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View Full Version : [WIP] Los Angeles 688i mod 4th fix


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ETR3(SS)
01-28-13, 05:11 PM
Just make 4 VLS tubes + 8 reloads!
hmmm, make the TASMs guided with 85-100kts speed?:06:

sure the speed is slow, but atleast they home properly! :sunny:At the end of the day it's still a glorified torpedo. Which if the stats are set to what you've listed here, why not just use a Mk 48? I'm not trying to be lazy, just trying to maintain some accuracy to the highest level allowed by the game mechanics.

Stewmeat95
02-08-13, 07:01 PM
any tips on installation? I cant get it to load up, im using the 1.4 version

ETR3(SS)
02-08-13, 07:36 PM
any tips on installation? I cant get it to load up, im using the 1.4 versionI assume you're using JSGME? Folder path should be Silent Hunter 4/Mods/Los Angeles/Data.

Stewmeat95
02-08-13, 07:49 PM
Now it shows up for me to use the sub, however, SH4 crashes when i attempt to play the sub

ETR3(SS)
02-08-13, 11:22 PM
Now it shows up for me to use the sub, however, SH4 crashes when i attempt to play the subWhen you start a mission or on exit?

Stewmeat95
02-09-13, 09:21 PM
On start

ETR3(SS)
02-10-13, 10:44 AM
Running any other mods with it?

Stewmeat95
02-10-13, 11:22 AM
Natural sinking Mechanics Classic.

Should my folder be arranged

SH4 -


JSGME
MODS
Data, etc

Or



SH4-


JSGME

-MODS


Data, etc

Where should the mod folder go? And why do i have 2 data folders, one in JSGME and one in sh4. Is this normal?

ETR3(SS)
02-10-13, 11:35 AM
Natural sinking Mechanics Classic.

Should my folder be arranged

SH4 -


JSGME
MODS
Data, etc

Or



SH4-


JSGME

-MODS


Data, etc

Where should the mod folder go? And why do i have 2 data folders, one in JSGME and one in sh4. Is this normal?Something like the first one. You install JSGME to your SH4 Dir which will create a MODS folder for you to put your mods in. So it should look like this:

SH4

Data
MODS Los Angeles
Data
Also I'm not sure what files your other mod changes. My mod is not designed to be compatible with any other mods unless other wise stated.

Stewmeat95
02-10-13, 08:11 PM
JSGME gives no warning on the changes being overwritten

ETR3(SS)
02-10-13, 10:26 PM
JSGME gives no warning on the changes being overwrittenHave you tried running the game with just my mod enabled? You mentioned you're using version 1.4, is that the game, mod version, or both?

jhapprich
02-12-13, 03:37 AM
some shots of the progress on re-doing the 688`, and no crash of the mod till now!!!http://imageshack.us/a/img443/5545/la4h.pnghttp://imageshack.us/a/img542/5813/la1u.pnghttp://imageshack.us/a/img577/2047/la2d.pnghttp://imageshack.us/a/img203/2648/la3f.pnghttp://imageshack.us/a/img22/589/la5.pnghttp://imageshack.us/a/img132/1821/la6.pnghttp://imageshack.us/a/img826/4308/la7.png

thangba202
02-13-13, 01:14 PM
Thank you very much for this!

A Hidden Soul
02-13-13, 11:13 PM
That looks amazing!!! How about some interior shots?!?!? When is it due to leave the shipyard?

jhapprich
02-14-13, 03:37 AM
sorry, but the interior will be stock

A Hidden Soul
02-14-13, 11:34 PM
sorry, but the interior will be stock
That's what I was hoping for! Looks more realistic anyway...:hmmm:

jhapprich
02-16-13, 05:40 PM
hello! i have just finished the AO-mapping of the Los Angeles after thoroughly adjusting the lines of the hull, the size and position of the sail and the planes etc. to the correct dimensions. i also changed the paint scheme after checking with original photos. altogether i think i finally managed to catch the look of the 688`:
http://imageshack.us/a/img27/5844/688aoenabled.pnghttp://imageshack.us/a/img546/3007/688aoenabled4.pnghttp://imageshack.us/a/img9/959/688aoenabled5.pnghttp://imageshack.us/a/img802/5430/688aoenabled3.pnghttp://imageshack.us/a/img72/7669/688aoenabled2.png

A Hidden Soul
02-16-13, 07:41 PM
It's looking better and better!!!:yeah:Can't wait for you to release this bad boy out of drydock.

Death2allofu
04-22-13, 06:49 PM
I try to load into it, and it crashes.

ETR3(SS)
04-26-13, 01:24 AM
I try to load into it, and it crashes.I need more info than that. What version of SH4 are you running, what version of the mod are you running, and what other mods are you running with it?

Aside from that people, sorry I haven't been more active on here lately. Got a new job that has me working 6 days a week and I've been focused on CFS 3 and playing with that. I'm not sure what I'm doing right now. Seems every time I get time to mod, something comes up and I can't get to it then. I've had lots of ideas but no time to work on them unfortunately.

tranbaolong
05-24-13, 05:46 AM
Why I cant get O2 in 668?
Even I surface the boat, co2 index continue increase.
Can anyone fix it or my install erorr?:wah:

ETR3(SS)
05-24-13, 03:27 PM
Why I cant get O2 in 668?
Even I surface the boat, co2 index continue increase.
Can anyone fix it or my install erorr?:wah:It's a bug with the stock game usually caused by alt-tabbing. Save and reload should fix the problem.

Popeye the Salior
08-08-13, 03:20 PM
Love the USS Ohio mod by the way but on the downside it doesn't have 24 trident nuclear missiles same with the SSGN variant except its lacking a 156 tomahawk guided cruise missiles.:subsim:

bloopgun
08-08-13, 04:36 PM
Well I tried this, everything seems to work except one glaring issue. The sub apparently has a 4 knot top speed....

ETR3(SS)
08-11-13, 10:20 AM
Love the USS Ohio mod by the way but on the downside it doesn't have 24 trident nuclear missiles same with the SSGN variant except its lacking a 156 tomahawk guided cruise missiles.:subsim:A few things about that. First is the limitations of the game itself. A WWII sub-sim wasn't meant to emulate cold war and beyond tech. Second, those are both land attack missles. While the SSGN variant you can launch the Tomahawk at ships, hitting them is another thing all together. So while modeling all these things would be nice there's either no point (imno) or it's not possible

Well I tried this, everything seems to work except one glaring issue. The sub apparently has a 4 knot top speed....This has got to be the most common question that I get on here with the most overlooked answer. You need to activate the main engines by pressing the little red button above the battery/fuel/co2 meter.

russ663
10-23-13, 07:30 PM
ive loaded the jpmg or what ever file it is and its on desk top ive downloaed the 688 file how the heck i get it into the jpmg program

ETR3(SS)
10-24-13, 08:31 AM
This link should help you with all that.

http://forums.ubi.com/showthread.php/402710-MOD-Installation-Step-by-Step

Firefighter Byers
11-18-13, 12:26 PM
Good afternoon Sir

I downloaded your mod, installed it according to the JSGME instructions, and I even activated the mod. Sadly to no avail its not showing up in the game. I'm currently running SH4 with the Uboat Addon and V1.5

I proceeded to delete all the save files and reinstalled and reactivated the mod. No luck yet

I have it sitting 3rd in my load order with JSGME behind RFB and the RFB patch? Would this be a mod conflict of some sort? Going to deactivate RFB and see if that helps

Thanks for your prompt reply and looking forward to using this awesome looking boat

Cheers Justin

ETR3(SS)
11-18-13, 01:27 PM
Welcome aboard! Which version of the mod are you using? Also make sure you're not getting a double folder issue. I.E. MODS/688i/688i/Data (can't recall the folder name offhand but you should be able to understand that example).

A Hidden Soul
02-08-14, 05:44 PM
How close are you to releasing your other two fast attack mods?

ETR3(SS)
02-08-14, 05:53 PM
I would say it's a ways off yet. I can't even remember what I was going to do lol. I've really been in a slump when it comes to SH, but it gets like that sometimes.

Snarf
03-11-14, 12:16 PM
Not really happy with the harpoon missiles, there doesn't seem to be any guidance.

ETR3(SS)
03-11-14, 01:43 PM
That would be because there aren't any harpoon missiles included? The Ohio has the TASM, but even the latest version of that I released doesn't have those. Lack of guidance, or lack of reliable guidance being the issue. This is a WWII subsim after all.

Snarf
03-11-14, 04:40 PM
Well the MK48's seem to have working acoustic homing. would it be possible to use acoustic homing as a substitute for real (modern) guidance on the traumahawks, since acoustic homing already in the game? I did manage to get one hit with the tomahawk but that was on a large modern composite freighter that was doing 4kts. Oh, i just realized that i said Harpoon in my previous post, i meant tomahawk

Snarf
03-11-14, 04:43 PM
Why I cant get O2 in 668?
Even I surface the boat, co2 index continue increase.
Can anyone fix it or my install erorr?:wah:
That is a random occurring issue i've found in v1.5, save the game and reload your save and it should fix the CO2.

ETR3(SS)
03-12-14, 10:52 AM
Well the MK48's seem to have working acoustic homing. would it be possible to use acoustic homing as a substitute for real (modern) guidance on the traumahawks, since acoustic homing already in the game? I did manage to get one hit with the tomahawk but that was on a large modern composite freighter that was doing 4kts. Oh, i just realized that i said Harpoon in my previous post, i meant tomahawkThat's the usual first response to give it the acoustic homing, and only option given that it's still a torpedo. However, the high speed of the "TASM" + homing ability = hilarity. :har:

In all actuality the acoustic homing is more wake homing in its behavior in the game itself. So this leads to a less than 100% hit rate on the first pass, but it will re-attack the target. This is where the hilarity ensues. The TASM will circle the target at high speed before flying off in some random direction. But not always. Sometimes it will circle around and actually hit the target.

So I've tried (and am still trying) different solutions to the low reliability of the TASM. The main problem off accuracy lies in the acceleration of the weapon itself. Since it is a torpedo as far as the game is concerned it accelerates like one. However the TDC is not capable of taking into account this acceleration time and plots a solution based on the weapons max speed of 550kts.

jhapprich
04-27-14, 01:38 PM
dont know if i ever released it yet, but this is the latest version of my 688:

http://www.gamefront.com/files/24200344/SSN_688.rar

Hotmanandre
04-27-14, 05:43 PM
dont know if i ever released it yet, but this is the latest version of my 688:

http://www.gamefront.com/files/24200344/SSN_688.rar

good job:arrgh!:

Commander_Apollo
07-31-14, 10:03 PM
My great great uncle helped build the USS Los Angeles

Legion1183
10-21-14, 06:55 PM
I have downloaded the mod and it shows in JGMSE, as activated but on the career panel it shows the normal submarine classes I do have the U-Boat missions DLC. I play the game through Steam, and when I click just Wolves of the Pacific, it does load up the U-Boats, DLC. Does the DLC have anything to do with why the submarine is not showing up in choosing a submarine?

Aktungbby
10-21-14, 09:52 PM
Legion1183! :Kaleun_Salute:

Jimbuna
10-22-14, 05:17 AM
Welcome to SubSim Legion :sunny:

ETR3(SS)
10-22-14, 06:35 PM
I have downloaded the mod and it shows in JGMSE, as activated but on the career panel it shows the normal submarine classes I do have the U-Boat missions DLC. I play the game through Steam, and when I click just Wolves of the Pacific, it does load up the U-Boats, DLC. Does the DLC have anything to do with why the submarine is not showing up in choosing a submarine?
Welcome aboard! Sounds like you might have duplicate folders in the mods folder. The proper path should look like this: Ubisoft\Silent Hunter Wolves of the Pacific\MODS\SSN 688(i) Los Angeles\data NOT MODS\SSN 688(i) Los Angeles\SSN 688(i) Los Angeles\data

Hope this helps!

Popeye the Salior
10-11-15, 04:04 PM
I love all of your mods! Ohio SSGN/SSBN! That sucker is awesome big but awesome. Skipjack SSN is amazing its a nice small boat perfect for the Asaitic Fleet. The Los Angles or 688 as it is known, I do read Tom Clancy. Is to be frank Amazing! Now if you could only do Sturgeon, Seawolf, and the Natulis SSNs. For 1.5 and 1.4, I am one of those guys who uses 1.4 go figure. It would be amazing! Give Natulis Mark 37s or at least Mark 46s for torpedoes, while Seawolf and Sturgeon get Mk 48s. :subsim::rock::rock::ping:

ETR3(SS)
10-12-15, 09:05 AM
I love all of your mods! Ohio SSGN/SSBN! That sucker is awesome big but awesome. Skipjack SSN is amazing its a nice small boat perfect for the Asaitic Fleet. The Los Angles or 688 as it is known, I do read Tom Clancy. Is to be frank Amazing! Now if you could only do Sturgeon, Seawolf, and the Natulis SSNs. For 1.5 and 1.4, I am one of those guys who uses 1.4 go figure. It would be amazing! Give Natulis Mark 37s or at least Mark 46s for torpedoes, while Seawolf and Sturgeon get Mk 48s. :subsim::rock::rock::ping:Hey, thanks for the support and glad you like the mods! :yeah: In my mod folder is the Nautilus, Permit, Sturgeon, Seawolf, and Virginia. But sadly I don't have the time nor drive to mod SH4 anymore. My last mod I did was to port my Permit over to SH3 for career mode, for my own personal use.

So I guess it's official then. I won't be modding for SH4 anymore unless something sparks my interest again. I'll still hang around the forum to share what I've learned though.

Bluewaterman
12-08-15, 11:27 AM
Ahoy, made sure I started with stock 1.5 version of the game, then installed this cool 688i mod, but it doesn't show up as a sub choice anywhere... what am I doing wrong... help because this mod looks to be awesome! Any suggestions?

ETR3(SS)
12-09-15, 05:49 AM
Ahoy, made sure I started with stock 1.5 version of the game, then installed this cool 688i mod, but it doesn't show up as a sub choice anywhere... what am I doing wrong... help because this mod looks to be awesome! Any suggestions?
Most likely cause is a double folder in the installation when you unzipped the file. The file path should be similar to this: Silent Hunter Wolves of the Pacific\MODS\SSN 688(i) Los Angeles\Data

and not this: Silent Hunter Wolves of the Pacific\MODS\SSN 688(i) Los Angeles\SSN 688(i) Los Angeles\Data

Bluewaterman
12-09-15, 10:53 AM
Thanks for the prompt replies! Turned out I had duplicate files... not sure how that happened. But I've been playing now and it's FANTASTIC! If you do a Seawolf or Virginia class, please let me know, thanks again!

Wolfpack519
12-23-15, 04:57 PM
Nice lookin emblem there Dorado. :up:



Engage the walther turbines. By default the game uses the diesels on the surface and the electrics submerged.

@forum moderators, mind changing my [WIP] to [REL]?

How do I engage the turbines?

Aktungbby
12-23-15, 05:40 PM
Wolfpack519!:Kaleun_Salute:

ETR3(SS)
12-24-15, 08:52 AM
How do I engage the turbines?
There's a little red button above your co2/diesel fuel/battery gauge on the bottom of the screen. It also has it's own little gauge with it, I think I might have labeled it U-235.

Jimbuna
12-24-15, 09:12 AM
Welcome to SubSim Wolfpack519 :sunny:

kurtmeissner
09-28-16, 02:29 AM
I've got a question.I have on my computer installed both sh4 1.4 and 1.5. Los angeles mod working on 1.4,but not on 1,5! I tried to reinstall 1.5,but still no result.Same goes for Seawolf mod.Any sugestion?

kurtmeissner
09-28-16, 02:52 AM
Actually, i manage to fix the problem.Didn't read the previous posts carefully.Feel so dumb now

ETR3(SS)
09-28-16, 04:36 AM
Glad we could help! :haha: Welcome aboard!

Jimbuna
09-28-16, 07:44 AM
Welcome to SubSim kurtmeissner :Kaleun_Salute:

K19
11-11-16, 06:00 AM
It works! except for one thing. What is the crush depthfor this sub? i dove to 400 feet and then was destroyed. Made it to the surface though. But what is it in real life?

The real life was under 800 feet

darktrooper13831
12-09-16, 07:03 PM
I don't know what i'm doing wrong. Every time i download the mod and run with JSGME, nothing happens. it is only the same SH4 Gold pack that it was previously. I tried downloading a previous version of the mod but that failed as well. Can someone help me with this?

:/\\!!

Aktungbby
12-09-16, 07:10 PM
darktrooper1383!:Kaleun_Salute: & K19!:Kaleun_Salute:

propbeanie
12-09-16, 08:50 PM
I don't know what i'm doing wrong. Every time i download the mod and run with JSGME, nothing happens. it is only the same SH4 Gold pack that it was previously. I tried downloading a previous version of the mod but that failed as well. Can someone help me with this?

:/\\!!
It should look like the same game. That's the way he made it, other than some of the subs. Have you read his first post?

http://www.subsim.com/radioroom/showpost.php?p=1108403&postcount=1

That's probably also in a ReadMe in the mod, and he might have some other pointers in the mod's support folder, if he included one. If he didn't include any mission files with it, you might have to create your own in the Mission Editor.

ETR3(SS)
12-11-16, 03:21 AM
I don't know what i'm doing wrong. Every time i download the mod and run with JSGME, nothing happens. it is only the same SH4 Gold pack that it was previously. I tried downloading a previous version of the mod but that failed as well. Can someone help me with this?

:/\\!!Could be a double mod folder. Make sure the path to the mod in the JSGME mod folder is Silent Hunter Wolves of the Pacific\MODS\Los Angeles\data and not Silent Hunter Wolves of the Pacific\MODS\Los Angeles\Los Angeles\data

Jimbuna
12-11-16, 11:35 AM
Could well be the hierarchy in the mod folder as described by ETR3(SS).

Bishie2
04-21-17, 11:05 PM
question about the mk 48 ADCAP for some reason it seems to me that they do not lock onto the sound of a ships engine and then also the TASM just sits and fly ontop of the water I'm wonder if I should launch them on the surface or what overall an amazing sub!

ETR3(SS)
04-22-17, 09:46 AM
question about the mk 48 ADCAP for some reason it seems to me that they do not lock onto the sound of a ships engine and then also the TASM just sits and fly ontop of the water I'm wonder if I should launch them on the surface or what overall an amazing sub!The Mk 48 (for game purposes) is just a remodeled Mk 27. That said, the 27 was designed to home in on the propeller sounds whereas the 48 had better sensors and processing to home in on other areas. I've tried adjusting the homing torpedoes before and am still trying but with limited success. As for the TASM, the game views it as a torpedo and so it should behave as one but the 3d model will be above the surface.

tjstefano
01-27-18, 03:11 PM
I did everything it saif and not showing up in game..? Anyone still active

ETR3(SS)
01-29-18, 02:22 AM
I did everything it saif and not showing up in game..? Anyone still active
Welcome aboard! Make sure you don't have double folders for the mod. File path should look like Silent Hunters Wolves of the Pacific\MODS\SSN 688(i) Los Angeles\Data

tjstefano
01-29-18, 05:59 PM
Everytime I install with Jgsme it adds another file outside of the mods folder.. what do I do?

propbeanie
01-29-18, 06:47 PM
Some mods will have other folders than what the game has, such as 'Extras' or similar. You might also see a ReadMe dot text file. However, you should not see other extra files. As ETR3(SS) says, check your mod folder structure. Also, be sure you have the proper version of Silent Hunter for the mod. Some mods are for v1.4 or v1.5 only, others are for both...

Read some of this
JSGME (Jonesoft Generic Mod Enabler) (http://www.subsim.com/radioroom/showthread.php?p=2060921#post2060921)

dorje1975
04-04-18, 10:25 AM
Hail to all sailors! :salute: Sorry, can anyone re-upload the file with the latest version of the mod? The old Gamefront link does not works. I have 1.5 version of Silent Hunter. Will the mod work correctly? I tried the version from the base, and the sub even can't start the engine...

ETR3(SS)
04-05-18, 03:32 AM
Hail to all sailors! :salute: Sorry, can anyone re-upload the file with the latest version of the mod? The old Gamefront link does not works. I have 1.5 version of Silent Hunter. Will the mod work correctly? I tried the version from the base, and the sub even can't start the engine...
Welcome aboard! The download link for 1.5 can be found in the first post.

dorje1975
04-06-18, 09:33 AM
Welcome aboard! The download link for 1.5 can be found in the first post.
Oh, thank you very much. Where was my eyes? :)

Aktungbby
04-06-18, 01:35 PM
dorje1975!:Kaleun_Salute:

armyman035
04-17-19, 09:40 PM
so I installed this mod and followed the instructions to the letter. but when I start the game it doesn't let me choose the los angeles class. not sure what I am doing wrong but if I could get some help that would be awesome. I appreciate it. don't know if I need to install some other mods first or something else. oh and I am using the steam version of the game, if that matters.

propbeanie
04-17-19, 09:47 PM
What folder do you have the game installed in? Are you trying to mod the v1.3 or the v1.5 of the Steam game? :salute:

ETR3(SS)
10-13-20, 09:55 AM
Wow, can't believe this mod is 11 years old already! That said, I'm blowing the dust off the blueprints and breaking out the stick welder. Time to overhaul this mod with all the knowledge I've gained over the years.

propbeanie
10-13-20, 11:31 AM
Excellent! Nothing quite like the smell of electrically created oxide smoke and particulate, and consumed sticks! Don't breathe in too much! :salute:

ETR3(SS)
10-13-20, 02:22 PM
Excellent! Nothing quite like the smell of electrically created oxide smoke and particulate, and consumed sticks! Don't breathe in too much! :salute:I've got a PAPR for SS welding at work, I should be fine. :)

propbeanie
10-13-20, 03:48 PM
:up: my boss used to say "get yer gluvz on and get to work!" Of course, that was before anyone really (supposedly) knew of the dangers of inhalation near welding work with the old materials. :o - "Just don't breathe the smoke!"... yeesh! :salute:

chevelle505
10-13-20, 08:30 PM
Best news Ive heard all day!! Any chance of the original Los Angeles Class with the fairwater planes?? I’d do anything for that sub with hi res textures and a modern control room, all time favorite sub!! I’ve always loved the USS Dallas from red October.

propbeanie
10-14-20, 07:57 AM
You just want to do Ahead Flank, blow ballast at 600, and try to fly, don't you?... lol - :salute:

ETR3(SS)
10-14-20, 07:13 PM
Best news Ive heard all day!! Any chance of the original Los Angeles Class with the fairwater planes?? I’d do anything for that sub with hi res textures and a modern control room, all time favorite sub!! I’ve always loved the USS Dallas from red October.I'm going to try to include Flight 1 and 2 boats in this release. I'm doing some tweaking of the model (those stern planes and rudder are terrible looking) but I wouldn't expect an original control room or hi-res textures. 3d modeling and texturing are my weak points so those are the hardest for me to do.

You just want to do Ahead Flank, blow ballast at 600, and try to fly, don't you?... lol - :salute:Come on big D, fly!

SubRiderRetired
10-20-20, 04:29 PM
FLT 1 & FLT 2 would be cool. Especially if USS Memphis SSN 691 made the FLT 1 roster. :salute:

ETR3(SS)
10-20-20, 04:36 PM
FLT 1 & FLT 2 would be cool. Especially if USS Memphis SSN 691 made the FLT 1 roster. :salute:
That's the plan, all 62 of them.

ETR3(SS)
10-21-20, 06:13 PM
Here's a preview of the reworked model and texture. For some reason things are just clicking in my head for modeling and texturing so we'll see how this turns out. Still more I need to do like the stern planes, draft markings, and tweaking node locations. Once that's all done it'll be on to the file work and testing in game, tweaking, retesting, over and over until done.https://i.imgur.com/pyoGEZp.png

chevelle505
10-23-20, 12:30 AM
Looking beautiful!!!

ETR3(SS)
11-13-20, 06:15 PM
Nothing to update, just wanted to say project is still alive but I haven't had time to work on it recently. Work picked up unexpectedly and any free time has been spent unwinding after a long day.

propbeanie
11-13-20, 08:39 PM
Very understandable, young feller... :yeah:

chevelle505
12-09-20, 12:58 AM
Any updates? I’ve been hoping out for this lol!!

ETR3(SS)
12-11-20, 02:33 PM
Not yet unfortunately. I'd like to work on it over the holiday break but hard to say.

yubba
12-30-20, 12:59 PM
Has anyone attempted to put VLS on the Los Angeles with 8 launchers in the bow ????? I'm toying with a idea of a modern campaign against china mostly having flags changed and adding some of the cold war stuff you guys came up with,, I'm an idea guy alot of this is above my pay grade I did doll up the Skip Jack to carry the mk48 or it came that way I don't know,, but it's fun to command,, I have put the Le Terrible over the Los Angeles to get the cruise missiles to be played.

ETR3(SS)
01-01-21, 12:26 PM
Has anyone attempted to put VLS on the Los Angeles with 8 launchers in the bow ????? I'm toying with a idea of a modern campaign against china mostly having flags changed and adding some of the cold war stuff you guys came up with,, I'm an idea guy alot of this is above my pay grade I did doll up the Skip Jack to carry the mk48 or it came that way I don't know,, but it's fun to command,, I have put the Le Terrible over the Los Angeles to get the cruise missiles to be played.My research has led to the discovery of the game only allowing horizontal launches. Any mods you see of vertical launches are separating an animation from that of the weapon itself, that is it appears to be launched vertically but in reality is still a torpedo.

propbeanie
01-01-21, 04:05 PM
"Guns" have to be above the waterline, "Torpedoes" have to be below, so therefore, you cannot (in theory) do a vertical launch... However, if you have a "missile gun", such as what a "torpedo gun" is, and attach it to your sub at "launch depth", with the hidden "missile gun" sticking out of the water enough, in place of the "smoke / flare", you could do a "missile launch" animation... maybe... ?? What to do after that though? A consultation with Jeff-Groves might be in order... 'course, that "gun" might interfere with your ice cap sail-under... lol :salute: