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10-22-17, 04:25 PM | #481 | ||
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
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Quote:
Quote:
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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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10-22-17, 05:07 PM | #482 | |
Soundman
Join Date: Oct 2017
Location: The land of the free with a glorious military history (France)
Posts: 141
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Also, would it be possible to switch the TASM payload to TLAM, to simulate Scalp Naval? After all, our Navy doesn't have a TASM equivalent. |
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10-23-17, 06:08 AM | #483 |
Swabbie
Join Date: Jul 2009
Location: seattle
Posts: 12
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Why does the Gotland and other known super quiet subs have 130db selfnoise? Seems way high?
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10-25-17, 05:05 PM | #484 | |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
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Under 75: Undetectable by any sensor 75-100: Barely detectable by top sensors 101-119: Extremely Quiet 120-130: Very Quiet 131-140: Quiet 140-159: Semi-Noisy 160 And Up: Noisy The Improved Virginia is the quietest sub in the mod (Not counting the Red October) at 104db. Nothing will be set lower than that in the mod. Diesel subs are known to be ultra quiet in real life when on battery, but that's not feasible for gameplay, unless you just want a cheat sub. We've balanced noise levels for all subs as best we can.
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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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10-25-17, 06:43 PM | #485 |
Swabbie
Join Date: Aug 2017
Posts: 14
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10-25-17, 07:00 PM | #486 | |
Swabbie
Join Date: Jul 2009
Location: seattle
Posts: 12
Downloads: 3
Uploads: 0
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Yea exactly.. Ok dont make the aip subs literally undetectable.. but why have a ton of nuclear subs be way quieter than them? That makes no sense. How is it balanced for big fast nuclear subs to be below 130, but a small slow gotland would be unbalanced at that noise level? |
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10-25-17, 10:15 PM | #487 | |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
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Quote:
Or are you saying we should make all subs quiet? Kinda kills gameplay, don't you think? In gameplay terms, nukes are quieter than most diesels. We gave no plans to change self noise levels, but you're welcome to do it in your own copy of the mod.
__________________
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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10-26-17, 02:37 AM | #488 | |
Swabbie
Join Date: Jul 2009
Location: seattle
Posts: 12
Downloads: 3
Uploads: 0
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Quote:
Why not make subs reflect their actual noise level, at least in relation to eachother? Why can a nuke sub be 104, and a aip sub be at best 130, when in reality the aip boats are quieter? Having Aip subs be way louder than a ton of nukes just makes the entire thing arbitrary and not based on reality at all. |
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10-26-17, 01:42 PM | #489 |
Soundman
Join Date: Oct 2017
Location: The land of the free with a glorious military history (France)
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Question for @CaptainX3: how quiet do you think Triomphant and Vanguard SSBN should be given that they were quiet enough to accidentally bump into each other in the middle of the Atlantic?
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10-26-17, 11:12 PM | #490 | |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
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Quote:
Because of the way sound is modeled in the game, we either have to stick to the nukes being quieter than the diesels, which is how the game is supposed to work, or basically ever modern diesel would be as quiet as the Virginia class, meaning that there's no skill involved in gameplay, it's pure luck as to who detects who first. Numbers in the mod were based off of the devs original numbers for vanilla subs, and we expanded from there. If we changed the numbers to ultra realistic, then modern diesels would be completely undetectable, because it is well known most of them are completely silent at under 5 knots while running on batteries. The only thing we could do is lower the noise levels of diesels but increase the sonar suites of the nukes so much that they'd be cheats, because very few people are going to accept that a Kilo can defeat a Virginia in conventional warfare. Since snorkeling and battery levels are not yet modeled in the game, there's no way to make diesels work as they should. To match realism, either they have to be silent, or they have to be modeled as if they're running fast enough to actually be detectable. Basically, we've done the best we could with what we have to work with, and we're going to stick with the original vanilla game premise that modern nukes are quieter than modern diesels, even if this isn't quite 100% realistic. It's a balance between realism and gameplay, and in terms of modding, gameplay will always win, at least in my mods. If all of the subs are as quiet as the Virginia, what's the point of having nearly 100 subs? You'd end up with identical stats with nothing but different looking models. It would get quite boring quite quickly.
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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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10-26-17, 11:15 PM | #491 | |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
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Quote:
Again, it's the same problem... if we make all of the subs super quiet, there's no skill involved, it's nothing but luck. That might be the case in real life, but it makes for lousy gameplay. Might as well just play a slot machine. One sub type has to be better than the other. In the case of the mod, the nukes are better and the diesels are at a disadvantage.
__________________
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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10-27-17, 09:04 AM | #492 |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
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MOD UPDATED!
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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!" |
10-27-17, 08:39 PM | #493 |
Bilge Rat
Join Date: Jul 2017
Posts: 1
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Requiring Override Folder to be Deleted
Great update as always, but requiring the Override folder to be deleted every time you put out an update is a PITA on any modern Windows system. That's because only the built-in administrator account can delete items in the Program Files(x86) directory tree. Not even an account marked as an administrator can do it. Steam defaults to putting everything in that directory tree, and, while it lets you install games on other drives, I haven't had good experience with that.
I trust no one here is silly enough to use the built-in administrator account for everyday use, that's literally unsafe hex. |
10-28-17, 05:01 AM | #494 | |
Ocean Warrior
Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
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Another option is to use JSGME. Its versatility makes it my program of choice for adding mods to many of my games. It's easy to install and uninstall and you can have as many copies installed as you want where you want.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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10-30-17, 02:59 PM | #495 |
Bilge Rat
Join Date: Oct 2017
Posts: 1
Downloads: 2
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Hello folks.
As Cold Waters has been also released on the Mac OS X platform, I would like to ask if the mod works on it? I feel (guess) it will not but nothing as ask to be sure. Thanks |
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