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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Nov 2010
Posts: 26
Downloads: 107
Uploads: 1
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Hey Gents (and ladies?),
Just finished a nifty little mod here tonight. Spent all day refining it. Now available in Mods Section! Mirror: https://drive.google.com/open?id=0B6...E9leU1GZ1VaMnM Demonstration: Bug: Mod seems to break dictionary Bug fixed with Cold Waters beta! README: -Sonar intensities are now more reasonable. Submarines and certain surface vessels will be harder to detect. You will be harder to detect. -Decreased sensitivity of Mk-48 and to reasonable levels to simulate ambient noise. I'm sure it really does have a range of 2Nm in a swimming pool. -Friendly and enemy noisemakers now emit louder noise for spoofing. -Active Sonobouys should now ping (untested) -Stationary mines have a larger killzone -Active Countermeasures Added Currently they are only functional on US subs, 80's era. They load into the VLS system, and come out of the boat low and astern. They are highly effective against active search homing torpedos. In my experience, the torpedo will ALWAYS go for the decoy over ownship. HOWEVER - the waters are still VERY dangerous. There is still a significant probability that the torpedo will continue through the countermeasure, and target you. I recommend using these only sparingly or when you're in a pinch, and getting the hell out of dodge as soon as possible. Do note that Active Decoys do not emit much sound, and you will still need to rely on your noisemakers for those close calls. DO NOT GET COCKY. The waters are still as dangerous and cold as ever. --> Next on the agenda: Shkval Rocket Torpedo ////// -Reduced Underwater Visibility Modification by MetStark = enabled (Thanks MekStark!) Good Hunting, riboyster
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-- SnakeShi* Last edited by Onkel Neal; 06-12-17 at 10:16 PM. Reason: added link to mod in Downloads |
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#2 |
Planesman
![]() Join Date: May 2010
Location: Vermont, USA
Posts: 186
Downloads: 492
Uploads: 0
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DELETED
Found the file in the download section.
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My Mod Soup and System Specs. "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." Benjamin Franklin, Historical Review of Pennsylvania, 1759 AB1TA Last edited by blkdimnd; 06-12-17 at 07:47 PM. Reason: DELETED |
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#3 |
Born to Run Silent
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I love mods that come with demo videos, thread rated A+
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SUBSIM - 26 Years on the Web |
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#4 |
Watch
![]() Join Date: Nov 2010
Posts: 26
Downloads: 107
Uploads: 1
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Thank you!!!
How about this for the next demo? ![]() http://www.subsim.com/radioroom/showthread.php?t=231787
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-- SnakeShi* |
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#5 |
Formerly Kpt. Hess
Join Date: Sep 2008
Location: 39.20 nmi from U 9
Posts: 54
Downloads: 261
Uploads: 0
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Old habits never die...
![]() I'm just not used to using an "override folder", so I simply prepped it to use it with JSGME and it's working like a charm! Along with the reduced visibility you integrated into your mod (Thanks, MekStark!), this really enhances the experience. Thank you very much for your effort, awesome stuff! ![]() |
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#6 | |
Watch
![]() Join Date: Nov 2010
Posts: 26
Downloads: 107
Uploads: 1
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![]() Quote:
Glad you enjoy it! Stay frosty.
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-- SnakeShi* |
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#7 |
Watch
![]() Join Date: Jan 2013
Posts: 24
Downloads: 47
Uploads: 0
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I believe this mod made MK48 torps go straight line after activation instead of snaking, on both active and passive modes. Is it?
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#8 |
Watch
![]() Join Date: Nov 2010
Posts: 26
Downloads: 107
Uploads: 1
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That is the vanilla (and real) characteristic of Mk.48. They do not snake. The mod only changes detection range and seeker scope.
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-- SnakeShi* |
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