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Old 01-03-08, 04:11 AM   #1
Sakura551
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Sakura Mod Released

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'.

-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.


*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.

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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


Sorry for the dumb mod name. Couldn't think of anything else.

I don't claim that the changes I have made to these files are ultra-realistic in any way. Just my take on things from what I have read regarding the SS-N-22 and SS-N-25 missiles.
Now let's start seeing some custom missions released with docked subs.

Hope everyone enjoys it.

If you have already downloaded the full version of Oil Rig Missile Fix mod, you can use the SFX file from that and download the Lite version of this mod.

Download both versions here: http://savefile.com/projects/808585583

Last edited by Sakura551; 01-03-08 at 07:35 AM.
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Old 01-03-08, 06:23 AM   #2
Bill Nichols
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I love this! As soon as I have DW re-installed on my formerly-crashed harddrive, I'm going to try this out.

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Old 01-03-08, 07:37 AM   #3
Sakura551
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Quote:
Originally Posted by Bill Nichols
I love this! As soon as I have DW re-installed on my formerly-crashed harddrive, I'm going to try this out.

I hope you get your hard drive up and running again soon. I included the armed oil rigs at your request.

Last edited by Sakura551; 01-03-08 at 07:54 AM.
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Old 01-03-08, 07:54 AM   #4
Sakura551
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Oh yeah. I almost forgot to mention that I included 5 separate numbers for each docked sub in the database. Hopefully 5 of each docked sub will be enough for mission designers.
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Old 01-03-08, 02:44 PM   #5
Blacklight
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Your mod has completely saved the campagn I was designing from being scrapped !

I can't wait to try some massive assaults on the heavily armed battle platforms !!! I'm going to experiment with making the oil rigs into undersea bases and also experiment with arming those as well. Could make for some interesting "James Bond" style events.

I'm all for injecting a little unbelieveable fun into Dangerous Waters. Heck. Lets get the sub from Irwin Allen show Voyage To The Bottom of the Sea in there (The Seaview) with it's flying mini submarines !!!
(I actually have a Naval Sitrep magazine put out by Clash of Arms Games for their naval miniatures games like Harpoon4 and such... it has in it full stats for the Seaview and it's flying submarines for injecting a little fun into Harpoon)

I'm all for trading shots with The Nautilus from Twenty Thousand Leagues Under The Sea !

This kind of setting could be fun to play out once in a while.
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Last edited by Blacklight; 01-03-08 at 03:00 PM.
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Old 01-03-08, 11:36 PM   #6
Sakura551
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Quote:
Originally Posted by Blacklight
Your mod has completely saved the campagn I was designing from being scrapped !

I can't wait to try some massive assaults on the heavily armed battle platforms !!! I'm going to experiment with making the oil rigs into undersea bases and also experiment with arming those as well. Could make for some interesting "James Bond" style events.

I'm all for injecting a little unbelieveable fun into Dangerous Waters. Heck. Lets get the sub from Irwin Allen show Voyage To The Bottom of the Sea in there (The Seaview) with it's flying mini submarines !!!
(I actually have a Naval Sitrep magazine put out by Clash of Arms Games for their naval miniatures games like Harpoon4 and such... it has in it full stats for the Seaview and it's flying submarines for injecting a little fun into Harpoon)

I'm all for trading shots with The Nautilus from Twenty Thousand Leagues Under The Sea !

This kind of setting could be fun to play out once in a while.
After you mentioned it, I actually experimented with making undersea bases while making the Sakura mod. I armed them. But I couldn't get subs to attack them. Or the bases to attack subs. Gave them sound profiles, sensors, powerplants, everything. Not sure why. :hmm:

And you don't need to explain why you want to make a fantasy-style underwater campaign. Sounds like fun. I have no problem with someone wanting to make that type of game play at all. More power to you!
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Old 01-04-08, 01:49 AM   #7
Blacklight
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Quote:
After you mentioned it, I actually experimented with making undersea bases while making the Sakura mod. I armed them. But I couldn't get subs to attack them. Or the bases to attack subs. Gave them sound profiles, sensors, powerplants, everything. Not sure why. :hmm:
Are they still hittable by undersea weapons launched by a player unit ?

Are you using just the database editor to do this ? I love noodling around with that thing but I've never actually added a weapon to a platform. Does adding a weapon to the list automatically just give the platform the weapon of does it involve more ?
Could you tutor me a little maybe with some PM's or a topic thread here ?
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Old 01-04-08, 12:38 PM   #8
Sakura551
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Everyone, the next Sakura mod version should include all static (docked) surface ships in the database. It's going to take me a while to make all of them, though. After that, I want to eventually include all static (parked) aircraft and helos in the database. That way they can be parked at air bases and won't take off or anything. No sensors or working engines. Just parked. But maybe still detectable by active radar (depending on which platform you are playing). Maybe missions with airbase strikes on parked aircraft with the Orion?
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Old 01-04-08, 12:40 PM   #9
Sakura551
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Quote:
Originally Posted by Blacklight
Quote:
After you mentioned it, I actually experimented with making undersea bases while making the Sakura mod. I armed them. But I couldn't get subs to attack them. Or the bases to attack subs. Gave them sound profiles, sensors, powerplants, everything. Not sure why. :hmm:
Are they still hittable by undersea weapons launched by a player unit ?

Are you using just the database editor to do this ? I love noodling around with that thing but I've never actually added a weapon to a platform. Does adding a weapon to the list automatically just give the platform the weapon of does it involve more ?
Could you tutor me a little maybe with some PM's or a topic thread here ?
Sorry, I didn't try launching any player weapons. Just tested between AI units.

See this thread: http://www.subsim.com/radioroom/showthread.php?t=128250
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Old 01-04-08, 02:00 PM   #10
Sakura551
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Cool. I placed a bunch of parked Cobra helos at an airport. I used the P-3 Orion to visually ID their location at the airport and launched missiles at them from a safe distance. Killed them with the missiles. Worked really well.
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Old 01-04-08, 03:23 PM   #11
Blacklight
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This just occured to me. There should be a "Heavy Oil Rig" with anti missile and torpedo defenses (chaff.. anti missile missiles...etc..) as well to add more of a challenge.

It could be the Dangerous Waters version of the Death Star
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Last edited by Blacklight; 01-04-08 at 03:53 PM.
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Old 01-19-08, 07:30 AM   #12
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This isnt mp user friendly. Everyone have to use it, otherwise problems occur.
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Old 01-19-08, 10:08 AM   #13
Blacklight
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Quote:
This isnt mp user friendly. Everyone have to use it, otherwise problems occur.
As is the case with pretty much any mod anyway. Usually everyone in the MP game has to have the same version/mods anyway. It's not a huge file and not hard to direct people to the download or just to send it to your opponents directly.

I've actually done some fun "Protect the oil field" mp's with this mod while testing it with a friend of mine and it works fine for us here.

I really like this mod and I personally think this mod should be integrated into the next LWAMI mod (Also, if you play MP, all players will need the LWAMI mod as well if you use it)
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Old 01-19-08, 09:44 PM   #14
OneShot
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@Sakura551 : Would it be Ok if your Mod would be included in the LWAmi Mod Package? Of course Credit would be given where its due (as with all the other stuff not created by LwAmi themselves).
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Old 01-22-08, 12:26 AM   #15
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Awesome.

I just started a thread about doing some AI work.

Perhaps we can do this as a collaboration. My strengths are doctrine editing and I prefer to avoid the detailed work on the DB.

I'm going to send you a PM.

Cheers,
David
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