Akulas have 14 tubes
Akulas have 14 tubes so I made my akulas with 14 tubes to load 6 external and 8 internal(well sort of) here is my akula so anyone can cut and paste what is needed for their own.I use epic mod so my akula is different in some ways,but tube data is valid.check that your loadout match,ie...the moss type entry(mine is a 104 type)
https://i.imgur.com/4PT7rug.png Designation=АПЛ ShipType=SUBMARINE PlayerHUD=hud/uk Length=113.3 Beam=13.6 HullHeight=0.08 Displacement=8450 Crew=62 Range=10000 HullNumbers=FALSE [Movement] SurfaceSpeed=10 SubmergedSpeed=35 TelegraphSpeeds=-5,0,5,10,15,20,35 AccelerationRate=0.3 DecelerationRate=0.08 RudderTurnRate=1 TurnRate=2 PivotPointTurning=0.256 DiveRate=5 SurfaceRate=5 BallastRate=0.25 Waterline=0.04 SubmergedAt=0.15 CavitationParameters=20,-100 PropRotationSpeed=190 TestDepth=1969 EscapeDepth=1575 PeriscopeDepthInFeet=42 [Acoustics & Sensors] SelfNoise=114 ActiveSonarReflection=11 ActiveSonarModel=rus-mgk540m PassiveSonarModel=rus-mgk540m TowedArrayModel=rus_pelamida-m AnechoicCoating=TRUE RADAR=wp_snoop_tray RADARSignature=SMALL TowedArrayPosition=0,0.122,-0.72 [Weapon Systems] TorpedoTypes=wp_ugst,wp_rpk-6,wp_moss_mg-104,wp_s10 TorpedoNumbers=18,6,6,10 TorpedoTubes=15 NumberOfWires=8 TubeConfig=1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 TorpedoTubeSize=21 TubeReloadTime=45 VLSTorpedoTypes=wp_moss_mg-104 VLSTorpedoNumbers=6 VLSMaxDepthToFire=3000 VLSMaxSpeedToFire=20 NoisemakerName=wp_noisemaker NumberOfNoisemakers=20 NoisemakerReloadTime=15 [Subsystems] LabelPosition=364.3,28 BOWSONAR=FRONT LabelPosition=59.9,172.2 TOWED=REAR LabelPosition=409.7,151.4 PERISCOPE=SAIL LabelPosition=409.7,193.3 ESM_MAST=SAIL LabelPosition=409.7,171.9 RADAR_MAST=SAIL LabelPosition=364.3,49.4 TUBES=FRONT LabelPosition=256.6,48.7 FIRECONTROL=FORE LabelPosition=205.6,28 PUMPS=MID LabelPosition=59.9,28 PROPULSION=AFT LabelPosition=59.9,193.2 RUDDER=REAR LabelPosition=59.9,48.7 PLANES=REAR,FRONT LabelPosition=59.9,151.4 BALLAST=MID LabelPosition=160.8,193.2 REACTOR=MID [Flooding Display: x,width,ymin,ymax] FLOODING1=146,62,-81,-38 FLOODING2=81,68,-81,-38 FLOODING3=-10,115,-81,-38 FLOODING4=-95,52,-80,-39 FLOODING5=-141,39,-76,-41 DamageControlPartyY=-31 [Model] ModelFile=ships/wp_ssn_akula1/wp_ssn_akula1 //Hull and Deck MeshPosition=0,0,0 MeshRotation=0,0,0 MeshHullCollider=wp_ssn_akula1_coll_hull MeshSuperstructureCollider=wp_ssn_akula1_coll_ss Material=ships/wp_ssn_akula1/wp_ssn_akula1_mat MaterialTextures=epic/textures/wp_ssn_akula4.png,ships/wp_ssn_akula1/wp_ssn_akula1_spec,ships/wp_ssn_akula1/wp_ssn_akula1_nm Mesh=wp_ssn_akula1 //Mesh=wp_ssn_akula1_crest MeshPosition=0,0,-0.6494 MeshRudder=wp_ssn_akula1_rudder MeshPosition=0,0.0096,0.60 MeshBowPlanes=wp_ssn_akula1_bowplanes MeshPosition=0,0,-0.645 MeshSternPlanes=wp_ssn_akula1_sternplanes //Осветление винта потемневшего из-за новой текстуры: Material=ships/wp_ssn_victor1/wp_ssn_victor1_mat MaterialTextures=ships/wp_ssn_akula1/wp_ssn_akula1_tx,ships/wp_ssn_akula1/wp_ssn_akula1_spec,ships/wp_ssn_akula1/wp_ssn_akula1_nm MeshPosition=-0.0,0,-0.793 MeshProp=wp_ssn_akula1_prop [Model] ModelFile=ships/wp_ssn_alfa/wp_ssn_alfa Material=ships/materials/wp_masts MeshPosition=0.011,0.04,0.194 MastHeight=0.1 MeshMast=wp_ssn_alfa_periscope MeshPosition=0.001,0.02,0.024 MastHeight=0.1 MeshMast=wp_ssn_alfa_esm ModelFile=ships/wp_ssn_akula1/wp_ssn_akula1 Material=ships/materials/wp_masts MeshPosition=0,0,0.110 MastHeight=0.1 MeshMast=wp_ssn_akula1_radar [Weapon Systems] //Torpedo Mounts //Tube 1 MeshRotation=0,0,0 MeshPosition=0.037,0.0505,0.73 TorpedoSpawnPosition=0.037,0.0505,0.73 TorpedoEffectPosition=0.037,0.0505,0.73 //Tube 2 MeshPosition=0.019,0.052,0.74 TorpedoSpawnPosition=0.019,0.052,0.74 TorpedoEffectPosition=0.019,0.052,0.74 //Tube 3 MeshPosition=-0.019,0.052,0.74 TorpedoSpawnPosition=-0.019,0.052,0.74 TorpedoEffectPosition=-0.019,0.052,0.74 //Tube 4 MeshPosition=-0.037,0.0505,0.73 TorpedoSpawnPosition=-0.037,0.0505,0.73 TorpedoEffectPosition=-0.037,0.0505,0.73 //Tube 5 MeshPosition=0.041,0.033,0.74 TorpedoSpawnPosition=0.041,0.033,0.74 TorpedoEffectPosition=0.041,0.033,0.74 //Tube 6 MeshPosition=0.019,0.033,0.755 TorpedoSpawnPosition=0.019,0.033,0.755 TorpedoEffectPosition=0.019,0.033,0.755 //Tube 7 MeshPosition=-0.019,0.033,0.755 TorpedoSpawnPosition=-0.019,0.033,0.755 TorpedoEffectPosition=-0.019,0.033,0.755 //Tube 8 MeshPosition=-0.041,0.033,0.74 TorpedoSpawnPosition=-0.041,0.033,0.74 TorpedoEffectPosition=-0.041,0.033,0.74 //Tube 9 MeshPosition=0.019,0.033,0.755 TorpedoSpawnPosition=0.019,0.033,0.755 TorpedoEffectPosition=0.019,0.033,0.755 //Tube 10 MeshPosition=-0.019,0.033,0.755 TorpedoSpawnPosition=-0.019,0.033,0.755 TorpedoEffectPosition=-0.019,0.033,0.755 //Tube 11 MeshPosition=0.019,0.033,0.755 TorpedoSpawnPosition=0.019,0.033,0.755 TorpedoEffectPosition=0.019,0.033,0.755 //Tube 12 MeshPosition=-0.019,0.033,0.755 TorpedoSpawnPosition=-0.019,0.033,0.755 TorpedoEffectPosition=-0.019,0.033,0.755 //Tube 13 MeshPosition=0.019,0.033,0.755 TorpedoSpawnPosition=0.019,0.033,0.755 TorpedoEffectPosition=0.019,0.033,0.755 //Tube 14 MeshPosition=-0.019,0.033,0.755 TorpedoSpawnPosition=-0.019,0.033,0.755 TorpedoEffectPosition=-0.019,0.033,0.755 //VLS Launch Position MeshRotation=0,0,0 MeshPosition=0.038,0.072,0.69 TorpedoSpawnPosition=0.038,0.072,0.69 TorpedoEffectPosition=0.038,0.072,0.69 //Noisemaker Mount MeshRotation=0,0,0 MeshPosition=0,-0.056,-0.533 MeshNoisemakerMount=FALSE //Wake MeshPosition=0,0,0 BowWaveParticle=ships/particles/bowwave_sub PropWashParticle=ships/particles/bowwave_small CavitationParticle=ships/particles/wp_ssn_akula1_cavitation FunnelSmokeParticle=ships/particles/wp_ssn_akula1_bubbles EmergencyBlowParticle=ships/particles/wp_ssn_akula1_emergency_blow ParticleBowWavePosition=0,0,0.835 ParticlePropWashPosition=0,-0.035,-0.747 ParticleHullFoamPosition=0,0,0.637 ParticleHullFoamParameters=10,0.25,0.25,0.055,0,0, 0.25 ParticleSternFoamPosition=0,0,-0.629 ParticleSternFoamParameters=25,0.25,0.15,0.025,0.0 1,0,0.25 KelvinWaves=2.6,2.6 EngineAudioClip=audio/units/submarine_engine_3 EngineAudioRollOff=LOGARITHMIC EngineAudioDistance=1,20 EngineAudioPitchRange=0.4,1 PropAudioClip=audio/engine/nuclear.ogg PropAudioRollOff=LOGARITHMIC PropAudioDistance=1,20 PropAudioPitchRange=0.1,0.6 PingAudioClip=audio/sonar/sonar8.ogg PingAudioRollOff=LOGARITHMIC PingAudioDistance=1,50 PingAudioPitch=1 |
SEEMS THE AKULA 1 ONLY HAS 8...ITS THE IMPROVED AND AKULA II THAT HAS 14.
|
akula class SSN & borei SSBN
The Akula Class Soviet Designation Project 971 Shchuka-B (pike-B)
tube load outs are : Akula,s 4 x 533 mm caliber tubes - 28 torpedo reloads 4 x 650 mm caliber tubes - 12 torpedo reloads tho K-152 Nerpa has 8 x 533 mm caliber tubes - 40 torpedo reloads the Improved Akula and Akula II,s & the Single Akula III have 4 x 533 mm caliber tubes - 28 torpedo reloads 4 x 650 mm caliber tubes - 12 torpedo reloads All Akula,s after the original 971 Batch of Submarines also have 6 x 533 mm SSE tubes (Submerged Signal Ejector) as well for decoys or possibly torpedos these are external to the pressure hull and are port or submarine tender re-loadable only The first Borei Class SSBNS Project 955 boats all 3 of them used the entire front-end taken from unfinished Akula Class SSN,s so they got 8 tubes all 533 mm Caliber like K-52 Nerpa or 4 x 533 mm Caliber & 4x 650 mm Caliber this gives them a unusually high complement of torpedo tubes for a Ballistic Missile Submarine (SSBN) oscar hull parts were used as well the new Borei-II,s Project 955-A are constructed the same tho they were built new not using unfinished Akula Hulls & oscar hull parts like the original the new Borei II,S are the first russian submarine to have all moving rudder and stern control surfaces this gives them a better control then the originals also the hulls are better streamlined and they are even quieter then the original 3 boats Batch 955 Hope this info helps mate i made mine 8 then 6 vls,s decoys in the VLS System to be the decoy sse tubes one thing to mention your set up has 14 internal torpedo tubes and 6 in the vls so you have got 20 torpedo tubes. |
I haven't been able to confirm that the 6 external tubes would carry torpedoes, most sites indicate its for decoys only...but I see no reason they couldn't(unless its a pressure issue? I changed my load out to reflect decoys but left it as a loadout option form gameplay purposes.
|
i agree
accurate information on Russian hardware is hard to come by so like you said its down to individual users preference as the Russian fleet only receives limited new vessels they constantly update existing assets making accurate weapon assessments very HARD initial reports stated were 2 decoys per tubes so 12 but given the know known length of Russian decoys that,s very unlike so 6 is more likely also i believe its decoys only as that would make sense for fast multiple launches in defense situations
|
The problem I'm having is to code the configuration to have the top 6 tubes in the UI to only have 1 load while have the bottom 8 reloadable...my cut and paste code skills\failing is not letting me do it...what code setup are you using for your loadout?
|
yes
i just use the vls so for example if i had vls anti ship missiles 12 of id also add the decoys to vls as as a number because vls is basically external tubes whether missiles or torpedo's or decoys is just tube size so if i add 6 that is the six external tubes and vls is not re loadable so that fits nicely i get what you are saying tho you want six displayed extra tubes that are not re loadable
my solution atm is just to use vls so 8 torpedo tubes then tube 9 as switchable external weapons source example : VLSTorpedoTypes=wp_p700,wp_moss_mg-74 VLSTorpedoNumbers=12,6 i have a idea to hard code some vls as individual displayed tubes but got a lot on atm if that,s possible yes that,s the best option and also would work well as a ammo count for decoys & vls but then we got the huge problem of fitting each displayed tube on the screen |
As a side note...I've already translated campaign 006 EPIC MOD,but I also changed it to 1994 instead of 84 to match our akula model,the senario is that the soviet union DID'T fail and clinton is the president
|
sounds good
so alternate time line ww3 sounds good well wouldn't want ww3 but i get ya
|
Yeah,translating it was a real bitch...tedious as ****...if you want the mission/event files for your super mod I can send them to ya.
|
any help
yes i hear you translating it is time consuming also they made loads of spelling errors ive had to correct but hey still better than my English to Russian would have been
yes ill sort out a contact method when i got more time a close friend died with out a proper will and im left to sort it all out also helping friends and family during this virus out-break thank you for the offer much appreciated and you stay safe mate |
For campaigns that are clones&expansions of original (such as campaigns 1,2,3,6) you better replace texts with original ones (editing them when nescesarry) than try to translate them. Because those text are poorly translated original ones. They are awful, incorrect and sometimes outright wrong (oilrig mission - you must not destroy oilrig, it will only get you court-marshalled)
|
May I ask which button you press or mod you using to make the tower array visible? I’m pretty sure devs said in an update towed arrays now extractable and retractable but I just can’t figure out how it’s done and all the things weirdo google finding is very outdated from 2007.. :(
|
2 Attachment(s)
Quote:
|
Quote:
|
All times are GMT -5. The time now is 12:54 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.