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Sledgehammer427
10-20-08, 07:53 PM
At long last, the Los Angeles, lost in the sukhoi forums, i think, and wisely saved by me!

and fixed!

Los Angeles Mod for RFB+RSRDC
third fix, this should be correct. if not, well, ill just keep trying!
This mod makes the Los Angeles Class sub workable in campaign.
included in the 3d folder, located in the data/submarine/NSS_688i, is a file called regular688planesforward.
i have modified and smushed the planes together so they can be mounted on the tower, as per a regular 688,
they will probably need further modification, but i have not the time :(
But. there are a few issues
like my Foxtrot and November, they probably won't have a crew, so
1. go to subsystems, and load up all the crew there until its empty.
2. save game.
3. load game, and continue with step 1.
4. repeat!
ISSUES
the sub still acts/sounds like a diesel-electric, but has a nukes range
(high effeciency diesels?) but it will perform historically, per the Navy's released specifications, that is.
Enjoy!
Model by Dagon,
Campaign edits and other, non 3d related stuffs by Sledgehammer427
(whoissobusyheforgottoputspacesinthispassage)
Disclaimer.
make people pay for this...pigeons will crap upon your vehicle...then the lemons will eat your soul!
(thanks Ivank)



i will be here if there are any real problems, and before you ask, i have no idea why your tower isn't working. my guess is because you have another mod using the Tambor tower. because that WILL mess up this mod. this file is NOT compatible with my Foxtrot and November mod. as i replaced the foxtrot and removed the november.

now, don't trip over each other running for it, it will look bad on my resume;)
http://files.filefront.com/Los+Angeles+Modrar/;12114635;/fileinfo.html

ivank
10-20-08, 08:00 PM
great job! love your humour "(whoissobusyheforgottoputspacesinthispassage)"
:up: :rotfl::rotfl::rotfl:

keltos01
10-21-08, 12:54 AM
oh... the good days of 688 Attack Sub are back ! :D

Great job there ! :up::up:

Keltos

Rolf Eschke
10-21-08, 08:07 AM
Cool,thanks a lot:up:

runningdeer
10-23-08, 05:34 AM
Hello. I haven't been able to get this sub to work. I've tried using JSGME, as with the other 2 subs...the November/Foxtrot, those 2 work fine. Very neat. I want to start a new career using RFB & RSRD using this Los Angeles. It'll be my first time using RFB. It has always been TMO & RSRD, before.

Could you please instruct me on how to get this sub into my game?

I would like to use it in this pack:

RFB_v15x_mmddyy
RSRDC_RFBv15_v395_RC5
RSRDC_V395_Patch 4
RSRDC_AuxGB_Fix
Animated Fans
Pull down map w/routes

Thank you for the subs!...and thanx for your time.

Sledgehammer427
10-23-08, 06:56 AM
runningdeer (cool name, i prefer stationary ones myself, easier to shoot:p )

its pretty simple, you just pop it in last, and there you go :up:

now, i experienced a problem on my game that might be on yours.

when i tried starting a new campaign, it kept poping up out of game saying its missing a line in the data/submarine/NSS_688i/NSS_688i.upc file
and in the data/upcfiles(i think, it has upc in it i know that/UnitParts/106881.upc

the sub came without a lightmap, so, if it does this, i will create a fix for it, if anyone is having trouble doing it.

badaboom
10-23-08, 07:31 AM
:cry: I'm in the same boat[but not actually:D ]I can't get it to show up applying with JSME using stock game or with RFB+RSRD.

runningdeer
10-23-08, 07:33 AM
Thanx for your reply...well, I applied the mod like you instructed, but the game wont load completely.

I get the error that you mention above.

When I apply 'Los Angeles Mod' folder, the game will load, but no sub. If I apply 'Los Angeles' folder from within then it doesn't load and I get the error.

:hmm:.

Hitman
10-23-08, 07:48 AM
Isn't the specualtion interesting? :D

If the US had had that LA class submarine during WW2, in my opinion it would not have affected the course of the war at all. Why? Because it has 4 forward torpedo tubes and as such, a small firepower when attacking merchant ships (Only could sink four each time, plus reloads) i.e. nothing much different of what the Balaos could do. The Harpoons wouldn't add much here.

Admitting that the Tomahawks could serve well for attacking land objectives, again this is nothing that a good traditional carpet-bombing from Airplanes couldn't achieve already.

Only the nuclear bomb would have changed things (Missiles with nuclear capacity), but not the LA class itself or its conventional weapons.

And then, the complexity in the construction of LA class submarines would have meant that with the same effort, less of them could have been produced (Balaos were constructed from preassembled parts in a row).

Therefore, I consider that for the US in WW2 it was of more use to have had 400 fleet submarines that for example 100 LA class boats. Sure, the LA class wouldn't have suffered losses, but as a theoretical exercise it gives interesting results, doesn't it? :D

Sledgehammer427
10-23-08, 05:02 PM
Hitman, i agree.
i am working up a fix as we speak...don't fret!

Sledgehammer427
10-23-08, 06:00 PM
Fix Is Up!!!

Terror_666
10-23-08, 07:04 PM
@Hitman
You are right that one 688 would not make much if any difference in the war as a hole but it would allow for great tactical advantages. The modern mk48 ADCAPs' can severely damage or sink all but the largest warships of the second world war. Also the missiles it can fire (harpoon, tomahawk) can take-out ships and land based targets with pinpoint accuracy and carpet bombing was very unreliable at the time and only occasionally took out the intended target and not the suberb or town next to it.
A 688 sensor capabilities are far greater than anything of the time.
So I agree with you that if it were used for merchant hunting it would be less than effective however if it were to lay of the coast of japan it could wreak havoc on japanese production and command and control. It would not end the war earlier but it might decrease the loss of life all around.

DS
10-23-08, 09:34 PM
I think that one 688 could have made a big difference, not because of fire power, but because of detection range, speed, and endurance. Positioned properly, she could block a critical access point to the home islands, detect transiting targets at much greater range, sprint to intercept at higher speeds, engage successfully from farther ranges, rince, repeat, and when out of ordnance, sprint home at 35-32 knots without concern for fuel, reload, take on a fresh crew, re-provision, and sprint back into another critical position.

Would it have crushed Japan in a month? No, not likely, but I think when you factor all the strengths in combination, she would be sinking targets at 20-30 times the rate of a WWII sub (probably more if you count MK-48s vs, bad torpedoes in use in the first half of WWII).

Combine her with a few other WWII boats spaced out to act as radar/sonar pickets callign in distant targets to expand her zone of control, and a 688 could be devastating.

In other words, what would have happened in the U.S. could have put the equivalent of 30-40 Balaos around the Japanese home islands by December 15th, 1941, and maintained that number for 2 out of every 3 months for the rest of the war?.

Or, to put it from the Japanese perspective, what do you do if any convoy or battle fleet you sortie has a 1 in 3 chance of being detected by a radar/sonar picket, and being wiped out to the last ship within 72 hours of that detection? Do you run the gauntlet? Do you keep your ships in port? If you run the gauntlet, how long can you sustain that before you run out of ships?

Reminds me of the plight of the U-boats in 1944-1945.

Just a thought...

runningdeer
10-24-08, 05:51 AM
Thank you for the fixed dl. But, when I apply the folder 'Los Angeles', the game now loads, but when I click on campaign I get the ding and game freeze...an error now reads: Could not find: 'HullLightMapTextureNameOveride' in unit part 1.

Is it possible that I should apply the folder 'Los Angeles mod'? Because it loads and runs the game, could it be that the subs name 'Los Angeles' just isn't listed but is there?

Pardon me if I'm causing trouble:hmm:. But I think I'm doing things right.

Heres the mod pack and order I am using:

RFB_v15
RSRDC_RFBv15_v395_RC5
RSRDC_V395_Patch 4
RSRDC_AuxGB_Fix
Los Angeles

I cannot wait to get this sub, gonna use it in my new career :ping:.

Thanx again for your time and stuff.

Sledgehammer427
10-24-08, 06:39 AM
mother********* i knew i forgot a little letter

hang on..second fix coming up

EDIT: second fix is up...hows that for fast work :D

SpeedyPC
10-24-08, 07:10 AM
Runningdeer...............very cool name.........it remind me going deer hunting :nope: now where did I put my deer hunting rifle :hmm:

runningdeer
10-24-08, 07:23 AM
Thanx for the quick response. Hmmmm, same error :doh:. Maybe the problem is on my end.

runningdeer
10-24-08, 07:26 AM
http://i36.photobucket.com/albums/e4/rosscocoltrain/funny_305.jpg

SpeedyPC
10-24-08, 07:32 AM
:rotfl: :rotfl: :rotfl: :rotfl: not unless the deer doesn't do any dropping on the top of my head otherwise you'll know where I'll put my rifle :smug:

badaboom
10-24-08, 01:26 PM
Thanx for the quick response. Hmmmm, same error :doh:. Maybe the problem is on my end.

I'm not having any luck with any of the fixes either,Thank you Sledge for your effort.

Sledgehammer427
10-24-08, 03:48 PM
i'll upload the fix i did at my computer

that works:nope:

it will be done, comrades!

badaboom
10-24-08, 04:05 PM
:D I admire your fighting determination and spirit Skipper,Thank You!!:up:

Sledgehammer427
10-24-08, 07:38 PM
3RD FIX IS UP!!!!!

if this dont work. god forbid i ever mod again. lmao

Bosje
10-25-08, 06:30 AM
I got it working on fix 2, although I had to alt tab out of it at every load and click through the 2 error messages, it was a bit of a pain to get the boat filled up with a full crew, but after an hour or so of messing around, I was doing a steady 28 knots submerged :)

looked good, a very entertaining mod, sir! :arrgh!:

Sledgehammer427
10-25-08, 11:24 AM
fix 3 should solve that problem, bosje

Axlwolf
10-25-08, 01:52 PM
Great mod,but for some reason the max depth i can go is only 250 ft.At 300 ft the boat implode.Could be because i am using Trigger Maru?The real 688 is listed with a max depth of 1480 ft.
Thanks

Sledgehammer427
10-25-08, 02:38 PM
yes, that is the only bug for the mod, it still has the fleet boat crush depth.

however, i am proly gonna work on that now, so yeah. fix 3.1 coming soon!

runningdeer
10-26-08, 08:02 AM
Thank you vm :up:

http://i235.photobucket.com/albums/ee30/jamescatalino/SH4Img2008-10-26_075346_768-1.jpg

Its neat to see this sub sittin' in the water. If ever it has more capabilities then that will be just awesome.

mobius22
10-26-08, 01:44 PM
Whoa...I just had a revelation.

Someone suggested that for the Panzerschiffe, we have an "airfield" that tags along so that we could have our own arial recon, even if there's no animation. By the same process...coulnd't we "give" planes that crash into ships in the form of Tomahawks? See where I'm going with this?


Unrelatedly (Don't question my "word" choice) what are you currently working on, Sledgehammer?

Might I suggest we have the idea for the Axis Foxtrot/Axis November turned into a minimod of sorts? Kinda like Keltos' IJN sub mod, with the torpedoes and Japanese names as well as Japanese telegraph.

If we can find a way to get the song from Red October in the gramaphone without breaking any laws...do that too...

Sledgehammer427
10-27-08, 06:30 AM
what AM i working on?
question is, what am i NOT working on...

looking into making the Foxtrot and november compatible in the NEW rfb,
same for the LA.
working on the Kriegsmarine mod, royal navy mod, and the hilfskreuzer mod.
skinning the Jyunsen B for keltos's IJN sub mod...

and about your airplane/cruisemissile idea, sound, but i'm not THAT good

Kruger
10-27-08, 07:12 AM
Great. Is this JSGME ready ? Super, I can't wait to play with it :rock:

gimpy117
10-27-08, 09:08 PM
is there a way to give a cannon homing ability???

make it super long range (horizon) and homing capable.

that could simulate a missile of sorts...

Kruger
10-28-08, 08:55 AM
I think a flying torpedo, with speed increased to 400 knots and depth + 2 meters (so it would fly but in the same time strike the target) would simulate very well an Exocet missile.

cgjimeneza
10-28-08, 10:53 AM
I think a flying torpedo, with speed increased to 400 knots and depth + 2 meters (so it would fly but in the same time strike the target) would simulate very well an Exocet missile.

US SSN use the harpoon and tomahawk missiles, need to redefine warheads and ranges for them... also speeds and with tomahawk youŽd need a mod to hit shore based targets... and why not a W-80 nuke warhead?

if you get british SSN use exocet missiles, shorter range, smaller warheads

grant977
12-05-08, 02:42 PM
I am not able to download this.

zinosumatra
12-05-08, 07:58 PM
I have a request for a mod.

No 688, no nukes. Just William Wallace. If here were here, he'd consume the English with fireballs from his eyes and bolts of lightning from his arse! :smug: