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-   -   Akulas have 14 tubes (https://www.subsim.com/radioroom/showthread.php?t=244268)

Badger343rd 03-22-20 10:51 AM

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

Badger343rd 05-19-20 09:03 PM

SEEMS THE AKULA 1 ONLY HAS 8...ITS THE IMPROVED AND AKULA II THAT HAS 14.

steel shark 05-22-20 11:18 AM

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.

Badger343rd 05-25-20 11:03 AM

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.

steel shark 05-25-20 11:20 AM

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

Badger343rd 05-25-20 11:49 AM

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?

steel shark 05-25-20 12:17 PM

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

Badger343rd 05-25-20 12:32 PM

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

steel shark 05-25-20 12:37 PM

sounds good
 
so alternate time line ww3 sounds good well wouldn't want ww3 but i get ya

Badger343rd 05-25-20 12:54 PM

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.

steel shark 05-25-20 01:14 PM

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

M134 05-25-20 03:17 PM

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)

partycat 06-10-20 04:22 PM

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.. :(

M134 06-10-20 06:01 PM

2 Attachment(s)
Quote:

Originally Posted by partycat (Post 2676890)
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.. :(

Epic Mod has deployable/retractable towed array

partycat 06-11-20 05:46 AM

Quote:

Originally Posted by M134 (Post 2676907)
Epic Mod has deployable/retractable towed array

Thank you so so much :)) I owe you.


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