View Full Version : submarine sensors
steel shark
05-14-20, 05:19 AM
there are massive gaps in the sensors in playable subs so i may make a mod mod to correct this ive compiled a list which i think is close enough any corrections or info would be helpful
so
//hull mounted sonar
usn_an_bqr_2
usn_an_bqs_4
usn_an_bqr_21
usn_an_bqq_2
usn_an_bqq_3
usn_an_bqq_5
usn_an_bqq_5a
usn_an_bqq_5b
usn_an_bqq_5c
usn_an_bqq_5d
usn_an_bqq_5d_bqg-5d uss Augusta FLT_1 tho was trials usn_an_bqq_10_ARCI
usn_an_bqq_6
usn_an_bqq_6_bqq_5e ( Ohio Expantion program )
usn_an_bqq_5e
usn_an_bsy_1
usn_an_bsy_1_bqg-5d uss cheyenne ( Last Los-Angeles class built FTL_3 )
usn_an_bsy_2 ( seawolf only )
usn_an_bqq_10
usn_an_bqq_10_bqg-5d
usn_an_bqq_10_F
usn_an_lab ( virginia Block III & Block IV )
//towed Array
//fat line array
usn_bqr_23
usn_bqr_25
usn_tb_16
usn_tb_34
//thin line fiber optic array
usn_tb_33
//thin line array
usn_tb_23
usn_tb_29
usn_tb_29a
usn_tb_29x
// radar submarines
RADARModel=usn_bps_12
RADARModel=usn_bps_14
RADARModel=usn_bps_14_15
RADARModel=usn_bps_15
RADARModel=usn_bps_15A
RADARModel=usn_bps_15C
RADARModel=usn_bps_15E
RADARModel=usn_bps_16
RADARModel=usn_bps_16B
Steel Shark.
BinMinnie
05-15-20, 12:58 PM
Hi All,
I've just started digging into Cold waters, I've got a couple of questions
1. why are depth call-outs for so deep being offered? are there subs that go below 2000 ft down?
2. how does one, when the new or updated sensors for playable subs comes out, make that part of the game? and is it easy to restore defaults without reinstalling the game?
3. I have installed one Mod from CaptainX3/CW-Playable-Subs site which adds many playable subs, which is bada**. are there any others that are recommended for me to try out? I don't want superpowers but better game immersion is always cool.
Thanks
Bin.
steel shark
05-15-20, 08:18 PM
Answer No 1
there are a quite a few submarines that can go below 2000 feet for example
wp_ssn_sierra max safe depth 2132 feet so crush depth is 3,196 feet
wp_ssn_sierra II max safe depth 2460 feet so crush depth is 3,688 feet
wp_ssn_mike max safe depth 2788 feet so crush depth is 4,180 feet
usn_ssn_seawolf max safe depth 2001 feet so crush depth is 2,999 feet
wp_ssgn_oscar2 max safe depth 1820 feet so crush depth is 2,728 feet
Answer no 2
as for sensors expansion pack no reinstall is needed as its just text edits
example : default Virginia sub in playable subs sensor load is
[Acoustics & Sensors]
SelfNoise=107
ActiveSonarReflection=30
ActiveSonarModel=usn_an_bqq_10
PassiveSonarModel=usn_an_bqq_10
TowedArrayModel=usn_tb_29
AnechoicCoating=TRUE
RADAR=usn_bps_15
RADARSignature=SMALL
TowedArrayPosition=-0.075,0.0,-0.619
my mod gives you the new sensors in list to change the default ones in original mod so mine would be :
[Acoustics & Sensors]
SelfNoise=110
ActiveSonarReflection=15
ActiveSonarModel=usn_an_bqq_10_F
PassiveSonarModel=usn_an_bqq_10_F
TowedArrayModel=usn_tb_29
AnechoicCoating=TRUE
RADAR=usn_bps_16
RADARSignature=SMALL
TowedArrayPosition=-0.075,0.0,-0.619
its all just text edits i may just add pre edited vessels so you just over write the ones in the mod and to undo you would just put the original ones back.
Answer No 3
im making as accurate as possible mods to add to play subs mod as i go on my own Cold waters i made total 1960,s single missions and free roam Both USN/Uk & Rus which feature only 1960,s vessels so you only encounter 1960,s vessels also the signature system only gets 1960,s stuff not like all of it like in the default playable subs mod as i found that very unrealistic see pic i also made default deployment areas Baltic sea , Greenland sea ect. im making 1970,s & 1980,s also but in progress at the moment as im also doing Pacific waters mod.
Steel Shark.
BinMinnie
05-18-20, 05:33 PM
Thanks Shark, I'll give it a try.
banryu79
05-19-20, 10:00 AM
Hi All,
...
2. how does one, when the new or updated sensors for playable subs comes out, make that part of the game? and is it easy to restore defaults without reinstalling the game?
I'm using JSGME to manage mods and activate/deactivate them without "ruining" my game original installation = very quick and simple tool to use, but first you need to understand what it does and how to use it correctly.
You can read about JSGME here:
https://www.subsim.com/radioroom/showthread.php?t=204594
Theta Sigma
05-19-20, 10:15 AM
I'm using JSGME to manage mods and activate/deactivate them without "ruining" my game original installation = very quick and simple tool to use, but first you need to understand what it does and how to use it correctly.
You can read about JSGME here:
https://www.subsim.com/radioroom/showthread.php?t=204594
I would NEVER install a mod without it EVER.
Sometimes that involves some work if a mod is not designed with it in mind, or if it is designed with it in mind but to actually hinder it's use so as to prevent you considering other mods as well, but it's well worth it getting around that and still using JSGME. I cannot overstate that.
steel shark
05-19-20, 05:50 PM
i just copy my override folder so ect
default
override
override copy
then if i mess up i just either copy unaltered files or
i could just delete the override folder then rename the override copy folder to override job done
mod managers are useful but impose limitations on modding hence i dont use em
ALSO my avatar just turned in to popeye the sailor man and me with out any spinach i do have a jar of black olives tho so we at least 50% covered
Theta Sigma
05-20-20, 06:02 PM
mod managers are useful but impose limitations on modding hence i dont use em
This one does the opposite, which is why I always use it, and recommend it.
Aktungbby
05-22-20, 12:01 PM
Kusya12!:Kaleun_Salute:
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