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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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Mod updated!
Emergency Bugfix Update: July 4, 2017
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Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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#122 |
Bosun
![]() Join Date: Jun 2017
Location: Germany
Posts: 61
Downloads: 65
Uploads: 0
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It wasn`t made for a `84 scenario... you only made it unrealistic now. As of today it is "virtually undetectable" (quote). Even for todays standards. It simply is one of the quietest submarines ever built.
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#123 | |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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About German "DM-2A3" and export variant "Seahake" you can read this: http://sovpl.forum24.ru/?1-4-20-00000051-000-20-0#022 |
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#124 |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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Thank you, but the wire guidance was requested to be added to the USET 80 by the community back when I first released the mod. The game wasn't actually designed for people to play as the Russians, and as such all of the Russian equipment is at a severe disadvantage within the game.
I'll be making changes to the mod here and there that aren't 100% realistic but are needed for gameplay fun and/or balance. We've got several subs in the mod that came out way after 1984, along with weapons that aren't 100% accurate. I have to make a choice between realism and gameplay, so I can't always be 100% realistic.
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Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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#125 |
Gefallen Engel U-666
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MrBboy!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#126 | ||
Swabbie
![]() Join Date: Jan 2017
Posts: 5
Downloads: 7
Uploads: 0
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![]() In the end, it's all speculation anyway. If about half of what is said about the 212 A is true, I guess it would be pretty much undetectable in 1984. The problem is it's not very engaging to play it as it is; some enemy subs weren't able to detect me on active at under 2 KYD distance. I have never been in danger in this submarine. Just fire your 13 torpedoes at enemies who never see them coming, go back to base to rearm, rinse, repeat. Quote:
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#127 |
Sailor man
![]() Join Date: Jul 2004
Location: nordhessen
Posts: 43
Downloads: 45
Uploads: 0
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I heared Crew voices at 1.04.. Ar they from the Mod or the Game?
With now 1.05 there are away.. Depends on zhe Mod? What is up here |
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#128 |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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I didn't balance the changes to the 212A against the Seawolf, I balanced it against the 688i that I designed myself, which sits at 100 and 25. I might need to reconsider accepting contributions of new subs to the mod, because I'm not sure I have enough time to balance out every class that comes in... either that, or require that contributions be balanced against the 688i that already exists in the mod.
I do know that in my tests with the Red October, any self noise rating of 20 or below is almost impossible to detect on US sonars, and is impossible for Russian sonars. If you make a sub with a self noise below that, it's very unlikely the enemy will detect you unless you do something to reveal your position, like use active sonar or surface. Crew voices are part of the game, not any mod. I'm not aware of them being removed anytime recently, and I'm on the 1.05 beta version.
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Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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#129 |
Commander
![]() Join Date: May 2001
Location: At sea (again)
Posts: 457
Downloads: 43
Uploads: 0
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Crew voices are disabled by default in version 1.05b. To enable them simply open default/hud/default.txt and change LogVoiceVolume=0 to a value between 0-1 for volume. ![]()
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There is a forgotten, nay even forbidden word, which means more to me than any other. That word is England |
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#130 |
Sparky
![]() Join Date: Dec 2003
Location: Glasgow, Scotland
Posts: 155
Downloads: 65
Uploads: 0
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Brilliant, so happy i get to play as all these different nations now. Thanks!
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Good Hunting! Torpedo Problems? Check out my thread for FAQ\'s and running depths! |
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#131 | |
Swabbie
![]() Join Date: Jun 2017
Posts: 8
Downloads: 155
Uploads: 0
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#132 |
Sailor man
![]() Join Date: Jun 2017
Posts: 47
Downloads: 14
Uploads: 0
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I just want to say thanks to CaptainX3 for helping other users add content to the game. I would rather have unbalanced ships than turn away new contributions. I know your time is valuable. If you post a bitcoin or other crypto address I will happily tip you for the effort.
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#133 |
Sonar Operator
Join Date: Jul 2017
Location: Central Europe
Posts: 20
Downloads: 71
Uploads: 0
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a Playable 212A ??? my god thats my baby, i love those boats....a hell to live on but a nightmare for everyone who was trying to hunt us.
thanks so much for that ....
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DBF |
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#134 | |
Bosun
![]() Join Date: Jun 2017
Location: Germany
Posts: 61
Downloads: 65
Uploads: 0
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Glad to hear you like it, I love the 212, too! ![]() |
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#135 | |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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According to both lore and Wikipedia, the max speed of the Red October is 27 knots, about half that for the silent drive. Also, there's nothing I can do about the conning tower on the Typhoon breaching the surface. The devs say periscope depth is hardcoded, it can't be changed by us modders. They never intended the Typhoon to be playable, so that's why it does that. I'm afraid we're stuck with it.
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Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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