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View Full Version : [REL] RiboysterMOD: Refined Sonar and Countermeasures


ScreamingElectron
06-12-17, 03:44 PM
Hey Gents (and ladies?),

Just finished a nifty little mod here tonight. Spent all day refining it. Now available in Mods Section! (http://www.subsim.com/radioroom//downloads.php?do=file&id=5237)

Mirror: https://drive.google.com/open?id=0B6...E9leU1GZ1VaMnM
Demonstration: https://youtu.be/pXHWCygEKSo

Bug: Mod seems to break dictionary
Bug fixed with Cold Waters beta!


README:

-Sonar intensities are now more reasonable. Submarines and certain surface vessels will be harder to detect. You will be harder to detect.

-Decreased sensitivity of Mk-48 and to reasonable levels to simulate ambient noise.
I'm sure it really does have a range of 2Nm in a swimming pool.


-Friendly and enemy noisemakers now emit louder noise for spoofing.


-Active Sonobouys should now ping (untested)

-Stationary mines have a larger killzone


-Active Countermeasures Added

Currently they are only functional on US subs, 80's era. They load into the VLS system, and come out of the boat low and astern. They are highly effective against active search homing torpedos. In my experience, the torpedo will ALWAYS go for the decoy over ownship. HOWEVER - the waters are still VERY dangerous. There is still a significant probability that the torpedo will continue through the countermeasure, and target you.
I recommend using these only sparingly or when you're in a pinch, and getting the hell out of dodge as soon as possible.
Do note that Active Decoys do not emit much sound, and you will still need to rely on your noisemakers for those close calls.



DO NOT GET COCKY. The waters are still as dangerous and cold as ever.



--> Next on the agenda: Shkval Rocket Torpedo

//////

-Reduced Underwater Visibility Modification by MetStark = enabled

(Thanks MekStark!)

Good Hunting,
riboyster

blkdimnd
06-12-17, 07:44 PM
DELETED

Found the file in the download section.

Onkel Neal
06-13-17, 06:40 AM
I love mods that come with demo videos, thread rated A+ :Kaleun_Applaud:

ScreamingElectron
06-14-17, 12:16 AM
Thank you!!!


How about this for the next demo? :)


http://www.subsim.com/radioroom/showthread.php?t=231787

Tonga
06-14-17, 02:56 PM
Old habits never die... :D
I'm just not used to using an "override folder", so I simply prepped it to use it with JSGME and it's working like a charm! Along with the reduced visibility you integrated into your mod (Thanks, MekStark!), this really enhances the experience.

Thank you very much for your effort, awesome stuff! :salute:

ScreamingElectron
06-15-17, 11:57 PM
I simply prepped it to use it with JSGME and it's working like a charm!
Thank you very much for your effort, awesome stuff! :salute:

Good to know! Admittedly, the override thing is strange. From my experience, you can always rely on JSGME for your WWII sims!
Glad you enjoy it! Stay frosty.

Leemon
06-19-17, 12:51 AM
I believe this mod made MK48 torps go straight line after activation instead of snaking, on both active and passive modes. Is it?

ScreamingElectron
06-21-17, 11:56 PM
I believe this mod made MK48 torps go straight line after activation instead of snaking, on both active and passive modes. Is it?

That is the vanilla (and real) characteristic of Mk.48. They do not snake. The mod only changes detection range and seeker scope.