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Old 07-10-17, 04:30 AM   #1
The Bandit
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mod updated
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Old 07-11-17, 10:24 PM   #2
The Bandit
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Update to 1.2 is imminent
Changes
-Split Permit and Sturgeon into sub classes (got the idea from Capt Jack Harkness)
Permit class "Long Hull" (68 and 84)
Jack (68 and 84) (sorry no contra-rotating prop....yet)
Sturgeon class "Long Hull" (only 84 because they did not exist in 68)
-Added Barbel class (68 and 84)
-Added Hypothetical USS Thresher as built with the 7 blade screw (32 knots but louder than a Skipjack)
-Changed Ethan Allen SSN / Thomas A. Edison SSGN to Yankee model (special
thanks to Ramius for getting the model to work with 1 prop)
-Various balancing improvements (GUPPYs and Fleetboats are a bit louder now, so Soviet subs have been quieted down and other adjustments.)
-Changed the ASW STAM to UUM-89B from UGM-89B

I figured I'd throw it out to everyone, as far as the sub-classes go, I've just gone with "Permit (Long Hull)" and think that's fine. The other option would be to go with "Archerfish class" or "Flasher class" which I think will probably cause some confusion.

Also wanted to throw this out there. I'm considering making a 1962-era Cuban Missile Crisis campaign (obviously going to occur in and around the Barents and North Sea) because it goes a bit better with some of the old diesel-boats I've created. While this may end up playing like "easy-mode" (the Soviets will have the SET-53 which only goes 23 knots and is basically their version of the Mk 37) especially for Nuclear-powered boats.

I think this may be a good thing because players will get to experience how under-matched and destabilizing early nuclear boats were. Nautilus especially and even Skate and the Skipjack class after her all caused fits for the friendly surface forces she exercised against.
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Old 07-12-17, 01:54 PM   #3
The Bandit
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Delayed a bit and created something based on the CONFORM design which was terminated in favor of what became the Los Angeles class. On paper, many things about CONFORM look better than the 688, but it was banking on / relying on a whole lot of new and un-tried stuff to attain this superior performance.

Also a note on the Thresher class, I've very likely overstated how loud it was with the 7-blade screw but this is to show how much this problem would have undermined the improvements made with Thresher.
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Old 07-14-17, 03:23 AM   #4
The Bandit
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So a bit of good news, I knew there just was something I wasn't getting with the masks, and I've figured it out, so now I've been able to change out the screws on some of the models.

This means that we're going to have the Jack with tandem props using a screw from the Oscar (sorry I can't make them contra-roatating but it will do the job for anybody who wants to use that boat it does have a few advantages over the standard Permit).

The Thresher will have its original 5 blade screw (from the Victor), an I will probably do a 5 bladed version of the Skipjack as well. This prop does look a bit small on this model but I think it is the best of the bunch between the 5 blades that come on the Charlie I or the Alfa.

While its still too small, the Ethan Allen looks a bit better with the 7 blade screw from the Delta IV. I may try it with a 688 screw next and see how that goes.

As far as other units go, I've edited the Sturgeon_68 to reflect the unit availability so now you'll only be assigned boats like Lapon and Queenfish that were actually in service at the time.

And finally, I'm going to include what will probably be my last hypothetical boat called the Orca class (CONFORM equivalent to 688 Flt 2). It kind of explores what could have been the bad side of the CONFORM design and why Admiral Rickover didn't want it.
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Old 07-15-17, 03:34 AM   #5
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Old 07-16-17, 08:41 AM   #6
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another small update today. Added some 4 and 5 blade screws to GUPPY and Fleetboat classes.
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Old 07-20-17, 12:42 PM   #7
The Bandit
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New update is on the way.
-Added towed array (BQR-25) to the Skate class (1984)
-Added Sailfish class SS (former SSR)
-Added Greyback class LPSS (former SSG)
-4 and 5 blade props added to various other subs (mostly older GUPPY/Fleeboat)
-using mast data from PRS Mod, all masts and periscopes should now be visable

This just about wraps things up (still looking at what I can do for DC diagrams). I've toyed with the idea of possibly adding the George Washington class after SSN conversion but these were all-but phased out by 1984.

Also toying with the idea of doing a conventional UUM-44 SUBROC featuring a Mk 44 torpedo. This was actually planned and canceled when it was determined that due to the Mk 44's limited range and speed it would have a negligible kill probability against most Soviet nuclear subs especially when the CEP (circular error probability) and somewhat imprecise nature of long-range (convergence-zone) sonar at the time is taken into account.

There was also to be a Mk46 SUBROC, this was cancelled due to budget-cuts incurred during the Vietnam war but this requirement was ultimately pushed into the STAM/Perseus program and then Sea Lance after STAM/Perseus was cancelled.

Also, while I have thought about possibly creating some of the 1960s Boomers, its really pretty impossible to fit them into a campaign as currently constructed. While not compatible with the 1980s campaign, I do have some "interesting" ideas about what would amount to a 1960s era survival mission in the Norwegian Sea.

As far as I know, for submarines based out of Holy Loch in the 60s, their 1500-2500 mile missile range would put their patrol area inside the "warzone" that is currently in the game. Despite tensions and so on, I think that it would be a necessity to keep these boats on patrol to provide a viable "second strike" option against the Soviets (as removing them would likely embolden Soviet aggression since it would make the deterrent that much weaker). It might be an interesting if somewhat boring idea to command one of these boomers and play hide-and-seek in your patrol area during wartime. The ultimate objective would be to never get detected at all and get through a 60 day patrol, but obviously this would make for some downright tedious gameplay. The flip-side to that though, if cornered and forced to fight its way out on its own, how would a boomer break contact and evade, I think that could be pretty fun.
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Old 07-20-17, 07:02 PM   #8
Julhelm
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The Skipjack's model file includes a 5-blade prop. The meshname is usn_ssn_skipjack_prop5
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Old 08-27-17, 08:56 PM   #9
beanermarine
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Default install help

ok, I'm just gonna to be blunt. its been a long time since I modded any games and I've forgotten how to. So will you tell me how to install your mod onto my cw game. thanks
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