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Old 07-16-08, 02:03 PM   #1
oscar19681
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Default Bought dangerous waters

After all these years playing sh-3 and thinking of buying DW in went ahead and bought it today. I downloaded it for 14 dollars and since the dollar is so low that would make around 9 euro,s so thats basicly pocket chance.
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Old 07-16-08, 02:17 PM   #2
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Now all you got to do is forget alot of what you learnt in sh3 and create a new way of thinking for DW.
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Old 07-16-08, 04:12 PM   #3
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Make sure to put the LWAMI and Sakura mods in there too.
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Old 07-16-08, 07:15 PM   #4
oscar19681
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I,ve been trying it out quite a steep learning curve. I played 688i a long time ago but i dont seem to get the grips on DW quite as much as i hoped. Gotto learn alot of stuff. actually i think the grafics are better then expected the 688i looks hotter then the screenshots on the website. Was this added with the latests patch?

"Make sure to put the LWAMI and Sakura mods in there too"

Cool what do these mods do for me?
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Old 07-16-08, 08:01 PM   #5
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Quote:
Originally Posted by oscar19681
After all these years playing sh-3 and thinking of buying DW in went ahead and bought it today. I downloaded it for 14 dollars and since the dollar is so low that would make around 9 euro,s so thats basicly pocket chance.
You ve got an excellent game for an excellent price. Hope you enjoy it !!!
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Old 07-16-08, 10:17 PM   #6
Frame57
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Where do you get Sakura Mods? I did not see these on Subguru site.
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Old 07-16-08, 10:27 PM   #7
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Quote:
Where do you get Sakura Mods? I did not see these on Subguru site.
You can get it here:
http://savefile.com/projects/808585583

You want the Sakura Mod 1.02
It's the same as the Oil Rig fix so you don't need that one.
The Sakura mod uses a bit of a work around to make oil rigs targetable by TSAMS and AI units. If you make a mission where say some computer controlled units are supposed to attack an oil rig, they won't even target the thing. Same goes if you send special forces to attack the oil rig. They just crash into it until they die.

Also note that the Sakura mod is going to be incorporated into the next LWAMI release when it's finished.

Here is the detailed information from the readme file. Make sure to read this file before adding an oil rig to your mission (Otherwise.. it can float away )

Quote:
Sakura mod v1.02 compatible with LWAMI v3.08

Changes/updates in v1.02:
-changed the name to 'Sakura mod'
-added static models of all subs to the database, simulating 'docked' submarines. They will not react at all to being attacked. They will not react to anything. Their sensors will be off. They will never move unless sunk. They can still be detected by active sonar, passive sonar, and radar as usual. All of the docked subs in the mission editor have a (D) in the name, for 'Docked'.
*Important* XX version Special Ops forces in inflatable boats WILL attack docked ships and subs if they are placed separately in a mission by the designer. They still WON'T attack docked ships or subs properly if they are released directly from the player sub. They will crash into the docked ship and die.
*Important* When designing a mission that includes docked ships you want your spec ops team to destroy, be sure to uncheck 'Include in Mission' for any docks, ports, etc. If you don't, the spec ops team will target it instead of the docked ship or sub you want them to sink. Checking 'Auto Detect' is ok for docks, ports, etc. It will have no effect on the team attacking docked ships.
*Important* Make sure that the option 'Enable Waveriding' is unchecked when playing any missions with docked ships. If it is checked, the docked ships or subs will start moving, crash into the docks, and sink.
-added spec ops raft teams to the database that have a very short visual range. This was done so they can be able to attack and sink docked static subs and ships in port. With regular visual sensors, they automatically go after the biggest target no matter what their orders. Not any more. You can have several ships docked in a port and they will attack the ship or sub they are assigned to in the last waypoint. Be sure to place the last waypoint very close to the ship you want the team to sink. Spec ops rafts for attacking docked ships are all located under the 'Civilian' section in the mission editor with an XX in each name.
-added a separate 'Downed Pilot SoS' unit to the database. The original 'Downed Pilot' unit is unchanged, meaning no SoS signal.
-added 2 new oil rigs to the database called 'Oil Rig Lite Armed' and 'Oil Rig Hvy Armed'. The Lite oil rig has a portable SAM launcher and 2 .50 caliber machine guns. The Heavy oil rig is used by militaries around the world and has surface radar, ESM equipment, 2 portable SAM launchers, 2 .50 caliber machine guns and 4 rotatable SS-N-22 Sunburn missile launchers. The heavy oil rig is extremely deadly and should not be approached.
-greatly increased damage caused by SS-N-12, SS-N-19, and SS-N-22 missiles. Military analysts claim the kinetic damage caused by these missiles' very high speeds is extreme. In theory, a single Sunburn missile can sink a frigate and cripple an aircraft carrier. 2-3 Sunburn missiles should be able to sink an aircraft carrier.
-SS-N-22 and SS-N-25 missiles now skim at an altitude of 10 feet over the water.

--------------------------------------------------------------------------------------------------------------

This mod makes the oil rig platforms in Dangerous Waters targetable and destructible by ASCM/SSM missiles. Even AI units will now attack them with the appropriate missile. This was done by changing the model to a floating ship instead of static. They float like a ship but do not appear to drift. There is some type of bug in the original the static model that prevents missiles from targeting or hitting static oil platforms. And in real life, many oil rig platforms actually do float and are anchored to the sea floor with thick cables. In the game, once the oil rig is destroyed, it will sink. Hopefully this realistically models a semi-submersible floating oil rig platform. When identifying oil rigs on the game map, you must classify them as surface contacts (ships) to be able to target them with missiles. Your auto-crew will also eventually classify them as surface contacts on the map. But remember that their speed will be zero and they will give off a unique sound. Please note that wake-homing torpedoes will not strike oil rigs. AI units may launch wake-homing torpedoes against oil rigs because they are now classified as ships, but they will just circle the rig without hitting it because the rigs are stationary.
When placing oil rigs in custom scenarios, be sure to surround them with a wind and water region with knot speeds set to zero so they won't drift due to currents or wind.

This mod increases Special Ops inflatable raft speed from 10 knots to 20 knots.
Special Ops forces in inflatable boats WILL now attack oil rigs and large ships if they are placed separately in a mission by the designer. They still WON'T attack oil rigs and large ships properly if they are released directly from the player sub. They will crash into the oil rig or large ship and die. This seems to be some type of hard coded bug. To simulate releasing Special Ops attacking an oil rig in a mission, make a trigger at a certain point on the map. When the player sub reaches the trigger area, the Special Ops team can be created, simulating them leaving the player sub. They can be given waypoint instructions to attack the oil rig, and they will attack it. Another trigger can be made to kick in after the oil rig explodes, creating the returning Special Ops team to be picked up. I have tried all this building a custom mission and it does work well.
This mod also adds a custom sound file and sound profile to oil rigs so they can be detected underwater at long distances. Max detectable distance of oil rigs underwater is now about 20 miles for a 688I. I suppose in real life they make a hell of a lot of underwater noise. This has been modeled. I have included a sound sample to help identify the sound they make underwater.
The hit points for oil rigs have also greatly been increased. To sink an oil rig platform, it will now take at least 2 torpedoes or at least 1-4 SSM/ASM missiles (depending on missile type).
LAM missiles still will not target oil rigs in this mod.
I have also included a single player mission modeling a Cuban-purchased Chinese Kilo sub that must sink several American oil rig platforms in the Gulf of Mexico. I suppose it's a fairly hard mission. I have included lots of random starting boxes and random inclusion chances for units to add to replayability. It's my fist time building a mission for DW. Please don't expect too much.

Also included is a sound mod that I designed which makes downed pilots give off an SoS distress signal at a max range of about 45,000 yards. The distress signal is detectable by ESM intercept equipment.

*this mod is based on the excellent LWAMI v3.08 files*
*credit goes to LuftWolf and Amizaur for original LWAMI v3.08 files*

Mod created by Sakura551

Semi-submersible floating oil rig platform info:
http://en.wikipedia.org/wiki/Semi-submersible_Platform
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Old 07-17-08, 09:21 AM   #8
gamers2000
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Quote:
Originally Posted by Kapitan
Now all you got to do is forget alot of what you learnt in sh3 and create a new way of thinking for DW.
Amen.
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Old 07-17-08, 09:53 AM   #9
Bill Nichols
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Quote:
Originally Posted by Frame57
Where do you get Sakura Mods? I did not see these on Subguru site.

My bad. Very very bad. I really do need to update my site!

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Old 07-17-08, 10:23 AM   #10
Frame57
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Quote:
Originally Posted by Bill Nichols
Quote:
Originally Posted by Frame57
Where do you get Sakura Mods? I did not see these on Subguru site.

My bad. Very very bad. I really do need to update my site!

For that, we will have a little walking the plank party!
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Old 07-17-08, 11:20 AM   #11
oscar19681
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How about a nice blanket party a la full metal jacket.
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Old 08-17-08, 06:57 PM   #12
baggygreen
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Looks like i've got myself a new little home as well...

My FPS days are dying at the moment, entirely due to a lack of decent games and competition down under, so i picked up SH3 again, got gwx2 (might get 2.1 eventually), and created a WaW persona too. Then, i went out and bought DW.

Now I've been looking around, but I cant seem to find anything that discusses the differences between 1.02 (shipped in box) and 1.04 (thats the current version, right?). Nor can i find anything that mentions (or more, shows) the differences mods like lwami make.

Any takers on introducing the new guy to it all??

PS i played the demo as the kilo several times, found it very tough to get away successfully.
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Old 08-17-08, 07:13 PM   #13
Frame57
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Quote:
Originally Posted by baggygreen
Looks like i've got myself a new little home as well...

My FPS days are dying at the moment, entirely due to a lack of decent games and competition down under, so i picked up SH3 again, got gwx2 (might get 2.1 eventually), and created a WaW persona too. Then, i went out and bought DW.

Now I've been looking around, but I cant seem to find anything that discusses the differences between 1.02 (shipped in box) and 1.04 (thats the current version, right?). Nor can i find anything that mentions (or more, shows) the differences mods like lwami make.

Any takers on introducing the new guy to it all??

PS i played the demo as the kilo several times, found it very tough to get away successfully.
You should check out the subguru site which has more info on the mods. Honestly I can tell much of a difference. With SC, however I found the modded game to be much more enjoyable. Once you have played th missions and campaigns, this game grows weary fast. Everything is the same ole, same ole. Problem is that a game like this needs a campaign style like the SH series. Else you pretty much already know what your mission is and who is out there before you start. Kind of boring in the long run. But it will be fun for a while so enjoy and check out the site I mentioned.
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Old 08-17-08, 08:26 PM   #14
Molon Labe
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Quote:
Originally Posted by baggygreen
Looks like i've got myself a new little home as well...

My FPS days are dying at the moment, entirely due to a lack of decent games and competition down under, so i picked up SH3 again, got gwx2 (might get 2.1 eventually), and created a WaW persona too. Then, i went out and bought DW.

Now I've been looking around, but I cant seem to find anything that discusses the differences between 1.02 (shipped in box) and 1.04 (thats the current version, right?).
1.02 was a dismal failure of a patch that was succeeded by 1.03 in a hurry. It had such a short tenure that I don't remember it all that clearly. In any case, most of the changes made by 1.03 and 1.04 are listed in the changelog, and don't require much elaboration to follow. The exception is the sim-killing problem with 1.02, which became known as the "drunken planesman" problem, which would cause the subs to nose dive during turns without the planesman compensating. 1.03 corrected this but created manuevering problems when subs went shallow, often resulting in the TA being severed. 1.04 corrected this as well, although there remains some depth control problems at shallow depths which may result in broaching the surface.

Quote:
Nor can i find anything that mentions (or more, shows) the differences mods like lwami make.
The link to the LWAMI readme is provided directly under the link to the LWAMI installer on subguru's download page.
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Old 08-17-08, 11:04 PM   #15
Lane
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Guys,

I don't play DW much but have the latest Patch installed.
and have LWAMI 3.08 installed using GME Enabler 1.5.0.06
I just downloaded the Sakura_mod_v1.02
Question? How best to install it? Can I use the GME Enabler to install it?
I guess I would install most of it manual? the audio file, Scenario. remove the oil rig underwater sample wav file and the Readme V 1.02
that would leave the Doctrine, and Database Folders then I could I use the
GME Enabler to install it? with LWAMI 3.08 mod? Would that work.
Hope what I wrote is not to confusing.:hmm:
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