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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. |
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http://steamcommunity.com/app/541210...0279663353630/ |
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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. |
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 |
welcome back!
Fritschie!:Kaleun_Salute:after a three year silent run!:Kaleun_Wink:
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The game goes normal very good only not with the mod |
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Can a mod developper confirm this, though? |
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. |
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I got it from GOG and mods that require the steam beta give these kinds of errors. |
Great Mod!!!:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute :
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welcome aboard!
s20dan!:Kaleun_Salute:
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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? |
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. |
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