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-   -   Alfa Tau 3.1 (https://www.subsim.com/radioroom/showthread.php?t=144371)

goldorak 11-15-08 09:23 AM

Quote:

Originally Posted by Raptor_341
by all means, post the link for the russain one. If anyone is interested, including subguru, im going to try to start making missions for Alfa Tau 3.1 and posting them if others want to help, also MP if anyone wants in? There is alot more options for missions with alfa tau.

( Btw, try the SS-14 ( Russian ASROC ), it by chanced saved my life vs a kilo with such ease i almost didnt believe it, never knew how easy it was to get a submarine by dropping a rocket torp on em, better than a helo )


Ah yep, the asrocs are one of the better options in alfa tau. :cool:
Nothing more cool than for a frigate junkie to launch a series of asrocs from an udaloy cruiser on top of a 688 or a seawolf. :D
It finally makes surface vessels very deadly for bubbleheads (they have to care about helos and asrocs).

MR. Wood 11-15-08 10:30 AM

I never have found the russian mod driving a delta would be cool. The Typhoon is cool to drive on alfa tau 3.1, it's cool the rsm's are sweet wipes out a lot with big warhead. need small city model

suBB 11-15-08 12:28 PM

Quote:

Originally Posted by MR. Wood
I never have found the russian mod driving a delta would be cool. The Typhoon is cool to drive on alfa tau 3.1, it's cool the rsm's are sweet wipes out a lot with big warhead. need small city model

As the author and pioneer of MP in-game dynamics, I make MP scenarios, in some instances, that require you to remain covert as possible( i.e. stealth transiting) as part of the objective against live players and varying levels of defenses, where ROE is enforced, yet subject to change based on the situation.

That said, I’d love to take the delta (any sub for that matter) and try my hand …

…on a strike mission using stealth to infiltrate against live players part of ASW operations….

…monitor radio traffic for intelligence updates on target information…

…transit 'quietly' to the firing position…

…fire some missiles, (while compromising my boat), hoping the intelligence RX’ed is accurate…

…disengage….

…attempt to break contact and try to get my *** out of there alive….

Thing is I already have a scenario like this (three map set, 1/3 released and playable.) which is currently WIP, and currently is not for Alfa Tau or the other mod.

i've more important things going on these days, but i've been trying to make time to continue with my map set

I think making mission based scenarios for these mods would lead to new ideas in design, and new MP experiences for certain…

:yep:

Kazuaki Shimazaki II 11-15-08 01:29 PM

Quote:

Originally Posted by Castout
Quote:

Originally Posted by goldorak
Quote:

Originally Posted by Raptor_341
> its quite worth it.

Absolutely, and they are still working on it (maybe in the future ohio and virginia playable units ? :oops: ).

The other mod from Russia got them both as playable along with Typhoon, Delta IV and Oscar II to name a few.;)

I'm trying out the Russkie. It is almost touching how much effort is put into making a plausible Shipwreck :D

MBot 11-15-08 01:30 PM

The thing I wonder, how "new" are those new playable units realy. Or are they just reskins with new attributes?

The thing that defined the playable units most for me are the interfaces , the way they look (because I spend 99% of the time looking at them) and the way they work. Already in stock DW I feel that the subs are too much alike. Apart from the waterfall/circular sonar screen, all subs basicaly work the same way. For my taste there are too few submarine specific systems. If now these mods don't even have different looking interfaces, I would have a hard time to feel like playing a new sub.

How are new systems handled that have no counterpart in current playable units? For example SS-N-14, RBU-6000 or VDS on the Udaloy?

goldorak 11-15-08 01:57 PM

Quote:

Originally Posted by MBot
The thing I wonder, how "new" are those new playable units realy. Or are they just reskins with new attributes?

The thing that defined the playable units most for me are the interfaces , the way they look (because I spend 99% of the time looking at them) and the way they work. Already in stock DW I feel that the subs are too much alike. Apart from the waterfall/circular sonar screen, all subs basicaly work the same way. For my taste there are too few submarine specific systems. If now these mods don't even have different looking interfaces, I would have a hard time to feel like playing a new sub.

How are new systems handled that have no counterpart in current playable units? For example SS-N-14, RBU-6000 or VDS on the Udaloy?

Its the same problem you get with Falcon 4 and its mods. You get to fly many different airplanes, but the cockpit is always that of the Falcon.
With AT 3, yes the interfaces are always those of the default 6 models, but the 3d models are gorgeous, and you can change the weapons loadout etc... so in the end its definitely worth it (at least until ComSubSim comes of age).

MBot 11-15-08 02:54 PM

Well then I remain sceptical a bit. For the same reason I was never into "look alike" mods in flightsims.

goldorak 11-15-08 03:10 PM

Quote:

Originally Posted by MBot
Well then I remain sceptical a bit. For the same reason I was never into "look alike" mods in flightsims.

I suppose it is your loss.
Until SCS decides to do official add-on packages (and we already know that the probability for such a thing is close to zero), the russian mod or Alfa Tau are the only things that make DW interesting (at least for those that have been playing the game for close to 4 years). The same 6 playable units can only take you so far in single and multiplayer sessions.


Ps: you really think that sub command would still be played if it were not for SCX/SCU, mostly for SCU ? ;)

OneShot 11-15-08 03:44 PM

Well I see Eye-to-eye with MBot on this ... I could care less for the 3D Modells and having new platforms who are just different on the outside (even with a modified loadout) just doesn't cut it for me. If however there would be truly new platforms preferably with new yet not available capabilities (and to be frank I dont mean the ability to shoot of SLBMs - thats neither useful nor interesting for me) like for instance a working AEGIS platform with all new 2D Station interfaces (which is something I look 99%+ of the time at) I would be all for it. I could even live with new platforms without new capabilites (like russian counterparts to existing platforms) BUT with new interfaces!

There is always this argument about immersion this and immersion that ... quite frankly in DW for me immersion is not the 3D modell at which I look seldom to none but the interface of the stations I have to use ... might just be me but pretending to be in a different platform while pretending to be not in game but the real thing is just not for me.

Bottom line (for me) ... I would prefer a mod with the stuff already in LwAmi and SCX plus all the doctrine stuff and while we are at it the modells from RA and TA without the bogus "new" playable platforms.

Castout 11-15-08 05:20 PM

Quote:

Originally Posted by Kazuaki Shimazaki II
I'm trying out the Russkie. It is almost touching how much effort is put into making a plausible Shipwreck :D


For those that downloaded the Russian pack before you say bugs.....
Here's some fix solution and explanation

This will fix missing crew voices for the Chinese Klub capable Kilo

in folder INTERFACES--->Kilo----->file Voice.INI
add the arrowed line:


[DLL_USE_DEFAULT_VOICE] 1
[DLL_VOICE_PREFIX] 241 "R"
[DLL_VOICE_PREFIX] 45 "R"
[DLL_VOICE_PREFIX] 242 "C"
[DLL_VOICE_PREFIX] 72 "C"
[DLL_VOICE_PREFIX] 590 "C" <-----------------
[DLL_VOICE_LOCAL] 1

-------------
all diesel boat at 0 knots are now absolutely silent.
The increase of sound noise is transferred to Thrust. Now it's very very hard to detect a diesel submerged boat just like in RL.
Like almost impossible if they are moving slowly at less than 5 knots. Now you need to use active sonar to find them at slow speed. At full stop they are virtually silent emitting no noise so I've been told.
--------------
The towed array for the 688 flight 1 is known to hang off the hull. Fix I've been told will be provided in future update that may include a totally new sonar station for the Gepard SSN.
--------------
The ADCAP and speafish preferable launch speed is 40-50 knots the lower the bigger the chance of the seeker head to detect target as it is now rotating and no longer snaking. launching the ADCAP at 55 knots will lessen the chance of acquiring a target. I used to think the effectiveness of this weapon was miserable but after launching it properly well it's effective alright.
--------------
The launching speed of the 53-65K(KE) is a minimum 44 knots and a maximum 45 knots. This is intentionaland is not a bug.
--------------
Many of the torpedoes in RA is provided with signature(unique doctrine) so they'll behave differently from the others.
--------------
The NB display in the LADA SSK is almost useless. this is a known bug
--------------
The Alfa interface sfx is using engine.wav from the Kilo so it sounds like being in a diesel sub when manning the stations. You can easily fix this by extracting engine.wav from other SSN interfaces' sfx.agg and replace the file in the Alfa sfx.agg.
--------------
Get Hyperacoustic sound mod from www.subguru.com to play with the RA it will add the immersion considerably. Use SCSoundedit and DW_Edit to use the mod properly.

Raptor_341 11-15-08 05:22 PM

I understand what you mean OneShot, sure, i wish i had a real inside for each new ship, but Alfa Tau adds so many more options. Right now the number if MP and SP mission ideas in my head just x10 with Alfa Tau. They really did a good job with what they had to work with. So you put up with the same looking desk in your new ships, but the speed, model, senors, and weapons a new to it so it evens out in the end.

> SubBB, if you would like help on making some missions, im just starting in it, and there needs to be alot more missions for Alfa Tau around sub sim to help make it more in the open, and get people in to making them. Also, anyone interested in MP? I would like to try my hand at a few human captains

MR. Wood 11-15-08 05:45 PM

Anyone know the address for the russian mod site ?

Castout 11-15-08 05:52 PM

Well I have the link but I don't know whether that is the newst version. I've got a what I think as the newer version. who is here with broadband connection that is willing to send the RA files to everyone that ask?

I'll give my email and password to that man to download it but he must promise me to send it to anyone who ask for the files. Please don't upload it to somewhere. I don't think the author would be pleased it it's uploaded to a public server.

Bill Nichols 11-15-08 06:01 PM

Uploading to my site now. I'll post links when the u/l is complete.

MR. Wood 11-15-08 06:21 PM

Quote:

Originally Posted by Bill Nichols
Uploading to my site now. I'll post links when the u/l is complete.


Bill you rock


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