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Old 05-27-07, 08:11 PM   #1
CaptainHaplo
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Default [REL] Titanium Boats and Nuke Boats

As requested - I created these two small mods. The first - Titanium Boats increases the HP of your hull by a factor of 10k when using a number of classes. The second - does this as well as turns the boat into a 688 or Seawolf Class (or sturgeon) - performance wise only. See the readme's included for details.

Yes - realism is sacrificed - but let each player enjoy the game their own way. I wouldn't have done this unless it was requested.

Titanium Boats only changes the .zon file for the boats in question - the Nuke boats changes both the .zon and .sim files. These are the only files changed. Tis why the mods are so small. Enjoy as you choose. If anyone wants other boats converted, just let me know and I will add them with whatever specs. Provided I have tweakfiles for em!

Nuke Boats DL: http://rapidshare.com/files/34352573/NukeBoats1_1.rar

Titanium Boats DL:http://rapidshare.com/files/36338238..._Boats_1.1.rar

These mods are as is - but if you find an issue - I will do what I can to figure them out. This is my first mod published, so CONSTRUCTIVE feedback is welcome.
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Old 05-27-07, 08:17 PM   #2
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Quote:
Originally Posted by CaptainHaplo

Yes - realism is sacrificed - but let each player enjoy the game their own way. I wouldn't have done this unless it was requested.
To each his own nice work

RDP
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Old 05-28-07, 08:38 AM   #3
GakunGak
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Yahoo!, But I use Google!
Damn nice work, man, I request a promotion for an 3-star admiral for you!!!
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Old 05-28-07, 12:49 PM   #4
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Your welcome Mate. As for additional subs, if anyone has any requests specifically I dont mind making the necessary changes. Just let me know what numbers you want used and what model in game to change. For instance - make a tambor into one of the old Sturgeon class or something.

All I would need is the info on speed and depth desired before you crush.

Also - if you run into any problems, let me know and I will see what I can do to fix em. My testing time was rather short, so there may be problems. Otherwise, am glad you and others are enjoying it.

If anyone wants the instructions on how to do this themselves so they can mod in a limited manner as well, I can post em. Its not hard, thanks to the efforts of folks like Timetraveller and NVDrifter.
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Old 05-28-07, 01:33 PM   #5
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Old 05-28-07, 01:36 PM   #6
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Why not make other subs with these:
Crush depth: 800 feet
max surf: 29 kts
max sub: 29 kts
as for health, your desire...
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Old 05-30-07, 08:13 PM   #7
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Default Version 1.1 of Nuke boats released

OK - Nuke Boats 1.1 is out. DL at

http://rapidshare.com/files/34352573/NukeBoats1_1.rar

This adds a number of other boats at 29knots. See the readme for details. Enjoy.
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Old 05-30-07, 09:58 PM   #8
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Cool going to DL this now Thank you
Oh will you be doing a salmon class Titanium Boats version at some point? or is that added in the nuke boats mod?
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Old 05-31-07, 06:12 AM   #9
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Quote:
Originally Posted by CaptainHaplo
OK - Nuke Boats 1.1 is out. DL at

http://rapidshare.com/files/34352573/NukeBoats1_1.rar

This adds a number of other boats at 29knots. See the readme for details. Enjoy.
Yeeehaw!!!!!!!!!
Now let's start some war!!!
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Old 06-02-07, 05:30 AM   #10
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Thanks mate.
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Old 06-02-07, 03:34 PM   #11
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Salmon & Sargo to 600 feet safely?

That would be very nice and not too unreal for extreme depth, but I would go with any depth most people prefer.
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Old 06-08-07, 08:35 PM   #12
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08x15 - I will check into that for 1.2 - only thing is I have tweakfiles for all the subs I modded in nukeboats 1.1 - so hopefully I can find a set for those 2. If so - an update will happen this weekend to 1.2 - as well as an update to titanium boats as well.
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Old 06-09-07, 05:59 AM   #13
MaxT.dk
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CaptainHaplo > Have you tried to surface while you're submerged at full speed (using the Nuke boat mod)? I suggest looking into it and tweak it (not that I care, but I think it's stupid that boat tries to surface and then it automatically submerges again because of the angle and weight)

Have fun
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Old 06-09-07, 06:59 AM   #14
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Here's a result of using Titanium Boats mod







"Titanium" doesn't really help that much, does it?
I hope you can guess what happend 5 secs after the last screenshot
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Old 06-09-07, 05:39 PM   #15
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As I have stated in another thread - the readme directly discusses the hull full of slagged equipment. Same dynamics goes for the crew (as the game sees people in a compartment as the same as the engine in its mounting - or whatever). My mod's are created with a readme - under the assumption that those that want to use them will actually read that file.

As for the supposed problem of surfacing - its a non-issue. Even at high speed, you surface (or blow tanks for that matter) and you will not get below the 32 foot depth where your bridge is recleared - unless your running in heavy sea. In heavy sea - that can happen with the stock settings at flank speed. Physics - both real life - and as implemented in the game - dictate that at high speed on the surface in a storm you may get "swamped" - with or without my mod. It doesnt even require you to be surfaced - just running on the surface. Tis one reason why nuke subs dont run at flank speed on the surface in RL.....

I will repeat a post I made earlier - you seem to be the ONLY person veiwing my mods negatively. No one is forcing you to dl or use them. While your mod Killersub and my mods were released close together - they do different things. They are not in competition - nor am I in one with you. Don't know why you seem to think they are - but whatever.... Life is too short. If you have an issue with my mods - or me - lets take it private and hash it out. Otherwise - do your thing and let me do mine, eh?
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