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Old 12-29-07, 06:03 AM   #1
Sakura551
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Oil Rig Missile Fix mod released

Oil Rig Missile Fix mod v1.01 compatible with LWAMI v3.08

*LITE version does not include the sfx.agg sound file. Instead, it includes the custom oil rig sound file for you to insert into whatever modded sound file you have using the SC Sound Edit utility.*

*credit goes to LuftWolf and Amizaur for original LWAMI v3.08 files*

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.


Mod created by Sakura551


Download both 1.01 versions here:
http://savefile.com/projects/808585583

Semi-submersible floating oil rig platform info:
http://en.wikipedia.org/wiki/Semi-submersible_Platform

Last edited by Sakura551; 12-31-07 at 11:08 PM.
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Old 12-29-07, 08:25 AM   #2
Bill Nichols
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Ingenious!
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Old 12-29-07, 11:37 AM   #3
Molon Labe
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Nice work!

Does the downed pilot with homing beacon object replace the standard object or is it an additional object? If I was to use it, what I'd want to do is have the standard object in place until some condition is met (Rescue/CAS aircraft on station, nearby enemy unit destroyed, P-3 "takes photo" of object to emulate an "all clear" radio call, etc.), then spawn the pilot with the homing beacon.
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Old 12-29-07, 02:17 PM   #4
Blacklight
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YES !!! THANK YOU !!! THANK YOU !!! THANK YOU !!! THANK YOU !!! THANK YOU !!!! OMG !!!! I'VE BEEN WHINING ABOUT THIS FOR MONTHS !!! THIS IS SO AWESOME !!! NOW I CAN CONTINUE WORK ON THE CAMPAGN THAT I STARTED !!!! *Happydances around the room !!!*

Were these changes easy to make ? I'd like to make the oil rigs attackable by special forces as well. Can you show me how you made these changes so I can give a hand at it myself ?:hmm:

I've also discovered that by changing the oil rig's positioning from "Float" to "Rock" in a database editor, that an oil rig makes an EXCELLENT underwater base looking thing. I have yet to see if it's targetable by torpedoes though. This mod ought to make adding a scenario of an "Undersea base" interesting as it will now generate sound !!

This mod should be incorproated into the next LWAMI mod. *hint hint*
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Last edited by Blacklight; 12-29-07 at 02:37 PM.
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Old 12-29-07, 09:24 PM   #5
Sakura551
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Quote:
Originally Posted by Molon Labe
Nice work!

Does the downed pilot with homing beacon object replace the standard object or is it an additional object? If I was to use it, what I'd want to do is have the standard object in place until some condition is met (Rescue/CAS aircraft on station, nearby enemy unit destroyed, P-3 "takes photo" of object to emulate an "all clear" radio call, etc.), then spawn the pilot with the homing beacon.
Not additional. All I did was add a type of 'radar' to the original downed pilot that sends out a signal detectable as ESM. As a matter of fact, I made a version where the downed pilot also had an underwater SoS beacon that can be heard by passive sonar at short distance. I had even included a morse code SoS sound file. But I decided to not include it in this version.

Last edited by Sakura551; 12-29-07 at 11:43 PM.
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Old 12-29-07, 09:31 PM   #6
Sakura551
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Quote:
Originally Posted by Blacklight
YES !!! THANK YOU !!! THANK YOU !!! THANK YOU !!! THANK YOU !!! THANK YOU !!!! OMG !!!! I'VE BEEN WHINING ABOUT THIS FOR MONTHS !!! THIS IS SO AWESOME !!! NOW I CAN CONTINUE WORK ON THE CAMPAGN THAT I STARTED !!!! *Happydances around the room !!!*

Were these changes easy to make ? I'd like to make the oil rigs attackable by special forces as well. Can you show me how you made these changes so I can give a hand at it myself ?:hmm:

I've also discovered that by changing the oil rig's positioning from "Float" to "Rock" in a database editor, that an oil rig makes an EXCELLENT underwater base looking thing. I have yet to see if it's targetable by torpedoes though. This mod ought to make adding a scenario of an "Undersea base" interesting as it will now generate sound !!

This mod should be incorproated into the next LWAMI mod. *hint hint*
Hi. Happy you like it! I also tried making oil rigs attackable by special forces, but no luck yet. They just keep crashing into it, and then then zoom off into the sunset. LOL.

Yeah, I also noticed that when it is set to 'rock' it becomes some kind of underwater Atlantis thing. Kind of reminds me of that underwater base in a Japanese animation television show from the 1970's called G-Force Battle of the Planets . I think that was the name. Anyone remember that? :p
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Old 12-29-07, 09:36 PM   #7
Sakura551
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Quote:
Originally Posted by Bill Nichols
Ingenious!
Hi Bill. I would appreciate it if you would host this mod on your site.
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Old 12-29-07, 10:52 PM   #8
Sakura551
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Hmmm. I found a problem with the mod. I'm not sure why :hmm:, but the oil rig thrust is missing when I install using JSGME. Will see if I can fix it.

*edit*

I found the problem. I forgot to include the changed sensor.esd and thrust file in the mod.

Last edited by Sakura551; 12-29-07 at 11:04 PM.
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Old 12-30-07, 01:19 AM   #9
Blacklight
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Quote:
Hmmm. I found a problem with the mod. I'm not sure why :hmm:, but the oil rig thrust is missing when I install using JSGME. Will see if I can fix it.

*edit*

I found the problem. I forgot to include the changed sensor.esd and thrust file in the mod.
All fixed now ? I can download it and use it now ?

I can't wait to see if you can torpedo the thing as an underwater base as well !

The next thing we need to add to these things is weapon mounts for that excellent sci-fi battle platform touch heheheh !!!

The project that I've been working on is actually a goofy and completely unrealistic naval campagn based on the old Gi-Joe comics and TV show and aparently there is a Cobra (or is it Gi-Joe ?) battle platform oil rig that I found. I've been doing some research and according to the new Gi-Joe comics that are being made now, I no longer have to worry about what I'm going to do when the missiles and such hit enemy vehicles to make no one get hurt. The new comics are a lot more hardcore and people get killed all the time in it (Gi-Joe aparently nuked a Cobra base on an island killing off a whole bunch of older characters and not to mention hundreds of soldiers). The hardcore simmers are probably going to hang me for doing this to Dangerous Waters, (I'm even setting things up so that when you shoot a missile or torpedo, you hear your crew yell "YO JOE !!!"):rotfl:
I do intend to share it once I get the whole thing working right and proper and after some extensive bug testing.
I'll also be dodging the hardcore simmers who will want to burn me at the stake for defileing Dangerous Waters.

I believe that we CAN use Dangerous Waters for some imaginitive unrealistic stuff once in a while just for fun. I'm also scripting a post holocaust/time travel/waterworld kind of plot for a campagn as well. That's coming after Gi-Joe's nautical adventures.
*ducks behind a table as the hardcore simmers open fire with machine guns*
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Old 12-30-07, 01:24 AM   #10
Blacklight
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Quote:
I also tried making oil rigs attackable by special forces, but no luck yet. They just keep crashing into it, and then then zoom off into the sunset. LOL.
I've been noodling with them too using the database editor. Mine keep banging into it, damaging their boat until they sink. Idiots.

Is it possible that Bernard has a relative in DW's special forces ?
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Old 12-30-07, 03:33 AM   #11
Sakura551
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Quote:
Originally Posted by Blacklight
Quote:
I also tried making oil rigs attackable by special forces, but no luck yet. They just keep crashing into it, and then then zoom off into the sunset. LOL.
I've been noodling with them too using the database editor. Mine keep banging into it, damaging their boat until they sink. Idiots.

Is it possible that Bernard has a relative in DW's special forces ?
I mounted a .50 machinegun on the Spec Forces rafts and they go around blasting enemy fishing boats with it. Pretty cool.
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Old 12-30-07, 11:11 PM   #12
Sakura551
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Updated version 1.01 changes/info:

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.


I hope everyone enjoys the mod.

Please download both 1.01 versions here: http://savefile.com/projects/808585583

Last edited by Sakura551; 12-30-07 at 11:57 PM.
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Old 12-31-07, 02:35 PM   #13
Blacklight
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I'm downloading it now. I'm going to give it a good run through in the next few days.
Your mod just saved several chapters for my campagn that I thought that I was going to have to scrap ! Once again, THANK YOU !!!!!!
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Old 01-01-08, 12:57 PM   #14
Sakura551
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Blacklight, good luck with your campaign. Can't wait to try it out.

My next version of this mod will include static models of all subs that can be docked and will not move or react when being attacked.
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Old 01-01-08, 01:30 PM   #15
Fish
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Quote:
Originally Posted by Sakura551
Blacklight, good luck with your campaign. Can't wait to try it out.

My next version of this mod will include static models of all subs that can be docked and will not move or react when being attacked.
Ships would be fine too.
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