat apart from details looks very nice and realistic. No dates, nothing available, still WIP. He is working on OSCAR as well.
watch that space.
denis_469
02-03-08, 11:28 AM
Ill translate the gist of the thread - basically one guy is planning to transfer few boats that he has into SH4 as stand alone addon units. he is working alone or may be someone helping, but he is not promising anyone anything, just kinda of doing it for fun. Guys on forum are very excited to get those though, and one guy says he sailed as young guy on November 30 years ago, so he is offering to help if he can, but says boat apart from details looks very nice and realistic. No dates, nothing available, still WIP. He is working on OSCAR as well.
watch that space.
Sorry, but are you from?
For sure it is work in progress. Dagon is making theses subs for his fun and global CW mod is not planned as yet. November is just a test work in 60% rediness acording to the author.
Type941
02-04-08, 02:49 PM
Ill translate the gist of the thread - basically one guy is planning to transfer few boats that he has into SH4 as stand alone addon units. he is working alone or may be someone helping, but he is not promising anyone anything, just kinda of doing it for fun. Guys on forum are very excited to get those though, and one guy says he sailed as young guy on November 30 years ago, so he is offering to help if he can, but says boat apart from details looks very nice and realistic. No dates, nothing available, still WIP. He is working on OSCAR as well.
watch that space.
Sorry, but are you from?
...russia
Capt Jack Harkness
02-04-08, 05:48 PM
Well an Oscar would be a serious force to be reckoned with. However, with a boat like that, we will need a deeper depth gauge (both interior and on HUD bar); they routinely operated at 1000-2000ft (300-600m).
We also need to figure out how to replenish oxygen at operating depth because surfacing every 2 days is a real pain and nuke boats have oxygen replenishment systems that function while at operating depth. Trigger has been experimenting with a snorkle for use at periscope depth, but is it possible to hide a snorkle in the sail or hull (that is not visible when extended) and set snorkle depth to 2000ft or something?
I was also wondering if anyone could give me a hand adapting Anvarts retractable SD radar mast mod for the SJ radar. The model might need to be changed (As you'll notice on the November, the support struts are part of the mast and need to be removed) but it would be great to come up to periscope depth, pop the SJ up and check your surroundings well beyond visual range.
And on the note of sensors (I know, I'm rambling), I was wondering if we could improve sonar for these new boats. Obviously a waterfall display is out of the question (or is it?), but what if we could adapt an SJ radar for under water use, set rotation to either zero or a really high number (whichever works for 360º coverage) and use the active ping to illuminate targets as the ping hits them. These contacts would also show up on the nav map, giving the captain a far greater degree of situational awareness (as well as the realism factor of possibly being detected when using it) and would work at far greater ranges than the 4500yd maximum of the stock sonar.
It would also be nice to be able to figure out accurate firing solutions with sonar alone, but that can come later.
M. Sarsfield
02-05-08, 09:41 AM
For oxygen replenishment, there's probably a value that you could turn off or modify for the CO2 level in the sub to basically remain at zero or increase very very slowly - like weeks instead of days.
Capt Jack Harkness
02-07-08, 04:15 AM
I'm starting a new thread: [WIP] Early Cold War Mod, post all new comments there.
Hopefully this will get some more attention...
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