SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Mods Workshop for Cold Waters (https://www.subsim.com/radioroom/forumdisplay.php?f=285)
-   -   [REL] Playable Russian Subs (https://www.subsim.com/radioroom/showthread.php?t=231690)

nubbins 01-27-18 05:00 PM

I've noticed that the Sea Lance is not capable of attacking surface ships. In fact, it is somehow automatically prevented from tracking (and therefore attacking) any vessels within about 50-75 ft of the surface. If you launch a Sea Lance against an enemy submarine at 400 ft and they just so happen to decide to surface (maybe after getting hit by one Mk 50), a Mk 50 that is homing in on the sub will suddenly break off as soon as the sub enters the aforementioned 50-75 ft zone. The torpedo will endlessly enter circle search, even if the ship/sub is DIRECTLY above it.

Is this some sort of design feature / flaw or a bug? I ask because I have scoured the weapons.txt for all parameters relating to the usn_mk50 and usn_subrocii but there seems to be nothing responsible for this behaviour. Also, the Mk 50 has SHALLOW, DEEP modes and SNAKE, LEFT, RIGHT but the Sea Lance only permits a SKIM mode. AFAIK this also doesn't seem to work as even if I enable these extra modes on Sea Lance, the Mk 50's behaviour doesn't change.

What leads me to believe that this is probably unintended is that the Metel (Silex) and its parasitic UGMT-1 is all purpose and works against surface ships or shallow submarines, as can be clearly demonstrated if you play one of the playable surface ships.

Ramius 01-27-18 06:54 PM

Quote:

Originally Posted by nubbins (Post 2538710)
I've noticed that the Sea Lance is not capable of attacking surface ships. In fact, it is somehow automatically prevented from tracking (and therefore attacking) any vessels within about 50-75 ft of the surface. If you launch a Sea Lance against an enemy submarine at 400 ft and they just so happen to decide to surface (maybe after getting hit by one Mk 50), a Mk 50 that is homing in on the sub will suddenly break off as soon as the sub enters the aforementioned 50-75 ft zone. The torpedo will endlessly enter circle search, even if the ship/sub is DIRECTLY above it.

Is this some sort of design feature / flaw or a bug? I ask because I have scoured the weapons.txt for all parameters relating to the usn_mk50 and usn_subrocii but there seems to be nothing responsible for this behaviour. Also, the Mk 50 has SHALLOW, DEEP modes and SNAKE, LEFT, RIGHT but the Sea Lance only permits a SKIM mode. AFAIK this also doesn't seem to work as even if I enable these extra modes on Sea Lance, the Mk 50's behaviour doesn't change.

What leads me to believe that this is probably unintended is that the Metel (Silex) and its parasitic UGMT-1 is all purpose and works against surface ships or shallow submarines, as can be clearly demonstrated if you play one of the playable surface ships.

Its a known issue and has been reported already.

http://steamcommunity.com/app/541210...0279663353630/

nubbins 01-27-18 09:03 PM

Quote:

Originally Posted by Ramius (Post 2538727)
Its a known issue and has been reported already.

http://steamcommunity.com/app/541210...0279663353630/

Ah sorry, I don't frequent the steam forums.

It's just frustrating because different subs warrant different amounts of explosive before they sink. On occasion a sub will tank a torp, E-blow to surface, but as they are taking water only the nose will poke through the surface. That's still too shallow for a Sea Lance, but will not be enough for a TASM or 'poon to lock onto, even if set to pop-up to avoid waves.

Fritschie 03-26-18 07:25 AM

I have download your mod today and copy in the correct folder
but donīt wont.

The game wrote: I canīt found weapons
usn_mk45_description.txt
wp_at-1_description.txt
wp_at-2_description.txt
wp_set-40_description.txt

Where can i find it or what can i do that i can play the game?

Thanks for the help and maybe you have a idea

Aktungbby 03-26-18 09:12 AM

welcome back!
 
Fritschie!:Kaleun_Salute:after a three year silent run!:Kaleun_Wink:

ETR3(SS) 03-27-18 02:28 AM

Quote:

Originally Posted by Fritschie (Post 2546914)
I have download your mod today and copy in the correct folder
but donīt wont.

The game wrote: I canīt found weapons
usn_mk45_description.txt
wp_at-1_description.txt
wp_at-2_description.txt
wp_set-40_description.txt

Where can i find it or what can i do that i can play the game?

Thanks for the help and maybe you have a idea

Well my first thought would be, buy the game. :hmmm:

Fritschie 03-27-18 06:28 AM

Quote:

Originally Posted by Aktungbby (Post 2546920)
Fritschie!:Kaleun_Salute:after a three year silent run!:Kaleun_Wink:

Why tree years, the game is from 2017?

Quote:

Originally Posted by ETR3(SS) (Post 2547017)
Well my first thought would be, buy the game. :hmmm:

Very nice, what you think i have here? Only the game cold water
The game goes normal very good only not with the mod

Rufus Shinra 03-27-18 09:34 AM

Quote:

Originally Posted by Fritschie (Post 2547050)
Why tree years, the game is from 2017?



Very nice, what you think i have here? Only the game cold water
The game goes normal very good only not with the mod

This kind of errors, IIRC, happen with pirated copies of the game, not the legal ones. Pirating is bad and you should support the devs. :-)

Can a mod developper confirm this, though?

harlikwin 04-11-18 06:14 PM

Mod Problem
 
I'm having the same problem with this mod and the soviet campaign mod.

Install the mods (override directory, next to "default" directory)

Game starts, I can pick a sub, but upon start there is no "mission" and on the strategic map my sub can move, but everything else (aircraft/fleets) are frozen.

What am I doing wrong?

This is for a steam install.
C:\Program Files (x86)\Steam\steamapps\common\Cold Waters\ColdWaters_Data\StreamingAssets\ where default lives and I copy override.

s20dan 05-11-18 03:13 PM

Quote:

Originally Posted by Rufus Shinra (Post 2547084)
This kind of errors, IIRC, happen with pirated copies of the game, not the legal ones. Pirating is bad and you should support the devs. :-)

Can a mod developper confirm this, though?


I got it from GOG and mods that require the steam beta give these kinds of errors.

osteo 05-12-18 04:46 AM

Great Mod!!!:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute :

Aktungbby 05-13-18 08:30 PM

welcome aboard!
 
s20dan!:Kaleun_Salute:

trias10 05-18-18 10:26 AM

Does the latest version of this mod (2.1.1 - released on May 2, 2018) work correctly with the latest Cold Waters 1.15 patch released on May 16, 2018?

The 1.15 release had some massive changes to the South China Sea campaign, so not sure if it's safe to use this mod with 1.15 just yet?

Farside 05-21-18 05:22 AM

Last upload on github was 4 days ago, bit I think its unlikely to have been updated. I'll give it a try and see.


**EDIT**


Yea, works fine.

The Bandit 05-21-18 10:36 PM

Quote:

Originally Posted by trias10 (Post 2553465)
Does the latest version of this mod (2.1.1 - released on May 2, 2018) work correctly with the latest Cold Waters 1.15 patch released on May 16, 2018?

The 1.15 release had some massive changes to the South China Sea campaign, so not sure if it's safe to use this mod with 1.15 just yet?

Going to guess it works fine seeing as it was developed on the beta 1.15 release which has had the SCS campaign for the better part of the last month or so.


All times are GMT -5. The time now is 02:21 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright Đ 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.