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Getting back on subject, though, how many people have tried the November so far and what are your opinions (especially on possible improvements)? And are there any modelers out there who would like to take on some other Cold War subs (prefferably 1950's to 1970's)? |
the november is nice, i tweaked the power a little i thought it picked up speed a little too fast, and im trying to fix the watch crew up to their knees in deck lol. still trying to make the schnorkel work, but all of this makes me want to finish the LA class i have been working on, and maybe make a guppy remod for the gato, balao, and tench
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Cool. Yeah, I thought it accelerated a wee bit fast as well. What did you tweak to get it to build speed slower and retain top speed? It also seems to be a bit light on the surface (rocks too fast in the waves), not sure if that's ROW messing with it...
And have you noticed the sudden large drops in battery power? I tried to sail from Indonesia to the North pole and experienced a sudden drop from 95% down to 70% and again off the Alaskan coast from 70% to 10%. And something I thought should be brought up on the subject of fast attack subs: maximum speed with masts extended... Can this be scripted into the game and possibly damage the scopes/masts if travelling too fast? I find it a bit strange in the November to be travelling at 20+kts with the scope up. |
Just get the knees outa the conning tower floor and get those 2 other tubes working.
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well i know in SH2 there was scripting to limit speed when schnorkeling so im sure there is a way to do it. i also experianced battery problems, but only when i crossed the international date line
if i can figure out a way to make torps launch vertically and fly through the air, i have a complete 3D skin for the hotel II class that i could probably graft onto a balao model |
A Hotel would be great! Then we could all prowl the seas in some of the deadliest (to their crews) subs in the world with no risk of radiation poisoning. :smug: Shouldn't be too terribly hard to get torps to fire vertically, either. Just rotate the tube 90º and set depth to minus 1000ft or so. Probly not as simple as that in practice, but just an idea.
By the way Trigger, where do you find these sub skins? Quote:
I suppose one fix would be to take two aft tubes and rotate them forward and somehow get the TDC to register them as fore tubes. The bigger issue, however, is torpedo storage: Novembers had stowage for 20 torpedo reloads for the 8 533mm tubes, of which 14 were usually anti-ship/submarine (passive, active, wake and non-homing types) and 6 were 20 kiloton nuclear-tipped torpedoes (presumably used for attacking coastal cities, but sometimes listed as anti-ship!). I believe they also had two 406mm external tubes for lightweight anti-ship torpedoes (in which case you could use the above possible fix to put all 10 tubes to use if you could script 9 and 10 to be non-reloadable). Speaking of which, is anyone willing to work on some new guided torpedo skins/models and scripts? I've been trying myself, but have had no luck finding a suitable program to read and modify the files involved (maybe I'm just too thick-headed). |
links busted!!
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No, the site is down. I've been trying to check for updates myself with no luck. If you want the sub, send me a pm and I'll email it to you.
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In work now soviet submarine project 949A.
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I Do not know if it will be of any use, but I have a few infos about Soviet Nuclear submarine and conventional models as well.
Check this: http://193.71.199.52/en/internationa...996/11090.html http://en.wikipedia.org/wiki/List_of...marine_classes Not much, but I hope this might help in some way. |
Ill translate the gist of the thread - basically one guy is planning to transfer few boats that he has into SH4 as stand alone addon units. he is working alone or may be someone helping, but he is not promising anyone anything, just kinda of doing it for fun. Guys on forum are very excited to get those though, and one guy says he sailed as young guy on November 30 years ago, so he is offering to help if he can, but says boat apart from details looks very nice and realistic. No dates, nothing available, still WIP. He is working on OSCAR as well.
watch that space. |
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For sure it is work in progress. Dagon is making theses subs for his fun and global CW mod is not planned as yet. November is just a test work in 60% rediness acording to the author.
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Well an Oscar would be a serious force to be reckoned with. However, with a boat like that, we will need a deeper depth gauge (both interior and on HUD bar); they routinely operated at 1000-2000ft (300-600m).
We also need to figure out how to replenish oxygen at operating depth because surfacing every 2 days is a real pain and nuke boats have oxygen replenishment systems that function while at operating depth. Trigger has been experimenting with a snorkle for use at periscope depth, but is it possible to hide a snorkle in the sail or hull (that is not visible when extended) and set snorkle depth to 2000ft or something? I was also wondering if anyone could give me a hand adapting Anvarts retractable SD radar mast mod for the SJ radar. The model might need to be changed (As you'll notice on the November, the support struts are part of the mast and need to be removed) but it would be great to come up to periscope depth, pop the SJ up and check your surroundings well beyond visual range. And on the note of sensors (I know, I'm rambling), I was wondering if we could improve sonar for these new boats. Obviously a waterfall display is out of the question (or is it?), but what if we could adapt an SJ radar for under water use, set rotation to either zero or a really high number (whichever works for 360º coverage) and use the active ping to illuminate targets as the ping hits them. These contacts would also show up on the nav map, giving the captain a far greater degree of situational awareness (as well as the realism factor of possibly being detected when using it) and would work at far greater ranges than the 4500yd maximum of the stock sonar. It would also be nice to be able to figure out accurate firing solutions with sonar alone, but that can come later. |
For oxygen replenishment, there's probably a value that you could turn off or modify for the CO2 level in the sub to basically remain at zero or increase very very slowly - like weeks instead of days.
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I'm starting a new thread: [WIP] Early Cold War Mod, post all new comments there.
Hopefully this will get some more attention... |
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