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Sledgehammer427
03-01-09, 09:14 PM
688i current fix (its the full mod dont worry) on my filefront

Kaye T. Bai
03-01-09, 11:49 PM
Say, is there a way to make the downloadble Los Angeles-class SSN fire the ADCAP torpedoes included in the Ohio-class SSBN mod?

tomagabriel
03-02-09, 02:45 AM
Say, is there a way to make the downloadble Los Angeles-class SSN fire the ADCAP torpedoes included in the Ohio-class SSBN mod?

To put it simple, I don't see why not.
I will test this possibility and post here the steps to do it (it should serve others too).

Kaye T. Bai
03-02-09, 03:39 AM
To put it simple, I don't see why not.
I will test this possibility and post here the steps to do it.

Very nice, thanks! :up:

RobertGysae
03-02-09, 04:13 AM
can anyone link me to a completed Akula Class? possibly with the homing torps aswel??

Kaye T. Bai
03-02-09, 04:18 AM
Can anyone link me to a completed Akula Class?

I wasn't aware anyone made a complete Akula-class submarine for Silent Hunter 4.

Sledgehammer427
03-02-09, 07:47 AM
because there isnt...yet. i have a model, but i have no time to get it working because of other mods

Stratos
03-02-09, 01:19 PM
Possible to learn about the status of the mod without reading 25 pages? Theres something to download?

Terror_666
03-02-09, 06:24 PM
Hurraaaaay missiles:yeah:
<stupid voice> I love you </stupid voice>
Now just wire-guided torpedo's and were set.

punkmaster98
03-02-09, 08:23 PM
Could somebody try this maybe?

UUM-44 SUBROC (SUBmarine ROCket)
SUBROC could be launched from a 21 inch submarine torpedo tube. After launch, the solid fuel rocket motor fires and SUBROC rises to the surface. The launch angle then changes and SUBROC flies to its destination following a predetermined ballistic trajectory. At a predetermined time in the trajectory, the reentry vehicle (containing the warhead) separates from the solid fuel motor. The warhead, a W55 (http://en.wikipedia.org/wiki/W55) 5 kiloton nuclear depth bomb (http://en.wikipedia.org/wiki/Nuclear_depth_bomb), drops into the water, sinking rapidly before exploding in proximity to its target. A direct hit was not necessary.
Technically, its tactical use was as an urgent-attack long-range weapon that could attack time-urgent submarine targets that could not be attacked with any other weapon without betraying the position of the launching submarine by calling for an air-strike, or where the target was too distant to be attacked quickly with a torpedo launched from the submarine. The tactical rationale for SUBROC was similar to that for ASROC (http://en.wikipedia.org/wiki/ASROC) or Ikara (http://en.wikipedia.org/wiki/Ikara_(missile)). An added advantage was that SUBROC's approach to the target was not detectable by the target in time to take evasive action, although the warhead yield would appear to make evasive maneuvers unrealistic. However, SUBROC was less flexible in its use than Ikara or ASROC: since its only payload was a nuclear warhead, it could not be used to provide stand-off fire in a conventional (e.g., non-nuclear) engagement.

Kaye T. Bai
03-03-09, 12:06 AM
SUBROC's seem like a great and interesting idea. :up:

Now that we have an Ohio-class SSBN, is anybody interested in making modern-day uniforms for SH4?

Or maybe even an interior(s) for the Ohio-class SSBN's?

RobertGysae
03-03-09, 01:15 AM
sledgehammer i have your 688i currently...how do i add on the conning tower fins you provided to make it look like the updated los angeles?

tomagabriel
03-03-09, 03:21 AM
Concerning the missiles, I must stress that what you saw were -=modded torpedoes=-. I still do not know exactly what is the extent of hard-coded stuff. If key parameters are hard-coded, then making something that also behaves (not just looks) like a normal missile will be very difficult. Presently an unguided missile is achievable (that much I've done and tested - a test with an unguided torp modded as missile is successful as long as I aim the missile correctly (to get a hit) - not very difficult given the slumbering merchands and battleships).

So what I did so far: I have increased the torpedo speed up to values close to those of a missile (it looks ok from start and during acceleration phase). However, when the missile acquires the target, well, weird stuff happens. The stock torpedo does a snake-like movement while acquiring. At 40knots going rudder right for a second means that you will turn something like 10 degrees to the right. At 450knots however, the missile will do a right turn on a trajectory of curvature apparently independent of speed and during a second it will have enough time to simply turn around as if reflecting back on the target (I know it sounds weird). Once turned back it does no longer acquire and goes on a straight line.

Therefore, at this point, I have some questions for the experts (concerning a very fast torpedo/missile):

-can the sonar seeker of the torpedo be tweaked to detect contacts from loner ranges? I am testing the one in the Type XI German torpedo and it seems to go hot at something below a mile. It would be necessary to make it go hot at several miles away (this way it could steer from further away); I know I've found a dat file with sensor settings (ranges and stuff) but I do not know if the torpedo sonar is in there; I think the file was named AIsensors.dat

-is it possible to tweak the behavior of the torp? (mainly its manouvrability - to restrain its abbility to turn 180, or simply cancel the snake-like movement)

-last (this is funny) is it possible to steer a torp by the player? :dead:

keltos01
03-03-09, 05:24 AM
Concerning the missiles, I must stress that what you saw were -=modded torpedoes=-. I still do not know exactly what is the extent of hard-coded stuff. If key parameters are hard-coded, then making something that also behaves (not just looks) like a normal missile will be very difficult. Presently an unguided missile is achievable (that much I've done and tested - a test with an unguided torp modded as missile is successful as long as I aim the missile correctly (to get a hit) - not very difficult given the slumbering merchands and battleships).

So what I did so far: I have increased the torpedo speed up to values close to those of a missile (it looks ok from start and during acceleration phase). However, when the missile acquires the target, well, weird stuff happens. The stock torpedo does a snake-like movement while acquiring. At 40knots going rudder right for a second means that you will turn something like 10 degrees to the right. At 450knots however, the missile will do a right turn on a trajectory of curvature apparently independent of speed and during a second it will have enough time to simply turn around as if reflecting back on the target (I know it sounds weird). Once turned back it does no longer acquire and goes on a straight line.

Therefore, at this point, I have some questions for the experts (concerning a very fast torpedo/missile):

-can the sonar seeker of the torpedo be tweaked to detect contacts from loner ranges? I am testing the one in the Type XI German torpedo and it seems to go hot at something below a mile. It would be necessary to make it go hot at several miles away (this way it could steer from further away); I know I've found a dat file with sensor settings (ranges and stuff) but I do not know if the torpedo sonar is in there; I think the file was named AIsensors.dat

-is it possible to tweak the behavior of the torp? (mainly its manouvrability - to restrain its abbility to turn 180, or simply cancel the snake-like movement)
yes in the .sim

-last (this is funny) is it possible to steer a torp by the player? :dead:
not that I know


I saw a code in a text file somewhere with 05 Missile (number might be different) so it looks like the devs prepared the next version in this one as well, cause the only missiles in the pacific theater were unguided rockets.

When you look at the /torpedo/missile : the hit is still underwater, look in the . sim and see if you can set the torpedo Y value to something higher, then we might have an explosion where the missile is actually seen

keltos

Stratos
03-03-09, 05:37 AM
As I asked before, can someone tell me the status of the mod and If theres something to download please? Subs, missions...

tomagabriel
03-03-09, 06:36 AM
@Keltos01

Yes the explosion is underwater because the logical weapon is there (torpedo) while only the model is above water. I will keep playing as you suggested, maybe I get to some reasonable result.

@Stratos

There is no mod yet to download. I guess people are still trying to make up their minds what such a mod might look like. There are however some post-war subs you might enjoy.

Stratos
03-03-09, 06:38 AM
Where can I get the post war subs please? Is there any mission included?

Roger_Becker
03-03-09, 02:52 PM
Hi I've a HD video with the new uss ohio made it is a lovely lob at the maker Gabriel Toma :yeah:

Videos with the 688i and the SSN followed by Typhoon

Your must watch as HD :salute:


hier der link http://www.youtube.com/watch?v=nJuOkJLwMM0

Gruß Ryan

{1.SS}Eberhardt
03-03-09, 03:13 PM
hier der link http://www.youtube.com/watch?v=nJuOkJLwMM0

Gruß Ryan



Klasse! Gutes video, menjung!

Kaye T. Bai
03-03-09, 06:14 PM
Hier der link http://www.youtube.com/watch?v=nJuOkJLwMM0

Great video, and nice music.

Does anyone know a way to make the Ohio-class SSBN and Los Angeles-class SSN create more of a splash when doing an emergency surface in SH4?

punkmaster98
03-03-09, 08:50 PM
Wow, i swaer that video made me cry lol. can you please tell me who that music is by?

Kaye T. Bai
03-03-09, 11:13 PM
Can you please tell me who that music is by?

The song is called "Armageddon" and it is by Trevor Rabin.

tomagabriel
03-04-09, 05:35 AM
Hier der link http://www.youtube.com/watch?v=nJuOkJLwMM0
Great video, and nice music.

Does anyone know a way to make the Ohio-class SSBN and Los Angeles-class SSN create more of a splash when doing an emergency surface in SH4?
working on that as we speak ... :)

edit

saw the movie!!! oh my God! great! keep it up!!!

Kaye T. Bai
03-04-09, 05:58 AM
Working on that as we speak.

Great! Can't wait for the next update!

Franklin Van Valkenburg
03-05-09, 04:29 PM
Ahoy mates!

Check this out ---> http://www.subsim.com/radioroom/showpost.php?p=1060161&postcount=1

Hope you like it!

Roger_Becker
03-06-09, 12:02 PM
Hi :salute:
Right now I have my second video uploaded :yeah:
(SNN 688i Los Angeles class) :rock: :rock:
It is in HD:salute: :salute:

Hier der Link http://www.youtube.com/watch?v=RFsfkpbMD1U

Gruß Ryan

Kaye T. Bai
03-06-09, 02:45 PM
Hier der Link http://www.youtube.com/watch?v=RFsfkpbMD1U

Excellent video!

I personally love the Los Angeles-class SSN's.

Roger_Becker
03-06-09, 02:49 PM
Hier der Link http://www.youtube.com/watch?v=RFsfkpbMD1U

Excellent video!

I personally love the Los Angeles-class SSN's.


Yes thank you thank you is a nice boot:salute:

Zuber321
03-06-09, 04:19 PM
Where I can download Los angeles class submarine like that one in the video. Sorry for My Englisch

Roger_Becker
03-06-09, 04:50 PM
Where I can download Los angeles class submarine like that one in the video. Sorry for My Englisch



Link http://pagesperso-orange.fr/xavier.petit/ :rock: :yeah: :up: :ping:

Zuber321
03-06-09, 04:57 PM
thanks Man:)

{1.SS}Eberhardt
03-06-09, 09:59 PM
Du Roger/Ryan, vielen Dank fuer das Augen-schmeltzendes Video! Echt Geil!
Ubrigens wie heisst die mucke dazu. Hoert sich an wie Tom Clancy zeugs. Kanste mir in ner PM schicken?
Danke digga!

Kaye T. Bai
03-07-09, 05:48 AM
Link http://pagesperso-orange.fr/xavier.petit/

That's not a Los Angeles-class submarine. That's a Triomphant-class SSBN, used by the French Navy.

Where I can download a Los Angeles-class submarine like the one in the video. Sorry for My English.

There's actually several versions of the Los Angeles-class submarine on the internet. All are similar, with little differences between the three.

The most recent one available as of now is linked below.

http://startdownload.filefront.com/12150899//645da5b52d0b6d5ad6aebe45ff68186e25faf5c7ab72ba13f1 4d044f8c45fdb660ebcaea995a42ab//

Hope you enjoy it, it's a good submarine and a nice mod.

{1.SS}Eberhardt
03-07-09, 08:02 AM
Link http://pagesperso-orange.fr/xavier.petit/

That's not a Los Angeles-class submarine. That's a Triomphant-class SSBN, used by the French Navy.

Woah! Nice Ruski Sub! I'm gonna download both of those and see how they do. And can that helicopter swim :haha:
Quick question, I read somewhere that teh Typhoon, the boomer, is actually called the Akula by the Russians, and Typhoon was its NATO designated name. And that the Russians Akula (again the NATO designation) class, the hunter killer, has a different name with the Russians.
Validation?

Kaye T. Bai
03-07-09, 09:09 AM
Woah! Nice Ruski Sub! I'm gonna download both of those and see how they do. And can that helicopter swim :haha:
Quick question, I read somewhere that teh Typhoon, the boomer, is actually called the Akula by the Russians, and Typhoon was its NATO designated name. And that the Russians Akula (again the NATO designation) class, the hunter killer, has a different name with the Russians.
Validation?

I don't know where you heard that, but the Typhoon-class SSBN is called Project 941 by the Russians. The Akula-class SSN is called Project 971 by the Russians.

However, NATO countries refer to the submarines as Typhoon and Akula.

XPETIT
03-07-09, 10:47 AM
Thank's Roger Becker for this nice video of my sub.

It's effectively not a LosAngeles 688i but a SNLE - Triomphant class (the most recent sub of the french navy).

Can you modify this information in the beginning of the video ? How I can save it on my PC? And where have you downloaded the beautifull Ohio sub?

I have made also a real Typhon class (with cage around the propellers and without a bulb in the rear part), and an akula. But I have not enought space on my web site to make them for download. I will try another solution for them.

It's a pleasure to see that those creations enjoy you.

Have good time.
Xavier PETIT:DL

{1.SS}Eberhardt
03-07-09, 02:43 PM
Thanks for the info. I remember that read it on wikipedia :haha:

Roger_Becker
03-07-09, 03:27 PM
Xavier PETIT ok sorry I've converted! :oops:
because you have a wonderful sub done! :yeah: :yeah: can you send me the other? I have sent you a private massage sent. Sorry again

Link: Video http://www.youtube.com/watch?v=RFsfkpbMD1U

Roger_Becker
03-07-09, 03:39 PM
sorry jetzt aber
oh man :damn: :damn:

Link : http://www.youtube.com/watch?v=RFsfkpbMD1U

Roger_Becker
03-08-09, 08:44 AM
Thank's Roger Becker for this nice video of my sub.

It's effectively not a LosAngeles 688i but a SNLE - Triomphant class (the most recent sub of the french navy).

Can you modify this information in the beginning of the video ? How I can save it on my PC? And where have you downloaded the beautifull Ohio sub?

I have made also a real Typhon class (with cage around the propellers and without a bulb in the rear part), and an akula. But I have not enought space on my web site to make them for download. I will try another solution for them.

It's a pleasure to see that those creations enjoy you.

Have good time.
Xavier PETIT:DL








Hi! Here I´m again! Can you send me the other subs, please! I send you yesterday a link where you can find an upload. Can you completed this and send it back to me, please! Thanks... I load the video at the moment to you tube with the right title:
(Silent Hunter 4 SSBN LE TRIOMPHANT CLASS)
Gruss... Ryan:rock:

Roger_Becker
03-08-09, 02:34 PM
Hi guys, I have once again made a small video
It is about two atomic submarines Beginning February colidiert are:damn:

.................................................. .................................................. ..............

Zwei Atom-U-Boote aus Frankreich und Großbritannien sind Anfang Februar im Atlantik zusammengestoßen und dabei schwer beschädigt worden. Die mit jeweils 16 Atom-Raketen bestückten U-Boote sollen trotz ihrer hochmodernen Sonargeräte das jeweils andere Unterwasser-Fahrzeug übersehen haben, berichteten britische Medien unter Berufung auf Militärkreise


Link Hier http://www.youtube.com/watch?v=WddmCHwDUJ8


Gruß Ryan :salute:

Werewolf
03-09-09, 05:05 AM
@Tomagabriel:

Regarding your amazing progress with adding missiles to the game, how did you do it? At least how did you make the topedoes fly? Secondly, would it be possible to make them launch vertically? If I for example moved 4 torpedo tubes to a vertical position behind the conning tower, would the topedoes/missiles then launch vertically or would the game crash?

keltos01
03-09-09, 07:13 AM
my idea was to take the 3d model of the torp in 3D studio, raise it a little, re-import it in the torpedo.dat. see post #473 and #493

and it worked !

the rest : 3d model of missile etc.. is to his credit.

the thing is it still behaves like a normal torpedo, hits underwater like one, it just "appears" to fly.

so no, a vertical launch wouldn't be possible as the torpedo moves horizontaly, or you would have to builld a whole animation sequence : launch vertical, rotate 90° then move horizontally, maybe doable but I'm no good with animation, ask Skwasjer.

Keltos

Werewolf
03-09-09, 07:48 AM
@Keltos:

:hmmm: Okay....thanks for the reply :DL :up:

Werewolf
03-09-09, 07:50 AM
@Keltos:

Arrgh!! :stare: .....3D studio?.....me no have 3D studio :nope:

Erhm.....would it be possible to do the same trick in S3D? :)

keltos01
03-09-09, 08:31 AM
@Keltos:

Arrgh!! :stare: .....3D studio?.....me no have 3D studio :nope:

Erhm.....would it be possible to do the same trick in S3D? :)

no.

you only change the altitude the game sets the torpedo to with S3D, and the game doesn't alow for torpedoes to fly above the surface.

It is a trick, instead of having an object at 0,0,0 it really is at 0,1,0 where 1 is the height in meters.

but the game still believes it's at 0,0,0 so it lets you fire it, even though it shows above the water surface.

Give me the torpedo you wanna use and I can do it in my free time.

keltos

thyro
03-09-09, 12:19 PM
my idea was to take the 3d model of the torp in 3D studio, raise it a little, re-import it in the torpedo.dat. see post #473 and #493

and it worked !

the rest : 3d model of missile etc.. is to his credit.

the thing is it still behaves like a normal torpedo, hits underwater like one, it just "appears" to fly.

so no, a vertical launch wouldn't be possible as the torpedo moves horizontaly, or you would have to builld a whole animation sequence : launch vertical, rotate 90° then move horizontally, maybe doable but I'm no good with animation, ask Skwasjer.

Keltos

@keltos01

Quick question... but would be possible to convert a number of torpedoes in missiles? (Vertical)... doesn't matter of they fly to their targets or not... since Ballistic missiles aren't used on such small targets.

I'm thinking for example Trident missiles be launched "vertically" operate like a torpedo but to act as a ballistic missile to "disappear onto space"...

Now would that be possible with current SH4 limitations?

for example a nuke sub open Ballistic missiles doors launch one or two at launch depth... just a visual thing not a "kill all targets nuke".


http://www.milnet.com/pentagon/navy/pg63l.gif

Cheers

XPETIT
03-09-09, 04:32 PM
Hi,

I have succeed to put the 4 sub have I made (Akula, Typhoon, RedOctober and LeTerrible) on filefront here :
http://hosted.filefront.com/XPETIT/

Tell me if it's ok to download them.

Have good time.:DL

thyro
03-09-09, 04:41 PM
Hi,

I have succeed to put the 4 sub have I made (Akula, Typhoon, RedOctober and LeTerrible) on filefront here :
http://hosted.filefront.com/XPETIT/

Tell me if it's ok to download them.

Have good time.:DL

:salute: excellent many thanks XPETIT :up:

tomagabriel
03-10-09, 02:52 AM
@ the vertical launch topic.

What Keltos01 said+I have not tried to launch vertical but my guess is that an unmodified torpedo would just pop out of the water (depending on its speed and launch depth and etc.) and then it would fall back in the water (with a splash) and go on its merry way. Just a guess, not tested (I will do it). Anyway, missile doors are definitely doable (I am not sure how many torpedo tubes are achievable in order to convert some of them to missile tubes - Keltos01 I think did some work in this direction - and the Ohio would need some 28 tubes! - Russian and French subs are less demanding).

Next is some day-dreaming...

If you do not intend anyway to actually launch a real missile, I was thinking this: maybe one can make a very sophisticated launch effect and associate it to the launch procedure (thus you would see the missile going up - flames 'n stuff, but it would all be just an effect, including the missile you see going up), associate a blank 3d model to the torpedo so that you don't see the real one going horizontally through the water and also a very high explosive warhead.

The result would be that you launch, you see the stuff going up, etc, then after some time you would see a huge explosion somewhere caused by the invisible torpedo (again huge explosion effect needed). Hopefully the proximity fuse of the torpedo can be set to detonate at ~100m or more from target (otherwise you would launch, miss the target and never know it).

Anyway, the really bad news is that torpedo guidance + very high speeds do not go along well. I could not make yet a guided torpedo that travels at 500nm to hit the target. It always turns around just before hitting. I am still trying, but I can not make any prediction. Some things might be hard-coded. What I would like to change is the maneuverability of the torpedo (how much it goes left / right while homing). From the sim file I can only change the initial left/right turn towards the target, but after that, when the torpedo detects something, it can turn around with no problem or make all sort of turns. That should be changed. It should only be allowed to do very slow turns and also very small ones. Also its sensor range should be greatly increased. All these might not be achievable. Therefore at first I thought that I will disable the missiles I've made. However I realised that the dummy missiles I've made are great for port attacks if I use a dumb torpedo/unguided (when ships are stationary). I did some tests and it looks nice. So probably this week I will release a new version of the Ohio and it will have these stuff in it. One thing is certain. It is fast (has a small white smoke trail to easily keep an eye on it and because it flies low you won't be bothered-I hope-that the hit occurs a couple of meters below the actual missile model).

Bottom line
This is deffinitely a WIP.

___________________ <---- this was the bottom line

tomagabriel
03-10-09, 02:53 AM
Hi,

I have succeed to put the 4 sub have I made (Akula, Typhoon, RedOctober and LeTerrible) on filefront here :
http://hosted.filefront.com/XPETIT/

Tell me if it's ok to download them.

Have good time.:DL


Thank you very,very much. Oh, God! Butterflies in the stomach.:up:

keltos01
03-10-09, 04:48 AM
tomagabriel@ the vertical launch topic.

What Keltos01 said+I have not tried to launch vertical but my guess is that an unmodified torpedo would just pop out of the water (depending on its speed and launch depth and etc.) and then it would fall back in the water (with a splash)
:hmmm:
and go on its merry way. Just a guess, not tested (I will do it).
good
Anyway, missile doors are definitely doable
like the torpedo doors were, the only thing is to place them on top of the sub.

(I am not sure how many torpedo tubes are achievable in order to convert some of them to missile tubes - Keltos01 I think did some work in this direction -
If you mod on the German side, we managed to get 8 tubes working, on the US side there are 10.

I managed 11 for the Class T submarine but then the TBT would cause CTD.. I since learned that we had to add the tubes in another file with a new hexa address - Peabody did it for us - so maybe that's the problem with the 11th tube, if it is then there is no max number of tubes you could set up.


and the Ohio would need some 28 tubes! - Russian and French subs are less demanding).

Next is some day-dreaming... :woot:

If you do not intend anyway to actually launch a real missile, I was thinking this: maybe one can make a very sophisticated launch effect and associate it to the launch procedure
You could make me a kaiten launch procedure ? :)

(thus you would see the missile going up - flames 'n stuff, but it would all be just an effect, including the missile you see going up), associate a blank 3d model to the torpedo so that you don't see the real one going horizontally through the water and also a very high explosive warhead.
doable
The result would be that you launch, you see the stuff going up, etc, then after some time you would see a huge explosion somewhere caused by the invisible torpedo (again huge explosion effect needed). Hopefully the proximity fuse of the torpedo can be set to detonate at ~100m or more from target (otherwise you would launch, miss the target and never know it).

Anyway, the really bad news is that torpedo guidance + very high speeds do not go along well. I could not make yet a guided torpedo that travels at 500nm to hit the target. It always turns around just before hitting. I am still trying, but I can not make any prediction. Some things might be hard-coded. What I would like to change is the maneuverability of the torpedo (how much it goes left / right while homing). From the sim file I can only change the initial left/right turn towards the target, but after that, when the torpedo detects something, it can turn around with no problem or make all sort of turns. That should be changed. It should only be allowed to do very slow turns and also very small ones. Also its sensor range should be greatly increased. All these might not be achievable. Therefore at first I thought that I will disable the missiles I've made. However I realised that the dummy missiles I've made are great for port attacks if I use a dumb torpedo/unguided (when ships are stationary). I did some tests and it looks nice.
but you can't have obstacles in the way can you ? since it's still basically a torpedo ?
So probably this week I will release a new version of the Ohio and it will have these stuff in it. One thing is certain. It is fast (has a small white smoke trail to easily keep an eye on it and because it flies low you won't be bothered-I hope-that the hit occurs a couple of meters below the actual missile model).

Bottom line
This is deffinitely a WIP.
but a good one, and nothing's easy in modding SH4, good job ! :up:

keltos

___________________ <---- this was the bottom line

thyro
03-10-09, 05:36 AM
That was just an idea... if would be possible its launch process would also allow nuke subs to be fit with Ballistics and soon missions would appear. For example a mission where a subs would need to reach certain coordinates get into launch depth to launch the missile(s) to complete the mission.

I really doubt that SH4 game mechanics would allow to manouver a missile (torp) launched vertically... so back to basics just the launch as visual effect would be enough (the make believe that exists a target and it will be hit by a ballistic missile)

if launching a missile (torp) vertically without any guidance but just to go up till "limbo" (high sky limit on SH4) and disapear would be possible then would be like breaking new ground on SH4... after that just add cosmetics (FX effects and sound at it)

tomagabriel
03-10-09, 07:00 AM
@ Keltos01
"but you can't have obstacles in the way can you ? since it's still basically a torpedo ?"

indeed

Werewolf
03-10-09, 03:43 PM
@Keltos:

Sorry for the long reply time, I am moving right now so everything is a mess, just had the computer up and running today. I will send you the file as soon as I get in order here, thanks :up:

Werewolf
03-11-09, 12:23 PM
I had a look in the mission editor today, actually it's possible to make missions where the objective is to destroy a land unit, only the choice of targets is very little, but it's possible.

Then a thought crossed my mind regarding making missiles. So much ideas have come up to make torpedoes into missiles, but what about shells? I know this might seem crazy, but a shell travels in a ballistic trajectory and so does a ballistic nuclear land strike missile. Would it be possible to convert the surplus deck gun into a ballistic missile launcher that launches shells with a very long range and large destructive power/Hit points for example? The ammo could be limited to the number of tubes available for the individual class, the reload times could be shortened down to simulate a ripple launch and maybe a model could be made....is there a 3D model for shells by the way? In this way an almost vertical launch would be possible and there was no need to worry about the number of tubes available, the problem with the lack of guidance is not there either since a ballistic missile has no guidance......personally I would find it a thrill to do such calculations manually, but maybe I'm a bit of a geek haha

Anyway...does this idea sound completely idiotic to those of you with more knowledge about this game?

Sledgehammer427
03-11-09, 03:19 PM
...something we at the SWSMT are working on...

its definately possible (http://www.subsim.com/radioroom/showpost.php?p=1056559&postcount=314)

Franklin Van Valkenburg
03-11-09, 05:00 PM
The only downside to that is not being able to fire the gun while submerged... unless there's a way to man the gun with your crew, plot the target on your map, and press a button. Also think of what would happen if one pressed F6... what would the camera do? Look straight up through the deck from inside the model?

I like the idea... but is there a way to code it correctly to do what we want?

tomagabriel
03-12-09, 03:03 AM
...something we at the SWSMT are working on...

its definately possible (http://www.subsim.com/radioroom/showpost.php?p=1056559&postcount=314)

Hm, interesting. There seems to be potential here. I was also thinking that maybe planes themselves could be converted into missiles. Dive planes releasing their bomb right before impact.... The advantage would be that surface ships would also fire at them , much like modern destroyers fire at missiles. But right now I have no idea about how to mod the AI of a plane.

keltos01
03-12-09, 06:18 AM
The only downside to that is not being able to fire the gun while submerged... unless there's a way to man the gun with your crew, plot the target on your map, and press a button. Also think of what would happen if one pressed F6... what would the camera do? Look straight up through the deck from inside the model?

I like the idea... but is there a way to code it correctly to do what we want?

could be like the mine mod we have for the Kaidai 3B :

You had to be surfaced at first to launch them, a bit silly on a submarine, so I move the Y value to +15 m so as to be able to launch them from periscope depth, and it worked !

You could do the same with the dummy tube : set it high enough that the torpedo/shell starts above the water when you really are at peri depth.

keltos

keltos01
03-12-09, 10:04 AM
for Werewolf :

I can't test those right now cause the powerbox of my home computer burnt last night :-/

I used the T1Fat1Torpedo, changed a bit the 3D model to make it look more like a missile ;)

http://img11.imageshack.us/img11/5194/fliggendetorpedo.jpg (http://img11.imageshack.us/my.php?image=fliggendetorpedo.jpg)

I increased the height by 0.30 m in 3ds and reimported in the .dat using S3D,


http://img135.imageshack.us/img135/7503/fliggendetorpedos3d.jpg (http://img135.imageshack.us/my.php?image=fliggendetorpedos3d.jpg)


in the .sim :


set the depth at 0m

speed 1
130 knts range : 12500 m
speed 2
140 knts range : 7500 m

changed the localization.upc :

T1Fat1Torpedo-Name=German FliggendeTorpedo
T1Fat1Torpedo-Info=Propulsion: <b>gas</b>|Speed:<b> 140/130 knots</b>|Range: <b>7.5-12.5 km</b>|Guidance: <b>none</b>
T1Fat1Torpedo-Notes=a submarine fired rocket, available too late in the war to make a real difference.


what we now need is to give their own 3D model to those two torpedoes that use the T1FAT1 model ...

download link :
http://files.filefront.com/V10+Fliggendetorpedo+modrar/;13453287;/fileinfo.html (http://files.filefront.com/V10+Fliggendetorpedo+modrar/;13453287;/fileinfo.html)

I will post this on the thread

Keltos

Franklin Van Valkenburg
03-12-09, 03:50 PM
Ahoy mates!

I'm taking a 3D animation class at school this year and we've finally moved past the little projects that prevents me from having any spare time in class. We've been assigned a projects that requires us to make and animate a chess set, and I've already completed it... giving me loads of time to model whatever I want.

So... I'm really interested in this particular mod and would like to see it get off the ground... or, in our case, beneath the surface. I've begun working on the Hotel Class submarine K-19. The pictures you see below are about two days of work without any visual aids, so I know that I'll need to touch up some details to make it actually fit its blueprints. As of now I need to:

Pull the bow up a little to give the forward deck an upward slope.
Round off the top of the con tower's tail-end. Too much of a sharp angle.
Give the forward end of the con tower more of a bulbus shape.
Add the rail around the base of the con tower.
Pull the stern in a little. The hull looks too long.
Increase the beam further aft. It looks too tapered.
Pull in the bottom corner of the stern to let the rudder stick out just a little bit.
Edit the hull's tumblehome. The ballast tanks didn't quite hang on either side like saddlebags... give the hull a smoother appearance up top and round it off more at the keel.
Cut out the respective areas in the con for the crew, hatch, periscopes, radio antennas, and snorkel. (And the little windows in the front)
Add the tie-offs along the deck.
Actually cut out the missile silo hatches and create the missile silos in the con tower.
Cut out and model the torpedo tubes.

Feel free to point out an other little details. I'll need your comments to aid in the completion of an accurate model that is worth using in this mod!

http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_bow.jpg
http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_iso_1.jpg
http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_starboard.jpg
http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_iso_2.jpg
http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_stern.jpg

keltos01
03-12-09, 04:24 PM
nice work ! :up:

ask Dagon on this forum for the blueprints, he might've some. ill look up my K19 book and get back to you.

keltos

thyro
03-12-09, 04:39 PM
@Franklin


Details of Hotel Class ... you mean like this one? Check the following link its in Russian but has several pictures and plans of the sub.

http://www.atrinaflot.narod.ru/1_submarines/01_plarb_658/658_08.jpg


http:// (http://www.atrinaflot.narod.ru/1_submarines/01_plarb_658/0_658_1.htm)www.atrinaflot.narod.ru/1_submarines/01_plarb_658/0_658_1.htm (http://www.atrinaflot.narod.ru/1_submarines/01_plarb_658/0_658_1.htm)

Cheers

keltos01
03-12-09, 04:45 PM
translated version :

http://translate.google.fr/translate?prev=_t&hl=fr&ie=UTF-8&u=http%3A%2F%2Fwww.atrinaflot.narod.ru%2F1_submari nes%2F01_plarb_658%2F0_658_1.htm&sl=ru&tl=en&history_state0=

it even has blueprints !

nice find Thyro !

keltos

Werewolf
03-12-09, 04:52 PM
@Keltos:

Thank you very much :up:

@Sledgehammer

Ahaaa....so it's definitely possible

@Franklin van Falkenburg:

I don't think that it's impossible to fire the deck gun submerged, I seem to remember that this was only an adjustment in a cfg file in SHIII.....but of course I could be wrong. Any way if not....the early boomers had to submerge in order to launch, the Golf Class SSB´s had to and the US Tang Classes when they tested the Regulus...I think this was a common feature up until the 60's....so maybe this could be a stop gap SSB/SSG solution until some one cracks the problem, like it was in real life haha :DL. Your model looks beauitful by the way.

@Keltos:

By the way...the mines you made for the Kaidai, did they work, I mean explode on contact wit a ship?

keltos01
03-12-09, 04:58 PM
@Keltos:


@Keltos:

By the way...the mines you made for the Kaidai, did they work, I mean explode on contact wit a ship?

yes they did :)

but in the readme you'll see I didn' make them :

- Original work by Darkfish -
http://www.subsim.com/radioroom/showthread.php?t=137725&page=2&highlight=kaidai+mines

keltos

Franklin Van Valkenburg
03-12-09, 05:43 PM
@ Werewolf

I did think of that. I guess that could add a touch of reality until we get to the later decades. Now that I think of it... K-19 had to surface to launch her test missile... though that was probably because they needed to break through the ice first.

Thanks guys for all the help! I'd saved those drafts to my USB drive so I can take them to school and accurately touch up the model accordingly!
The skins you see on the model are very basic ones I threw together in paint... no detail or texture to them. I've made the hydroplanes and rudder moveable and will do so to the con tower's gear, but when it comes to adding locators, getting a professional skin, making all the needed files, and actually making K-19 a playable boat is another story. I can try to copy Dagon's Foxtrot's files and changing 641 to 658 but I'd need plenty of guidance in that regard.
I'd be willing to finish the model in 3DS Max and then send the file to whoever can actually take it and make it playable... just as long as the model credit is given accordingly.

Cheers!

tomagabriel
03-13-09, 04:45 AM
Please check updated first post in this thread for downloading the beta 0.2 version of the Ohio SSBN/SSGN mod.

http://www.subsim.com/radioroom/showthread.php?t=148682

:salute:

Edit:

@Franklin Van Valkenburg (http://www.subsim.com/radioroom/member.php?u=244081)

Nice work on the sub! I'd love to see it afloat.

---Dagon---
03-13-09, 05:40 AM
In these two themes a lot of drawings for the Soviet submarine fleet

http://forums.airbase.ru/2006/02/t36834--CHertezhi-podvodnykh-lodok.html

http://forums.airbase.ru/2008/11/t64596--CHertezhi-podvodnykh-lodok-2.html

Werewolf
03-13-09, 06:28 PM
@Keltos

As promised I have now posted the photos of the result of the hmm "test launch" of the rocket torpedo :DL

http://img15.imageshack.us/gal.php?g=sh4img20090312234052890.jpg

Sorry for the bad quality, I'm not particularly good at pictures haha, but they should show that it works and the effect of an impact with a target.

Once again, thanks :up:

Werewolf
03-13-09, 06:30 PM
@Keltos

Oh, by the way....after a while it starts to maneuver in a FAT pattern, but I guess that was to be expected, actually maybe this is even practical if used against a convoy, maybe it could add up for the lack of guidance. All in all I am very satisfied :DL

keltos01
03-14-09, 02:55 AM
http://img15.imageshack.us/img15/4094/sh4img20090312234052890.jpg (http://img15.imageshack.us/my.php?image=sh4img20090312234052890.jpg)


http://img14.imageshack.us/img14/4007/sh4img20090313190801265.jpg (http://img14.imageshack.us/my.php?image=sh4img20090313190801265.jpg)


http://img13.imageshack.us/img13/9968/sh4img20090313193910609.jpg (http://img13.imageshack.us/my.php?image=sh4img20090313193910609.jpg)
http://img13.imageshack.us/img13/sh4img20090313193910609.jpg/1/w1024.png (http://g.imageshack.us/img13/sh4img20090313193910609.jpg/1/)

you need to copy the forum link under the image and paste it into the message window.

We can easily lengthen the straight run i.e. before the ladder search pattern, and add a flame at the back ?

it looks as though it impacted at 0 depth, did it ?

anyone outthere has an idea how to make it impact above the water ?

thanks,

Keltos

USS Sea Tiger
03-14-09, 04:35 AM
Hi

In your email youll find some things that may be of help

U-HAI
03-14-09, 09:01 AM
Hello all
A friend of mine, you know him as USS Sea Tiger, invited me over. sonew to your forum,but really like the idea of the cold war version. I have the Akula model and plan to get her to SH IV standards.
i have no data or pics of the interiors of these vsls though,, the Akula or alfa.
One other question, can 2 tubes be added to the files to make up the 8 she has?

last question and Ill pipe down for a few,

I am up to 1.5 on SHIV which side is the Soviets, which is NATO ? so that I know which boat to mod.

thanks all

Stratos
03-14-09, 10:48 AM
Hello!

Two questions, once a soviet Sub became ready to download. We will get patrols from the USSR to attack american and british shipping?? What soviet sub will be the first to appear?

And two, is possible to get GUPPY modernization for american subs?

Franklin Van Valkenburg
03-14-09, 11:41 AM
Another update mates! I've gone through and edited the K-19 some more!

To-Do List:
Pull the bow up a little to give the forward deck an upward slope.
Round off the top of the con tower's tail-end. Too much of a sharp angle. (Done)
Give the forward end of the con tower more of a bulbus shape. (Done)
Add the rail around the base of the con tower.
Pull the stern in a little. The hull looks too long. (Done)
Increase the beam further aft. It looks too tapered. (Done)
Pull in the bottom corner of the stern to let the rudder stick out just a little bit. (Done)
Edit the hull's tumblehome. The ballast tanks didn't quite hang on either side like saddlebags... give the hull a smoother appearance up top and round it off more at the keel. (Done)
Cut out the respective areas in the con for the crew, hatch, periscopes, radio antennas, and snorkel. (And the little windows in the front)
Add the tie-offs along the deck.
Actually cut out the missile silo hatches and create the missile silos in the con tower.
Cut out and model the torpedo tubes.

http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_bowb.jpg
http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_iso_1b.jpg
http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_starboardb.jpg
http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_iso_2b.jpg
http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_sternb.jpg

Now, I have a couple of questions about this mod:

How far are we going with this project? Will it be just a few of the popular submarines or a whole conversion?
Has anyone played around with the aircraft models and surface warship models?

I'm not much of a coder... and not a veteran modeller by any means. However, if we want to take this mod to the next level I think there are some other points we need to note: will we model and put in-game Cold War era surface vessels? What about Cold War era jets and helicopters? (I think helicopters warrant our special attention if we are going to try and make this into something big. They did A LOT of the air patrols and busy work within carrier groups.)

Also, what about the convoy/task force ratios? The Cold War didn't really see the numbers of large escorted convoys that kept WWII going. I say we need to reduce the convoys almost to zero, litter the oceans with oil tankers and other super-cargo ships, and reduce the numbers of task forces to mirror the Cold War's activity. This mod would involve more "Leave port, dive, stay underwater for 4 months and sail halfway around the world, make contact with other subs and surface groups, maybe catch a boomer, return to port."
Of course, if you want action, the player can always shoot somebody and turn the Cold War hot. Then the activity could pick up and the convoys return to simulate a WWIII.

I cannot devote all my time to this, what with school, running, ROTC, and college coming up next fall... but I'm going to complete K-19 and see if anyone can get her in the game. I may try my hand at an American DDG, CGN, or CVN. I hear the Nautilus is under construction so I'll stay away from that project.

Werewolf
03-14-09, 03:06 PM
@Keltos:

Sorry once again for a late reply.

Oh....damn I forgot about copying the link to the message window so that people could acutally see the pictures.....sorry :oops:

Well, actually it DID impact above 0 height or the water line, at least that's how it looked like in my periscope. The damage you see in the center of the periscope might be from another torpedo....I had to launch a conventional torpedo in order to get the flying one loaded....It did impact up higher than normally.

Regarding the suggested changes....well, yeah, sure I would like to have a flame added if you have the time :) The other changes to the straight run before initiating circle pattern,I take it that this can be done in the torpedo.sim right?

keltos01
03-16-09, 05:41 AM
http://img21.imageshack.us/img21/4636/onboard.jpg


Tests were conducted in May/June of 1942 using a standard army issue Wurfgerat 41 launcher and rockets from 21 to 30cm. The tests proved that it was not only feasable, but that the rockets could be fired from depths up to 15 meters below the surface, without effecting the normal flight path. The sequence of photos below show an actual launch from U-511.



http://img13.imageshack.us/img13/5089/launchd.jpg (http://img13.imageshack.us/my.php?image=launchd.jpg)
http://img14.imageshack.us/img14/1554/launch1v.jpg (http://img14.imageshack.us/my.php?image=launch1v.jpg)
http://img8.imageshack.us/img8/8448/launch2t.jpg (http://img8.imageshack.us/my.php?image=launch2t.jpg)


see :http://www.prinzeugen.com/V2.htm

Loon :

http://img12.imageshack.us/img12/2119/loon.png (http://img12.imageshack.us/my.php?image=loon.png)
http://www.pbs.org/wgbh/nova/lostsub/hist1945.html

This last one is the model I wanna use for the FliggendeTorpedo.

keltos

tomagabriel
03-16-09, 07:32 AM
Does anyone know a good source of information on post-war US torpedos? I am interested in both image+numbers. Some history wouldn't hurt but it is not a must. Perhaps a book. Or anything.

thyro
03-16-09, 09:36 AM
dup torpedo Sir! see the next one...

thyro
03-16-09, 09:41 AM
Does anyone know a good source of information on post-war US torpedos? I am interested in both image+numbers. Some history wouldn't hurt but it is not a must. Perhaps a book. Or anything.

http://www.fas.org/man/dod-101/sys/ship/weaps/torpedo_comp.gif

Post WWII Torpedoes, 1945 to 1950
http://www.personal.psu.edu/faculty/p/q/pq9/post.html

USS Sea Tiger
03-18-09, 09:26 AM
Hi all
can we agree or discuss the following for mods for this?

japanese/germans = Soviet block
Americans = Nato block
Era, 1957 to 1991
Nucs and diesels very welcomed

I ask this so that the mod can become organizied at a basic level.

gimpy117
03-18-09, 10:00 PM
seems like a few good campaign modders and somebody to tie up the boats in progress into a package and were set. (although more boats would be nice...)

keltos01
03-19-09, 03:40 AM
seems like a few good campaign modders and somebody to tie up the boats in progress into a package and were set. (although more boats would be nice...)


you mean more surface vessels, right ? We'll need the whole northern fleet modded ! :doh:

keltos

gimpy117
03-19-09, 10:14 AM
you mean more surface vessels, right ? We'll need the whole northern fleet modded ! :doh:

keltos

true....we could use some hold-over ships

merchants too...a few could pass for 1960's era stuff...granted that the "modern" merchants would become "old" merchants...

Werewolf
03-20-09, 04:12 AM
Verdamt!

Some times this game is really spastic! Now I have a problem with the depth keeping! Every time I get below 200 meters the boat won't stop, it just continues downwards until it's crushed....and my test depth is >300 m!. Has anyone experienced this before?

thyro
03-23-09, 02:40 AM
This enhanced Typhoon surface near my fishing boat ;)

WIP

http://www.ribeiros.co.uk/img/typhoon.jpg

http://www.ribeiros.co.uk/img/typhoon2.jpg

tomagabriel
03-23-09, 11:33 AM
Nice shots!

Franklin Van Valkenburg
03-24-09, 04:00 PM
Ok mates, the's pretty much finished at this point. Is there anyone that can take the 3DS Max model I've made and get it in-game?

To-Do List:
Pull the bow up a little to give the forward deck an upward slope.
Round off the top of the con tower's tail-end. Too much of a sharp angle. (Done)
Give the forward end of the con tower more of a bulbus shape. (Done)
Add the rail around the base of the con tower. [This one is proving a bit hard. I'll see what I can do.]
Pull the stern in a little. The hull looks too long. (Done)
Increase the beam further aft. It looks too tapered. (Done)
Pull in the bottom corner of the stern to let the rudder stick out just a little bit. (Done)
Edit the hull's tumblehome. The ballast tanks didn't quite hang on either side like saddlebags... give the hull a smoother appearance up top and round it off more at the keel. (Done)
Cut out the respective areas in the con for the crew, hatch, periscopes, radio antennas, and snorkel. (And the little windows in the front) (Done)
Add the tie-offs along the deck. [I looked at those pictures and realized that there wern't any.]
Actually cut out the missile silo hatches and create the missile silos in the con tower. (Done)
Cut out and model the torpedo tubes. (Done)

http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_bowc.jpg
http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_iso_1c.jpg
http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_starboardc.jpg
http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_iso_2c.jpg
http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_sternc.jpg
http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_cona.jpg
http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/K-19_conb.jpg

Any comments? I'm sure there are people out there that'll pick up on a detail that I need to add/fix.

thyro
03-24-09, 05:23 PM
Great work Franklin :salute:


http://unheardunseen.com/db1/00028/unheardunseen.com/_uimages/DannyJulietK-10HalifaxSmaller.jpg

Franklin Van Valkenburg
03-24-09, 05:53 PM
Thanks for posting that photo! (I see the fittings along the deck! And a detail on the con that I've missed thus far!)

As to the K-19's number... what is it? I've seen 294 and 271. I know the number I've put on the con is completely wrong... its just for looks at the moment.

How detailed do you guys want this? I've seen the hatches in the side of the con, but I don't know if they are truly needed.

Sledgehammer427
03-28-09, 04:31 PM
Franklin, Looking at your 3d model, you are doing good, I should suggest, however, that you make the prop nacelles a little smaller, they are looking kinda wingish.
heres a picture of a K-19 model I built still on the sprue, note the size of the nacelles, left, about the middle under the deck peice (the oval-looking peice)
http://gallery.kitmaker.net/data/18914/K-19_Sprue.jpganother pic, look at the bottom, theres a size refrence
http://gallery.kitmaker.net/data/18914/K-19_instructions-pg-2.jpg

thyro
03-28-09, 08:37 PM
Enhancements in progress for ... :03:

http://www.defense-aerospace.com/base/util/92483_1.jpg

http://www.spie.eu/uploads/tx_smilerealisations/LeTerrible_01.jpg

http://www.ribeiros.co.uk/img/leterrible1.jpg

thyro
03-30-09, 09:13 AM
Typhoon update on this LINK (http://www.ribeiros.co.uk/subs) ... enjoy... :)

Note: you will need XPETIT typhoon mod 1st

http://www.ribeiros.co.uk/img/typhoon1.jpg

http://www.ribeiros.co.uk/img/typhoon2.jpg

http://www.ribeiros.co.uk/img/typhoon3.jpg

Roger_Becker
04-04-09, 10:55 PM
Here is the first video of the USS Skipjack Class

Thanks to the Constructor Tomagabiel :salute::yeah::yeah:

Video Link http://www.youtube.com/watch?v=E_g5eOEv4B0


Gruß Roger Becker (Ryan)

keltos01
04-05-09, 07:56 AM
nice ! :yeah:

keltos

Bartolomeus
04-05-09, 02:56 PM
Great video! Amazing work on the Skipjack!

Marko

TitaniumRR
04-05-09, 06:35 PM
Thyro!

Looks amazing and stupendous!
Congrats! :sunny:

Where can XPETIT typhoon mod be downloaded?

Is there anything special about installing this mod?

Is it adequate to have SH4 1.4 or you need the 1.5 U-boat missions add-on to activate the Typhoon in gameplay?


Roger_Becker!

The waves and splashes on the video around the USS Skipjack are quite authentic.
Great job! :up:

thyro
04-06-09, 08:03 AM
Thyro!

Looks amazing and stupendous!
Congrats! :sunny:

Where can XPETIT typhoon mod be downloaded?

Is there anything special about installing this mod?

Is it adequate to have SH4 1.4 or you need the 1.5 U-boat missions add-on to activate the Typhoon in gameplay?


Roger_Becker!

The waves and splashes on the video around the USS Skipjack are quite authentic.
Great job! :up:


XPETIT mods are in here mate http://hosted.filefront.com/XPETIT/

I can't confirm (coz I use 1.5) but I don't remember to have seen references to 1.5 stuff, so think all of them would work on 1.4.

install XPETIT's typhoon mod then install the Typhoon FX files.

The FX for Typhoon+LeTerrible is initial work so prety much work in progress... Ohio is taking most of the time atm.


Regarding the USS Skipjack - TomaGabriel deserves all the credits, not me! :)

Cheers

TitaniumRR
04-06-09, 12:56 PM
http://i422.photobucket.com/albums/pp309/TitaniumRR/typhoon2.jpg


Thanks for your help.

At Torpedo launch the eel comes exactly out of its tube and not from beside. Looks good again.

Works with 1.4 and Fall of the Rising Sun.

Works in single missions and war patrols BUT in career mode.

Is it accidental or deliberate?

Do you intend to activate the radar device for this hull soon?

What is still in process?

Otherwise it is quite good to sail and dive by! :up:

thyro
04-06-09, 02:43 PM
http://www.zed.fr/uploads/movie/7/mission-invisible04.jpg

The FX files are just meant to enhance the visual. All the other files remain as originaly released.

In summary the FX added wakes, foam, correction to sub characteristics, sensors positioning etc. Just few work hours have been put, thats why is still a work in progress since there are alot of other things too look at.

The 3D needing a bit of rework at tower and rudder to be similar to real Typhoons; paint job; the directory structure needing a change to avoid clashing with other subs; removal the "remains of source sub"; add wake layers are just few of many other things to look.

If I'm not wrong the radar is hidden on the tower since the game doesn't allow to control it

Once I get the Ohio's compartments out I'll dedicate more time to Typhoon to get more stuf done ;)

thyro
04-06-09, 03:10 PM
Now this would be an interesting mod :haha:

http://www.youtube.com/watch?v=W1iJV4qgW9s

Regio Sommergibile
04-06-09, 03:27 PM
Ekranoplanes ?? :yeah:

kiwi_2005
04-06-09, 09:31 PM
What would be nice is the Kilo class diesel sub, a modern diesel boat in ww2 :hmmm:

thyro
04-08-09, 03:56 PM
Vertical launchers (ballistic missiles)

Any news on the subject?

since torps don't allow to control vertical paramater so can't be used...

How about a modified cannon monted vertically... might sound crazy but replace a shell with a missile shape and bang ... it might work.

probably more odd is the counter measures launcher... I recall that it has some sort of speed parameter... I wonder for what...


Cheers

Roger_Becker
04-11-09, 03:17 PM
Hi guys, I need your help!

I take a movie of the Typhoon, but I do not like the texture of it. Could one of you help me an make an other texture for the Typhoon for me/us? :salute:

http://allwoodships.com/Submarines/R...41,Typhoon.htm (http://allwoodships.com/Submarines/Russia/Project-941,Typhoon.htm)

tomagabriel
04-12-09, 11:38 AM
@Roger_Becker
I could try to make a skin for Typhoon. Anyway I can not do it immediately so it will have to wait about 2 weeks.
@Thyro
About the vertical tubes, no progress yet. I am confident a vertical launch effect can be done. But I am not sure that the tube can be oriented to shoot vertically. I have actually rotated it and it didn't work (still shoots horizontally). SH4 seems to be dead in the water when it comes to modding missiles.

By the way! There are some *.act files in the root folder of SH4. Does anyone know if they can be read somehow? I do not know exactly what lies in them, but it looks important...

Karle94
04-12-09, 06:54 PM
Since this is a cold war mod
would anyone be as kind to make a playable Ticonderoga Class or an Arleigh Burke Class?

Sledgehammer427
04-12-09, 07:38 PM
Welcome Aboard Karle94,
Ill break you a deal, find me a 3d model of an Arleigh Burke, or Ticonderoga, and i will talk to my buddies in the surface WArfare mod, and we'll cook one up :up:

EDIT:
@Tomagabriel, I don't think theres anything REALLY important in the .act files, nothing of INCREDIBLE, PRESSING importance

Karle94
04-13-09, 06:10 AM
If you go to http://www.simpsonslipways.net/ you can find the Arleigh Burke the Ticonderoga and many more but thet have to be converted from VS to Sh4

Bartolomeus
04-13-09, 06:42 AM
Iam working also on a Tico (http://www.virtualsubmarines.com/home/index.php?option=com_content&view=article&id=48:uss-getthysburg-cg-64&catid=37:3d-models-for-virtual-sailor&Itemid=60). It is the Gettysburg.

Marko

Kaye T. Bai
04-13-09, 07:39 AM
Iam working also on a Tico (http://www.virtualsubmarines.com/home/index.php?option=com_content&view=article&id=48:uss-getthysburg-cg-64&catid=37:3d-models-for-virtual-sailor&Itemid=60). It is the Gettysburg.

Looking great!

I can't wait until we see it in SH4.

With a few modifications to the hull classification numbers, we can change it to any Tico.

Keep up the good work! :)

If you go to http://www.simpsonslipways.net/ you can find the Arleigh Burke the Ticonderoga and many more but thet have to be converted from VS to Sh4

Nice website. Thanks for posting! :)

Bartolomeus
04-13-09, 12:36 PM
Thx! Actually Iam not making this model for SH4. The Getthysburg is for Virtual Sailor.

But if Sledgehammer interested in the model, i will finished it and he can use the Tico for a SH4 mod.

Best Regards
Marko

Kaye T. Bai
04-13-09, 07:58 PM
What would be nice is the Kilo-class diesel sub, a modern diesel boat in WWII.

The Kilo was in World War Two?

Since this is a cold war mod, would anyone be as kind to make a playable Ticonderoga-class or an Arleigh Burke-class?

The Arleigh Burke-class destroyer entered service when the Cold War was pretty much over.

ETR3(SS)
04-13-09, 08:34 PM
The Kilo was in World War Two?

I think what he was trying to say was, it would be nice to have the Kilo class, a modern diesel boat, cruising around during WWII.

Kaye T. Bai
04-13-09, 10:23 PM
I think what he was trying to say was, it would be nice to have the Kilo class, a modern diesel boat, cruising around during WWII.

My mistake, I apologize.

Sledgehammer427
04-14-09, 06:52 AM
But if Sledgehammer interested in the model, i will finished it and he can use the Tico for a SH4 mod.


*strokes evil black kitten*
yyyeeeeesssss, Sledgehammer WOULD like to use the Tico model you have!

Thanks!
heheheheh, nobody saw that one coming

Bartolomeus
04-14-09, 12:09 PM
Hey Sledge

Then i will proceed with the works on the Tico! :DL And I send you more updates soon.

Marko

propilot45
04-14-09, 12:51 PM
Hi everybody !!! Actually, i am very interested in your typhoon class sub because i've recently tested it (with update) , and i would like to make a promotionnal video of , which i could post on youtube .i have all the necesserary materials ( like sony vegas 9 etc...) so if you agree i can make one....:salute::up:

propilot45
04-14-09, 12:56 PM
By the way here are some useful pictures i found ....:D

propilot45
04-14-09, 01:29 PM
http://www.naval-technology.com/projects/typhoon/images/typhoon3.jpg (http://www.naval-technology.com/projects/typhoon/)
http://upload.wikimedia.org/wikipedia/commons/e/e1/Typhoon3.jpg (http://upload.wikimedia.org/wikipedia/commons/e/e1/Typhoon3.jpg)
http://upload.wikimedia.org/wikipedia/commons/thumb/2/21/Typhoon_class_SSBN.svg/800px-Typhoon_class_SSBN.svg.png (http://upload.wikimedia.org/wikipedia/commons/2/21/Typhoon_class_SSBN.svg)

thyro
04-20-09, 05:07 PM
Pics of typhoon's interior

http://img112.imageshack.us/img112/5571/23tq3.jpg
http://img112.imageshack.us/img112/9262/24zw7.jpg
http://img112.imageshack.us/img112/476/25zn6.jpg
http://img112.imageshack.us/img112/5862/26qv2.jpg
http://img112.imageshack.us/img112/1830/untitledfm8.jpg
http://img112.imageshack.us/img112/7821/1qu8.jpg
http://img112.imageshack.us/img112/4131/2em0.jpg
http://img112.imageshack.us/img112/5024/3bh9.jpg
http://img112.imageshack.us/img112/1039/4bf4.jpg
http://img112.imageshack.us/img112/5503/5vc3.jpg
http://img112.imageshack.us/img112/3643/6ip5.jpg
http://img112.imageshack.us/img112/788/7jh0.jpg
http://img112.imageshack.us/img112/2217/8xi9.jpg
http://img112.imageshack.us/img112/9863/9eq7.jpg
http://img112.imageshack.us/img112/1053/10hb5.jpg
http://img112.imageshack.us/img112/6761/11cs7.jpg
http://img112.imageshack.us/img112/7718/12gt6.jpg
http://img112.imageshack.us/img112/2574/13bs9.jpg
http://img112.imageshack.us/img112/3340/14ye4.jpg
http://img112.imageshack.us/img112/8074/15gs5.jpg
http://img112.imageshack.us/img112/5381/16kr0.jpg
http://img112.imageshack.us/img112/3945/17dd4.jpg
http://img112.imageshack.us/img112/9909/18re3.jpg
http://img112.imageshack.us/img112/6202/19ay1.jpg
http://img112.imageshack.us/img112/497/20kc4.jpg
http://img112.imageshack.us/img112/4441/21tv0.jpg
http://img112.imageshack.us/img112/7954/22np5.jpg

gimpy117
04-20-09, 07:43 PM
http://img112.imageshack.us/img112/497/20kc4.jpg:timeout:! looks ship shape...

Terror_666
05-08-09, 07:15 AM
I was wondering is there anyway we could do some sub on sub battles using the cold war subs. Because as we all know a sub is the best weapon against another sub and it would be cool :P

Karle94
05-08-09, 10:09 AM
Quote:I was wondering is there anyway we could do some sub on sub battles using the cold war subs. Because as we all know a sub is the best weapon against another sub and it would be cool :P

Well, I think multiplayer is the best way to have sub-to-sub engagement.
It could be possible to make an AI version of the cold war subs.

TheEagle181
06-14-09, 05:32 PM
Does anyone know why the sounds not working with XPETIT´s Typhoon mod? The sounds are working with all other subs but not with the Typhoon. Can anyone help please?

ivank
06-17-09, 04:52 PM
Is this still active?

Webster
06-20-09, 03:05 PM
bump

Bospor
07-05-09, 10:22 AM
Has anyone successfully added Project 641 into German campaign? Was wondering, cause kind of hit the wall here. Also, it seems that slow underwater speed eats up the batteries too fast. Anyone has that issue too? Any help would be appreciated. Thanks lads.

mobius22
07-05-09, 09:37 PM
Wow. I didnt think that any of this would actually be possible. Im really looking forward to this mod.

Werewolf
07-10-09, 05:37 AM
@Bospor:

Yeah....I have actually managed to implement it into campaign play, I have also added a snorchel and stuff like that and I am working on turning a copy of it into a Golf class......all of this is something I have done privately because I do not wish to offend the ones who made the real model, but if it´s okay with them then I would be willing to share it. It is full of faults though since I am not a professional at modding....I´m still at the bungler stage :haha:

Regarding the very annoying and idioticly limited battery endurance I have made a lot of experimenting with this too since cold war boats were abel to stay submerged for days, some of them even weeks at low speeds. I have found out that:

a) altering the max submerged range in the sim file does not help unless you put in a rediculously high value like for example 100000 nm. Then you on the other hand get an unrealisticly high battery performance that will enable you to dive from New York and to Japan. Further more increasing the value will cause the batteries to get a tremendously high reloading time.

b) If the submarine is propelled by 2 shafts/propellors the submerged endurance is lousy BUT.....if propelled by only 1 propellor the sumberged endurance is app. doubled......you think I´m joking? No.....It´s true. Maybe this phenomenon is some sort of attempt from Ubisoft to simulate the better performance of single propellor ships, because that´s how it is in real life, the more propellors, the more speed yes, but lower fuel economy. If you on the other hand add a third propellor, like the 641 has got, the game will crash when you submerge.

At least all of this is how MY version of the game behave on MY computer :DL

My solution has been to remove a propellor from the sub I play and then adding the hydrogen peroxide propulsion. in this way I get better submerged performance. The tricky part is that you have to remember to order full stop on all engines before switching between the propulsion systems otherwise the game will crash. Further more, it some times crashes any way when I recharge with the snorkel after many days of being submerged.

Well.......that was my erhm....contribution :)......I´d really like to see this mod up and running too

Especially I am interested in the Soviet cruise missile program....I would love to see a Juliett class added :D I have tried to make one myself, but I haven´t got the faintest clue on how to make the hull and the launcher system, right now I cannot even make the extra missile tubes that I want to add to the Golf Class working :haha:

Bospor
07-11-09, 11:00 AM
I am so glad you had responded Werewolf! I have been trying this for a month now and it has been a struggle, to say the least. I am Russian myself, so I have been talking to Dagon on Russian forums trying to figure this out. He is talking to me in terms that I just don't get at all. I think he had enough of me, so I figured I'll seek help here. His 641 also has lots of Russian words in the file, but I have an American version of the game. So, there is a conflict somewhere in equipment terms and the game would not work. So I figured, perhaps someone who succesfully added 641 to a game AND made it playable for the German side might just upload his twiked game folders somewhere, so that the rest of us can download them and just put them into a game. This is the easiest way for noobs to use this sub. So, I am wondering if you don't mind helping us here. Lots of people on the Russian forums are asking for this kind of help and Dagon, who made this sub, will be more than happy if someone else does it, so noobs like me stop bugging him.

Werewolf
09-17-09, 09:16 AM
Bump

Terror_666
10-23-09, 07:08 AM
is this mod still live or did it bleed out?

Trool323
10-23-09, 09:58 AM
I'd say it bleed out I mean it's near to "can't be done" to code anti ship misslies for sh4. I don't think it can be done. Not to mention torps that will fire in deep water, and also the sonor to find the enemysubs. The Sh4 game code and engine just wasn't made for it. I think a WWI mod is the best we can hope for. I'd love for someone to prove me wrong though buy making it happen and recoding the whole game. Good luck to who ever you may be.:salute:

Terror_666
10-23-09, 12:17 PM
that's too bad.
I thought they had found a workaround for the anti-ship missile problem. but yeah sonar would be difficult.

thyro
11-02-09, 12:19 PM
Or migrate from SH4 to Arma2... plenty of missiles and good chance of having naval warfare. fingers crossed for SH5 hoping that hasn't SH4's limitations.

keltos01
11-02-09, 02:23 PM
that's too bad.
I thought they had found a workaround for the anti-ship missile problem. but yeah sonar would be difficult.

it is basically a torpedo with an altered height and different 3d model, and of course, faster. they still shoot horizontally.

keltos

ERPP8
02-18-10, 06:52 PM
Is it anywhere to being finished?
Is the interface different?
Will there be real action in it?

Herr Kaleun
03-24-10, 01:01 PM
Has anybody the download link for this german klasse 206 sub?:ping:
In the russian thread is the link down.:dead:

http://www.sukhoi.ru/forum/attachment.php?attachmentid=101848&d=1259361860

Zel
03-25-10, 03:46 PM
I'm working on a mod to implement basic cold war functionality to sh4. The game has many limitations, and realism is not possible, but I believe that challenging gameplay is possible. First, a big thank-you to DarkFish for the AI Launched Torpedoes mod. This was the starting point.

Completed features:
AI submarines and surface ships are able to launch torpedoes at the player while he is submerged. For a torpedo launch, a visual detection is necessary. The AI unit needs to be able to "see" underwater. The trick is, to get the visual sensor to behave like a hydrophone would. The influence of day/night and fog needs to be minimized. I got surprisingly good results! This modification affects surface warfare, but there are workarounds. One side effect is night vision for surface ships.

AI Launched mines: A torpedo is used to simulate a mine. A shallow mine is easy, but a deep mine is a problem - any time compression will mess it up. Because of this, a large proximity radius could be used. The mines have their own hyd_sound. A type of ping can be used, to simulate mine detecting sonar (heard at short range).

AI torpedo attack: The ai cannot determine player's depth, and each torpedo has it's own fixed depth. Again, a large proximity radius can be used to cover a lot of ground. Also, it's possible to have a deep, shallow and "middle" torpedo launcher. The modder can decide which one to mount (or all three, if desired). There was a lot of tuning done to the torpedo launchers to increase their accuracy. A salvo option is available, since the player can easily evade one torpedo.

Player submerged attack: The player can use his sonar ping freely, because the AI doesn't hear it (try it). There is a method to determine the exact depth of a target, using sonar. Thanks to homing torpedoes, a precise solution isn't necessary. The player will match his depth to the target's depth, and launch a fixed-depth torpedo. It stays at launch depth. There are also regular torpedoes, which go to their pre-set depth (in the sim file).

Air launched torpedoes/mines: this one is still somewhat buggy, but it's fun to watch planes decimate a convoy with torpedoes.

Extensible surface radar: replaces one of the periscopes.

Failed to complete:

Agressive behaviour of AI subs: the subs are pretty dumb. They have "merchant" behaviour: follow waypoints,zigzag and shoot. I've tried to make them act like a destroyer. almost had it..but the rudder stopped working. It was done by placing a Unit_Ship controller besides the Unit_Submarine controller in the sim file.

Anti ship / anti air missiles: I've got a launcher for them, but it's useless, since they don't collide with objects. The magnetic detonator doesn't trigger.

To do: further tuning of sensors and weapons. AI torpedo evasion if possible. Compatibility for 1.5 (using 1.4 now).

I hope this mod will be a step forward in making a cold war campaign for sh4. Check back for updates. Note: this mod will not contain cold-war units, only the sensors and wepons files.

Zel
03-30-10, 01:19 PM
Here's an update for those interested in the cold war mod!

I've made a sonobuoy, which is pre-placed in the mission editor. It's a static object, which will report the player's position to nearby asw assets (about 30km). Also increases the probability of an airstrike, according to airstrike.cfg. They are radar detectable, couldn't make them work otherwise. It's possible to set up an array, to cover a larger area.

Pre-placed minefields, as well as ai launched mines now have a hydrophone sound. It's a sonar ping, to simulate a mine sensing sonar. The player's autocrew does not detect them as a contact. Will have to adjust the volume to make them audible only at short range.

I've modified the surface radar to detect air units. This eliminates the need for air radar. Plus you can see them on your display.

The mark27 torpedo is modified to act exactly like a decoy. They have a long life, and they can be used as a navigational aid if you're playing without the sub marker. This is because you can hear the bubbles, and they respond to ping.

How to determine a target's depth: Since sh4 does not allow ai subs to change depth, they are cloned so that each clone has a different operating depth. We can give each clone a slightly different _hyd sound, for rough depth estimation. For a more precise depth estimation, this is the process:

The following conditions must be met to get a ping response from an ai submarine:
1. You must pinpoint the exact bearing (more precise than with ships)
2. Your sub must be horizontally levelled.
3. The target must be within +/- 47m depth relative to you.

Determining a target's depth means finding the lower or upper limit of the ping response. When you find it, add or subtract 47, and that's the target's depth. The tricky part is, you can't ping while changing depth, you have to wait until your sub is horizontally levelled. The enemy cannot hear you ping...

Note: because of this bug, playable surface units can only ping submarines which are up to 47m deep. Any deeper, and you won't get a return. That's the main reason why i stopped working with playable dd's. The other reason is, flak guns are the only functional AA weapon.

Going to work now with decoys for the AI.

ElephantMemory
03-30-10, 04:25 PM
sounds awesome :) I am a little late to this tread, and I was wondering if you have a list of the playable submarines that will be in this mod? Im sure you posted this already. I just really did not want to have to search though 40 something pages heh :)

thanks and good luck!

Zel
03-30-10, 04:39 PM
Thanks for the feedback! I haven't made any cold war submarines (i'm a newbie at 3d modeling), so the first version of this mod will include only ww2 equipment. Gato/Porpoise for the player and AI Uboats.

I'm doing testing with Fletcher and Mutsuki (both ai), so these will be included too.

Any playable sub will easily be implemented into this mod. It only needs some adjustments for RPM value, TorpMaxLaunchDepth, and torpedo loadout.

AI submarines won't be a problem, either. They just require editing .sns and .eqp files, to implement new sensors and weapon mounts. Then they would have to be cloned, to have them operating at different depths.

I think early cold war equipment would be appropriate.

Right now i'm focusing on functionality, and later, compatibility. I'm using 1.4 now (will upgrade to 1.5 someday)..so i would like to make this compatible for both 1.4 and 1.5.


After the mod is completed, and new subs and ships (and maybe planes) are included, it will be possible to make a campaign.

ERPP8
03-30-10, 05:01 PM
Thanks for the feedback! I haven't made any cold war submarines (i'm a newbie at 3d modeling), so the first version of this mod will include only ww2 equipment. Gato/Porpoise for the player and AI Uboats.

I'm doing testing with Fletcher and Mutsuki (both ai), so these will be included too.

Any playable sub will easily be implemented into this mod. It only needs some adjustments for RPM value, TorpMaxLaunchDepth, and torpedo loadout.

AI submarines won't be a problem, either. They just require editing .sns and .eqp files, to implement new sensors and weapon mounts. Then they would have to be cloned, to have them operating at different depths.

I think early cold war equipment would be appropriate.

Right now i'm focusing on functionality, and later, compatibility. I'm using 1.4 now (will upgrade to 1.5 someday)..so i would like to make this compatible for both 1.4 and 1.5.


After the mod is completed, and new subs and ships (and maybe planes) are included, it will be possible to make a campaign.
Ask for permission first, but there is a Ohio SSBN and a Los Angeles class sub for download

Zel
04-02-10, 02:37 PM
During testing, i encountered a strange bug.

I have a scenario with 2 x fletcher VS 2 x mutsuki (all AI, set to elite). The ships are not in formation. Their starting positions and courses resemble an X.

In this scenario, one of the Fletchers does not detect the enemy at all. He doesn't change course or speed, or fire his weapons (even when fired upon). The other Fletcher works fine, he even fires torpedoes in the right direction. Interestingly enough, if i remove the second Fletcher, the first one will work properly!

Anyone have an idea what's going on?

ERPP8
05-22-10, 07:14 PM
Anything?

keltos01
05-23-10, 02:42 AM
did everyone move up to SH5 or what ?????


keltos

Zel
05-23-10, 07:11 AM
Unfortunately i'm currently busy in RL, but good news is that Werewolf is picking up where i left off. Many issues remain, which need to be fixed before a campaign is made.


And no, we're not moving to sh5! :DL

ERPP8
05-23-10, 07:25 AM
It's sad I'm still following this thread and I don't even play SHIV anymore.
I play SHV, but my campaign is stuck because I can't resupply.
Maybe if this mod is good enough I'll reinstall it.

Angeldust
05-27-10, 11:38 AM
ahoy mateys! long time no see, but i have a question....

after messing around with jsgme and the mods i've downloaded i can't get this one to work.

could anybody do a mod for me consisting of some existing ones?

i want the
-Typhoon
-Ohio
-Los Angeles Class
and the
-ADCAP Torps

available in Campaign but i can't friggin' get this to wrk!

please help me!

ERPP8
05-27-10, 02:44 PM
ahoy mateys! long time no see, but i have a question....

after messing around with jsgme and the mods i've downloaded i can't get this one to work.

could anybody do a mod for me consisting of some existing ones?

i want the
-Typhoon
-Ohio
-Los Angeles Class
and the
-ADCAP Torps

available in Campaign but i can't friggin' get this to wrk!

please help me!
That's about all they're available in

Angeldust
05-27-10, 05:35 PM
where are they available in?

i don't mean the boats for themselves but all together available in campaign.
but when i try to mess around with the flotilla datas, i get either a ctd or just one of them all in campaign

ERPP8
05-27-10, 05:54 PM
where are they available in?

i don't mean the boats for themselves but all together available in campaign.
but when i try to mess around with the flotilla datas, i get either a ctd or just one of them all in campaign
I never had trouble using them.

Ask ETR3(SS) cause he makes 3 of the good ones
(typhoon isn't great, it's kinda underdone)

Hotmanandre
05-28-10, 04:26 AM
Has anybody the download link for this german klasse 206 sub?:ping:
In the russian thread is the link down.:dead:

http://s42.radikal.ru/i098/1005/c9/d6d70a47689c.jpg (http://www.radikal.ru)
http://s48.radikal.ru/i119/1005/8d/73a375b3d931.jpg (http://www.radikal.ru)

This boat is still necessary to you? Russian link Up :)
Glance on mine: filefront.com

Angeldust
05-28-10, 06:31 AM
i know i know.

i also never got into problems, until i tried to use all of them in the campaign.

btw. does anybody know if it is possible to mod active homing torpedoes?

Zel
05-28-10, 06:55 AM
I don't think it's possible to have active torpedoes, because you can't attach a sensor to an object.

At least we have passive torpedoes!

Angeldust
05-28-10, 07:06 AM
yep, but they aren't very trustworthy i think.....

when i'm underwater and finding my target over sonar i need usually 3-4 tries to hit my target :damn:

Werewolf
06-01-10, 02:54 AM
@Angeldust - and all the others who are still interested in making a cold war mod possible for that matter (thanks for your ongoing interest):

So far it is not possible to change the dates - we are more or less stock with the period from 1939-1945 I´m afraid, I think. However! All of this is not essential, whether the calendar says 01-04-1944 or 10-06-1965 I do not really care about that right now, what matters is the world around you at this time! Your boat, your sensors and weapons, the enemy, his sensors and weapons, if all of this work like beyond WWII, that is modern weapons, modern sensors etc. then you have a cold war mod! And this is what we focus on right now, to make sub vs sub engagements available, to make weapons that are as close to modern ones as possible within the millions of limitations in this game. Zel has made increadible progress I think, due to him an AI submarine now actually fires torpedoes at you and detects you submerged. I´ve tested his stuff and it actually works, the only thing that slows down all of this is the limitations of the weapons, the acoustic torpedoes of SHIV will not go deep, that means that they hover around above you, they can track you, but cannot get to you, due to the focus on surface warfare only they are not able to go deeper than their launched depth. Work is being done to try to figure out this problem though. No, maybe active homing torpedoes will not be possible, but at least it might be possible to make a sim where you are finally in a 3D environment and never safe not even under the surface like in more modern submarine warfare.

Regarding implementing cold war subs in campaigns - this is the easy part, simply substitute a type IXD2 for example with your cold war sub in the careerstart and flotilla upc. The campaign setup is almost there, if the cold war had gone hot the Russians would have been fighting much the same fight as the Germans trying to choke Nato´s supply lines, they would have followed much the same assymetric warfare strategy at sea so the bases only need to be moved around, the ships have to be modernized, the convoying and setup in itself is almost there already, and this most of you can do already with the mission editor and notepad. And one good thing about this game is the possibility of combined forces with the ability to control air units and other naval units.

I think a lot of things are still possible to do, only we need more interest in this and more people involved. I for my part haven´t even played a WWII campaign ever since I got the game, I´ve been determined at making it a cold war sim from the beginning and the gaming that I have done has been with cold war subs. I for my part am sick and tired of being stock in WWII or left with the alternative of the other, what I would call, Tom Clancy simulators out there like DW. Silent Hunter has so much potential and it would be perfect if only some very annoying obstacles were removed.

nubbie44
08-08-10, 06:25 AM
I think this is an excellent idea. The time period of the late 50s to early 60s is perfect for this given the limits of the game engine. I think if more people were on board to just simulating this time period and modeling everything we need for it, we could get this done! It would be very awesome!

brabham85
12-27-10, 10:03 PM
This mod will be the only reason that could make me install SH4 again!

EzioAuditore
01-16-11, 07:32 AM
I found midget coldwar US submarine: X-1 Submarine
http://en.wikipedia.org/wiki/X-1_Submarine

sarat567
02-05-11, 03:24 AM
The creators of Silent Hunter should; TAKE THE HINT!!!!!

Arael
02-05-11, 12:16 PM
The creators of Silent Hunter should; TAKE THE HINT!!!!!

They did take the hint. They released a half-completed game because they knew the modders would try to sort it out. They took a hint, but it was the wrong one.

Jeff Favignano
03-22-11, 04:39 PM
Yes this is the mod I have always dreamed of!:salute:

brabham85
03-24-11, 11:55 AM
The ucranian navy got an old Foxtrot back to work:

http://englishrussia.com/index.php/2011/03/21/the-only-ukranian-submarine/

SS-0 Sub-Zero
04-26-11, 04:04 AM
bump, any news?

sarat567
12-27-11, 05:14 AM
So is there any of those Russian subs downloadable yet?

Have been waiting for Charlie and Akula class.... Can someone please send me a link, if available?

_____________________________

SARATY OUT



:salute::salute::salute::salute::salute:

Klaus
12-29-11, 06:50 PM
So is there any of those Russian subs downloadable yet?

Have been waiting for Charlie and Akula class.... Can someone please send me a link, if available?

_____________________________

SARATY OUT



:salute::salute::salute::salute::salute:
http://www.mediafire.com/?x33be2cke6l9x foxtrot+november
http://www.mediafire.com/?55blt7tmaimskx7 typhoon
http://www.subsim.com/radioroom/showthread.php?t=190648 - into first post you'll find download links for oscar II
somwhere exist an charlie I-II subs, but i don't remember, try a search

Lindley
07-02-12, 06:58 PM
This project will be the icing on the cake for Sub Sims when it is completed.
:Kaleun_Salivating:

treblesum81
07-11-12, 05:02 PM
Just curious if there is still any movement on this project? Updates seem to be getting fewer and farther between.

A Hidden Soul
07-11-12, 10:45 PM
Any news on this?

A Hidden Soul
08-02-12, 11:10 PM
Did they stop working on this project? It's been two years!:hmmm: I want to be able to play it before the Navy takes my life away lol.:up:

jhapprich
08-03-12, 02:18 AM
well,so far the refit of the echo I took me about 3 month or so, furthermore i do not know if there is anybody else actually doing something and i stopped working on cwss and am making standalone mods for both campaigns so....

A Hidden Soul
08-03-12, 10:23 AM
well,so far the refit of the echo I took me about 3 month or so, furthermore i do not know if there is anybody else actually doing something and i stopped working on cwss and am making standalone mods for both campaigns so....
I just want some modern submarines to play.:yeah:

Karle94
08-08-12, 11:51 AM
I have made this one for ya:

http://i777.photobucket.com/albums/yy51/Karle94/sh42012-08-0818-42-35-65.jpg

http://i777.photobucket.com/albums/yy51/Karle94/sh42012-08-0818-42-45-01.jpg

http://i777.photobucket.com/albums/yy51/Karle94/sh42012-08-0818-43-30-83.jpg

http://i777.photobucket.com/albums/yy51/Karle94/sh42012-08-0818-43-37-76.jpg

The worlds most dangerous assassin: The Seawolf class SSN. It comes with Mark 48 ADCAP, UGM-84 Harpoon and UGM-109 Tomahawk missiles. Still need to test it in combat though.

Karle94
08-09-12, 11:40 AM
The sonar works in carreer but not in quick missions, strange. Apart from that and some slightly unreliable torpedoes, namely the homing ones, the Seawolf is indeed a terrible weapon of war. It is actually quite fun as it can outrun the destroyers hunting you.

Brewster
08-09-12, 01:55 PM
It's epic Karle!

Klaus
08-09-12, 04:22 PM
and we can have him?

Karle94
08-09-12, 04:34 PM
No. I just posted this to mock you of my achievements.

Klaus
08-09-12, 11:45 PM
It's a hard work
good luck! :up:

A Hidden Soul
08-10-12, 12:27 AM
The sonar works in carreer but not in quick missions, strange. Apart from that and some slightly unreliable torpedoes, namely the homing ones, the Seawolf is indeed a terrible weapon of war. It is actually quite fun as it can outrun the destroyers hunting you.
Your submarine looks amazing. I hope you release it for people to play with! I'm so bored with the Ohio and other odd looking LA classes. This might bring me back to playing SH4 again.

sidslotm
08-10-12, 07:04 AM
Intriguing idea this with so many possibilities, it could take Sh4 to a whole new level. But with the old control rooms I feel the whole ambience of the idea might be lost.

Klaus
08-10-12, 07:45 AM
yes, control rooms, fire control panel, torpedo data computer and optics looks WWII :)

Karle94
08-14-12, 02:11 PM
I have been working on a new and fictional sub for the US. The Tang class SSP. SSP is the hull designation for diesel-electric subs with AIP. The Tang is based on the hull of the Virginia without the two stabilisors, side mounted sonars and ducted screw. The flat structure protruding up from the deck and the sail are from the Kilo. The Tang is 75 meters long, 8 meters wide, 8 meters tall (without sail.) Top speed is 11 kts surfaced, 20 knots submerged, 11 knots with AIP. Six torpedo tubes with 20 Mk 48 ADCAP and/or UGM-84 Harpoon and UGM-109 Tomahawk missiles.

There are two versions of the sub.

Dive planes on sail:
http://i777.photobucket.com/albums/yy51/Karle94/sh42012-08-1420-59-06-60.jpg

http://i777.photobucket.com/albums/yy51/Karle94/sh42012-08-1420-58-52-12.jpg

http://i777.photobucket.com/albums/yy51/Karle94/sh42012-08-1420-58-36-50.jpg

http://i777.photobucket.com/albums/yy51/Karle94/sh42012-08-1420-58-27-46.jpg

Dive planes on hull:
http://i777.photobucket.com/albums/yy51/Karle94/sh42012-08-1420-24-34-06.jpg

http://i777.photobucket.com/albums/yy51/Karle94/sh42012-08-1420-24-20-62.jpg

http://i777.photobucket.com/albums/yy51/Karle94/sh42012-08-1420-24-08-26.jpg

http://i777.photobucket.com/albums/yy51/Karle94/sh42012-08-1420-23-56-76.jpg

Which one is best? You decide.

Klaus
08-14-12, 02:29 PM
I like them both, a little more first one, but i think the sail must be a little wider :)

Karle94
08-14-12, 02:32 PM
Actually it`s wider than most sails on modern subs.

A Hidden Soul
08-14-12, 10:56 PM
Your submarines are looking awesome. Are you going to release the seawolf class for people to play?:salute:

sidslotm
08-15-12, 12:19 PM
Some first class work here.:up:

Karle94
08-15-12, 12:29 PM
Some first class work here.:up:

Thanks.

Your submarines are looking awesome. Are you going to release the seawolf class for people to play?:salute:

I would`t have made it if I didn`t intend to share.

A Hidden Soul
08-15-12, 02:02 PM
Awesome, can't wait until it's out.:yeah:

Karle94
08-20-12, 03:28 PM
Here`s what you`ve all been waiting for. Do read the read mes!

http://www.mediafire.com/?hwyeny6n6akzwz6
http://www.mediafire.com/?rb6kj4lzi64924x

Klaus
08-20-12, 04:28 PM
ok, i will not sleep anymore tonight i think
Thank you Karle :salute:

A Hidden Soul
08-20-12, 07:50 PM
Here`s what you`ve all been waiting for. Do read the read mes!

http://www.mediafire.com/?hwyeny6n6akzwz6
http://www.mediafire.com/?rb6kj4lzi64924x

OMG YES!!!

I'll test that Seawolf out right now!

EDIT: Great looking sub! It's very wide...I don't know if its supposed to be like that but oh well.

I tested it and it ran great. Only stuff I found odd were no bridge men? I need lookouts! Also the control room is nice but it's too empty even when at battle stations. I also would lower the color of the seawolf too. It's way to bright colored. Try something a little like this.

http://www.aviationsupermart.com/Shared/images/YankeeModelworks/YKM35041.jpg

Other then that it a nice job. I'm hoping someone will make an new 688 for 1.5

Klaus
08-21-12, 02:11 AM
Can't raise radar antenna?
Shift+X didn't work
and i have a rotating periscope head in trail of seawolf :))

Karle94
08-22-12, 08:36 AM
OMG YES!!!

I'll test that Seawolf out right now!

EDIT: Great looking sub! It's very wide...I don't know if its supposed to be like that but oh well.

I tested it and it ran great. Only stuff I found odd were no bridge men? I need lookouts! Also the control room is nice but it's too empty even when at battle stations. I also would lower the color of the seawolf too. It's way to bright colored. Try something a little like this.

http://www.aviationsupermart.com/Shared/images/YankeeModelworks/YKM35041.jpg

Other then that it a nice job. I'm hoping someone will make an new 688 for 1.5

It`s two meters wider and two meters taller than the Los Angeles and Virginia.

Can't raise radar antenna?
Shift+X didn't work
and i have a rotating periscope head in trail of seawolf :))

The command to do so is not included in this mod. The sonar head behind the sub is supposed to simulate a towed array.

A Hidden Soul
08-22-12, 10:08 AM
It`s two meters wider and two meters taller than the Los Angeles and Virginia.



The command to do so is not included in this mod. The sonar head behind the sub is supposed to simulate a towed array.

It is since you used the 688i class. The command is Alt+R to rise the radar.

What about the color and control room you never replied to that.:06:
Also, what about the bridge?

If you change the color (which I hope you will) will you put the number 21 on the sail?

jhapprich
08-25-12, 04:25 AM
Recently I reworked the originial conning of the foxtrot ssk to the proper shape.Ill make an upload if someone`s interested.

http://img543.imageshack.us/img543/3917/50277796.jpghttp://img145.imageshack.us/img145/6335/11310964.jpghttp://img253.imageshack.us/img253/431/83198144.jpg

Zuk
08-26-12, 08:46 AM
Recently I reworked the originial conning of the foxtrot ssk to the proper shape.Ill make an upload if someone`s interested.




Yes Sir I'm:salute:
Nice looking sub.

IceMike
08-26-12, 12:03 PM
Err, any reason why both of them seem to not work?
I downloaded the files, converted them to zip files, and put em into the MODS folder, activated em and ran the game, didn't show up.
Is there a specific place I should be looking for?
EDIT: Made a derp mistake,
Gotta tell you, the ships look really nice, I'm enjoying myself so far!

gevaudan
08-27-12, 05:30 PM
finaly some one made a seawolf class sub for this game iv been searching for one for months thanks karl:salute:

jhapprich
08-30-12, 10:22 AM
guess whats coming soon...Ps hotmanandre,i am still working on the yankee and whiskey refit, be patient!
http://img442.imageshack.us/img442/8376/mike3.jpghttp://img507.imageshack.us/img507/9315/mike2y.jpghttp://img855.imageshack.us/img855/8633/mike1h.jpghttp://img546.imageshack.us/img546/7671/mike4w.jpg

Brewster
09-01-12, 08:39 AM
epic.

zachanscom
09-26-12, 04:52 AM
this is truly amazing, but i kind of wish you had made for silent hunter v. it has better visuals and multi-core. it actually runs better than the old game.

Ryanjames170
09-29-12, 05:26 PM
with this mod what submarines are there that are playable?

jhapprich
10-01-12, 09:00 AM
no way to make really new subs for sh5,as far as i know. also, doing the subs for `IV is still quite demanding, concerning my own needs regarding quality.

merlinalva
10-21-12, 08:38 PM
Here`s what you`ve all been waiting for. Do read the read mes!

http://www.mediafire.com/?hwyeny6n6akzwz6
http://www.mediafire.com/?rb6kj4lzi64924x

http://www.mediafire.com/?hwyeny6n6akzwz6
Link dead :-( pls upload :wah::wah::wah:

Karle94
10-22-12, 04:35 AM
http://www.mediafire.com/?hwyeny6n6akzwz6
Link dead :-( pls upload :wah::wah::wah:

The link is not dead, work for me.

Klaus
10-22-12, 06:56 AM
is dead karle, this is message i receive
This file has been identified as a copyright protected work and cannot be distributed using MediaFire.

Karle94
10-22-12, 07:14 AM
How did that happen?

Klaus
10-22-12, 07:22 AM
i don't know, i just tried to download him again because can't find archive in my pc and i mess something to interiors and i receive that message
download link to Tang works

Alfamemnon
11-08-12, 02:29 PM
I would be happy if this mod gave rubber coating some real ability to protect you from enemy active sonar. Rubber coating was mostly a decoration at least in Silent Hunter III and it was a disappointment.

It could affect your campaign for example in this way: you would have little danger of getting caught torpedoing Soviet cargo ships heading for Haiphong during Vietnam War or for Cuba during Cuban Crisis as long as you remain submerged in the vinicity of communist forces. Getting caught in Cold War would mean not only that you are in danger of death by enemy ASW forces but also severe diplomatic consequences for your highest leadership...meaning limited renown reward.

Regardless of will you play Soviets or Americans, if the game starts from 1947, your first submarine would be a captured German XXI type submarine because Allied subs still were not advanced enough for the nature of your missions in this mod.

Karle94
11-12-12, 10:21 AM
Here`s a Gamefront link to the Seawolf:

http://www.gamefront.com/files/22619284/Seawolf_V1_0_rar

A Hidden Soul
11-12-12, 01:54 PM
Here`s a Gamefront link to the Seawolf:

http://www.gamefront.com/files/22619284/Seawolf_V1_0_rar
Is it improved or is it the same one you released like a month or so ago?

Karle94
11-12-12, 02:11 PM
The same.

MR. Wood
11-17-12, 09:20 AM
anyone have a new link for the cold war mod? Never mind found it here's link
http://www.gamefront.com/files/user/jhapprich

sztav
12-15-12, 04:51 PM
anyone have a new link for the cold war mod? Never mind found it here's link
http://www.gamefront.com/files/user/jhapprich

Hi!
Unfortunatly I cant download to the GameFront, about not avaiable country supported.
Can somebody try upload this files to other servers? (for example Mediafire - it works for me)
I be interested any solution.

Thx All!

calinho
12-15-12, 05:13 PM
Hi!
Unfortunatly I cant download to the GameFront, about not avaiable country supported.
Can somebody try upload this files to other servers? (for example Mediafire - it works for me)
I be interested any solution.

Thx All!

Use the proxy websites for download in gamefront

http://proxy.org/

Proxy works 100% for me

sztav
12-15-12, 05:51 PM
Use the proxy websites for download in gamefront

http://proxy.org/

Proxy works 100% for me


Thanks, good idea, but isnt works. The page answer: file not found. I cant belive that is true. I think the country supported is the problem.

Other server?:)

calinho
12-15-12, 06:31 PM
Thanks, good idea, but isnt works. The page answer: file not found. I cant belive that is true. I think the country supported is the problem.

Other server?:)

in the link generated by proxy on gamefront download page, click in "Your download will begin in a few seconds. If it does not, click here." before counter down. Downloading is starting in another format 'browse.php" or "index.php". After download open with winrar

I use this proxy link today

http://www.usawebproxy.com/

(SH3)JOHN LAMARRE
12-22-12, 05:17 PM
IS THERE A SEAWOLF BC I DOWNLOAD IT AND THERES NO TOWER AND STUFF

Karle94
12-23-12, 07:26 AM
What mods are you using?

sztav
12-30-12, 05:44 AM
in the link generated by proxy on gamefront download page, click in "Your download will begin in a few seconds. If it does not, click here." before counter down. Downloading is starting in another format 'browse.php" or "index.php". After download open with winrar

I use this proxy link today

http://www.usawebproxy.com/

Thanks, its work! :) yeah!:)

Bospor
01-14-13, 01:23 AM
Sorry, we do I go to download the new Foxtrot?

Alfamemnon
01-27-13, 01:08 PM
Hopefully, this will be completed soon. Cold War was an interesting time period even if during those days, superpowers often did not shoot first and ask questions the second like they always did in WW2.

Swordsman
01-28-13, 10:04 PM
Hi,

I installed this MOD and every time I try to play I get the error
File Not Found: data/menu/data/black80.tga
also
data/menu/skins/American/gui/layout/CrewSystemsManagement.dds
data/menu/skins/American/gui/intelligenceunits/paper.dds
data/menu/skins/American/gui/layout/hud.tga
data/menu/skins/American/gui/layout/dials_us_metric.tga

I downloaded it from http://www.gamefront.com/files/user/jhapprich and installed it to C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific
There was no readme with the d/l. Is there a mod I need to have installed first?

Thanks for any help. Looking forward to playing this.

Alfamemnon
02-06-13, 10:01 PM
I have a suggestion.

If this mod will start from the earliest years of Cold war, such as 1945 or 1947 or 1949, then how about making a feature for this mod where you would be able to import your save from chronologically earlier years? If you are playing with Americans/NATO, then you could import your save from the vanilla Silent Hunter 4 Wolves of The Pasific. If you are playing with Soviets, then you could import your save from Battle of The Baltic mod. Along with the import, you could begin the mod with your captain, your submarine, your crew and your renown "raw copied" from the vanilla or BOTB.

All of the submarines upgrades/enhancements and crews ranks and medals compatible with the mod should be present but regardless of do you start clean or do you import, you would anyway be offered, along with the standard submarines of your country of that time, also some captured ex-German uboats such as IXD2 and especially XXI Elektroboot (at the same renown cost that German captains had to pay for them in SH4 and/or SH3) and maybe even some captured ex-Japanese submarines. You should be able to install American/Soviet equipment, weapons and upgrades to ex-Axis submarines too and captured German equipment, weapons and upgrades to American/Soviet subs. (In SH4 Uboat Missions, you had the choice to install a captured American deck gun to your Uboat). However equipment and submarines that were standard issue to Axis submarine captains, would cost more renown than usual because they would be in limited supply due to being nonstandard equipment that was recently captured from former enemy....but maybe later nuclear powered subs could be even more expensive than Elektroboot.

örni
02-24-13, 03:29 AM
Activating the CWSS+CWSSfix. When you load the port exit the game. What could be the problem? The game is re-installed, SH4-v1 5, Simdata.dll error and prints it.

u-007
03-30-13, 05:03 PM
Hi,

I installed this MOD and every time I try to play I get the error
File Not Found: data/menu/data/black80.tga
also
data/menu/skins/American/gui/layout/CrewSystemsManagement.dds
data/menu/skins/American/gui/intelligenceunits/paper.dds
data/menu/skins/American/gui/layout/hud.tga
data/menu/skins/American/gui/layout/dials_us_metric.tga

I downloaded it from http://www.gamefront.com/files/user/jhapprich and installed it to C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific
There was no readme with the d/l. Is there a mod I need to have installed first?

Thanks for any help. Looking forward to playing this.

I Have this probleme too :/\\!! What i should do ? :hmm2:

Red October1984
03-30-13, 09:24 PM
Wait....has this mod been released yet? :hmm2:

uboot556
08-17-13, 02:12 PM
http://www.gamefront.com/file-hosting-faq/
it may usefull to read (in my opinion)

airsangel
08-18-13, 02:55 AM
mod working and released ?

jhapprich
10-14-13, 03:12 AM
cool video of a fan: http://www.youtube.com/watch?feature=player_embedded&v=9xTfLCMlWmw

smolfri
05-10-14, 02:06 PM
Is this mod working?

doschi1990
06-30-14, 05:46 AM
Hey Commanders. Can anybody reupload this Mod please?
All Links are dead.
Thanks.:up:

mercury268
11-11-14, 12:05 PM
Hello!
i can't play in career USSR with mod.:Kaleun_Mad:
Who can help me please.

Klaus
11-11-14, 02:51 PM
go to http://www.gamefront.com/files/user/jhapprich, download Projekt941, extract the mod and enable it after CWSS and CWSS fix.
Not all subs works in campaign

mercury268
11-12-14, 05:32 AM
go to http://www.gamefront.com/files/user/jhapprich, download Projekt941, extract the mod and enable it after CWSS and CWSS fix.
Not all subs works in campaign

I start in 1940 on Foxtrot(and other at this year) and after 3-4 waypoints game exit in windows(((

griffin
06-01-15, 07:40 AM
is this still going ? has it been updated or taken over or what ?

seenittwice.pt
07-09-15, 02:32 AM
Hello good sirs,

Long time admirer first time poster (the soviet propaganda kind)... Lol What no....? Anyways, can anyone send me a link that works for 'Russian crew' be absolutely fabulous if so..!!

Thanks in advance and good luck with the mod, keeping a weather eye open....

seenit

harleycr51
10-11-18, 08:08 AM
Is this mod in English? Or does anybody know a similar mod that's in English? I already have the cold was steel sharks, I dim don't understand German.

Aktungbby
10-11-18, 09:30 AM
harleycr51!:Kaleun_Salute:

Bleiente
10-11-18, 11:37 AM
Ahoy and welcome aboard @harleycr51!


:salute:

Bleiente
10-11-18, 11:39 AM
To revive this project would be interesting as well as challenging.

However, you should keep in mind 2 important things:
1. It could be technically and enforced by the engine only for a timeframe to be covered up to a maximum in the early 1960èr
2. FORTS Ultimate should serve as a base for a variety of good reasons, so it would be an imaginable add-on for and with FortsU

Many basic requirements are already in place, such as really nice submarine models of the GUPPY conversions, overwater units can shoot torpedoes and many large units from the WWII were active even in the 60èr years in service.

From the fictional scenario, there are many opportunities for an escalation in the "Cold War" - I think only of Korea, Vietnam and Cuba ...

It would still be a lot of work to invest - the question is whether something would be desirable at all.


:hmmm:

Hitlepos
06-05-19, 06:53 PM
Really interesting!!! But can someone upload working download links?
Thanks!