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-   -   submarine sensors (https://www.subsim.com/radioroom/showthread.php?t=245096)

steel shark 05-14-20 05:19 AM

submarine sensors
 
there are massive gaps in the sensors in playable subs so i may make a mod mod to correct this ive compiled a list which i think is close enough any corrections or info would be helpful

so

//hull mounted sonar

usn_an_bqr_2

usn_an_bqs_4

usn_an_bqr_21

usn_an_bqq_2

usn_an_bqq_3

usn_an_bqq_5

usn_an_bqq_5a

usn_an_bqq_5b

usn_an_bqq_5c

usn_an_bqq_5d

usn_an_bqq_5d_bqg-5d uss Augusta FLT_1 tho was trials usn_an_bqq_10_ARCI

usn_an_bqq_6

usn_an_bqq_6_bqq_5e ( Ohio Expantion program )

usn_an_bqq_5e

usn_an_bsy_1

usn_an_bsy_1_bqg-5d uss cheyenne ( Last Los-Angeles class built FTL_3 )

usn_an_bsy_2 ( seawolf only )

usn_an_bqq_10

usn_an_bqq_10_bqg-5d

usn_an_bqq_10_F

usn_an_lab ( virginia Block III & Block IV )


//towed Array

//fat line array


usn_bqr_23

usn_bqr_25

usn_tb_16

usn_tb_34

//thin line fiber optic array
usn_tb_33

//thin line array

usn_tb_23

usn_tb_29

usn_tb_29a

usn_tb_29x

// radar submarines

RADARModel=usn_bps_12

RADARModel=usn_bps_14

RADARModel=usn_bps_14_15

RADARModel=usn_bps_15

RADARModel=usn_bps_15A

RADARModel=usn_bps_15C

RADARModel=usn_bps_15E

RADARModel=usn_bps_16

RADARModel=usn_bps_16B



Steel Shark.

BinMinnie 05-15-20 12:58 PM

Relative newbie here, Questions
 
Hi All,

I've just started digging into Cold waters, I've got a couple of questions

1. why are depth call-outs for so deep being offered? are there subs that go below 2000 ft down?

2. how does one, when the new or updated sensors for playable subs comes out, make that part of the game? and is it easy to restore defaults without reinstalling the game?

3. I have installed one Mod from CaptainX3/CW-Playable-Subs site which adds many playable subs, which is bada**. are there any others that are recommended for me to try out? I don't want superpowers but better game immersion is always cool.

Thanks
Bin.

steel shark 05-15-20 08:18 PM

depths
 
Answer No 1

there are a quite a few submarines that can go below 2000 feet for example

wp_ssn_sierra max safe depth 2132 feet so crush depth is 3,196 feet

wp_ssn_sierra II max safe depth 2460 feet so crush depth is 3,688 feet

wp_ssn_mike max safe depth 2788 feet so crush depth is 4,180 feet

usn_ssn_seawolf max safe depth 2001 feet so crush depth is 2,999 feet

wp_ssgn_oscar2 max safe depth 1820 feet so crush depth is 2,728 feet


Answer no 2

as for sensors expansion pack no reinstall is needed as its just text edits

example : default Virginia sub in playable subs sensor load is

[Acoustics & Sensors]
SelfNoise=107
ActiveSonarReflection=30
ActiveSonarModel=usn_an_bqq_10
PassiveSonarModel=usn_an_bqq_10
TowedArrayModel=usn_tb_29
AnechoicCoating=TRUE
RADAR=usn_bps_15
RADARSignature=SMALL
TowedArrayPosition=-0.075,0.0,-0.619

my mod gives you the new sensors in list to change the default ones in original mod so mine would be :

[Acoustics & Sensors]
SelfNoise=110
ActiveSonarReflection=15
ActiveSonarModel=usn_an_bqq_10_F
PassiveSonarModel=usn_an_bqq_10_F
TowedArrayModel=usn_tb_29
AnechoicCoating=TRUE
RADAR=usn_bps_16
RADARSignature=SMALL
TowedArrayPosition=-0.075,0.0,-0.619

its all just text edits i may just add pre edited vessels so you just over write the ones in the mod and to undo you would just put the original ones back.

Answer No 3

im making as accurate as possible mods to add to play subs mod as i go on my own Cold waters i made total 1960,s single missions and free roam Both USN/Uk & Rus which feature only 1960,s vessels so you only encounter 1960,s vessels also the signature system only gets 1960,s stuff not like all of it like in the default playable subs mod as i found that very unrealistic see pic i also made default deployment areas Baltic sea , Greenland sea ect. im making 1970,s & 1980,s also but in progress at the moment as im also doing Pacific waters mod.

Steel Shark.

BinMinnie 05-18-20 05:33 PM

Thanks Shark, I'll give it a try.

banryu79 05-19-20 10:00 AM

Quote:

Originally Posted by BinMinnie (Post 2670872)
Hi All,

...

2. how does one, when the new or updated sensors for playable subs comes out, make that part of the game? and is it easy to restore defaults without reinstalling the game?

I'm using JSGME to manage mods and activate/deactivate them without "ruining" my game original installation = very quick and simple tool to use, but first you need to understand what it does and how to use it correctly.

You can read about JSGME here:
https://www.subsim.com/radioroom/sho...d.php?t=204594

Theta Sigma 05-19-20 10:15 AM

Quote:

Originally Posted by banryu79 (Post 2671621)
I'm using JSGME to manage mods and activate/deactivate them without "ruining" my game original installation = very quick and simple tool to use, but first you need to understand what it does and how to use it correctly.

You can read about JSGME here:
https://www.subsim.com/radioroom/sho...d.php?t=204594


I would NEVER install a mod without it EVER.

Sometimes that involves some work if a mod is not designed with it in mind, or if it is designed with it in mind but to actually hinder it's use so as to prevent you considering other mods as well, but it's well worth it getting around that and still using JSGME. I cannot overstate that.

steel shark 05-19-20 05:50 PM

override
 
i just copy my override folder so ect

default

override

override copy

then if i mess up i just either copy unaltered files or

i could just delete the override folder then rename the override copy folder to override job done

mod managers are useful but impose limitations on modding hence i dont use em

ALSO my avatar just turned in to popeye the sailor man and me with out any spinach i do have a jar of black olives tho so we at least 50% covered

Theta Sigma 05-20-20 06:02 PM

Quote:

Originally Posted by steel shark (Post 2671724)
mod managers are useful but impose limitations on modding hence i dont use em

This one does the opposite, which is why I always use it, and recommend it.

Aktungbby 05-22-20 12:01 PM

welcome aboard!
 
Kusya12!:Kaleun_Salute:


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