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View Poll Results: What time period would you like the Cold War Mod to encompass?
Early Cold War: 1947 to the early 1960s 148 14.18%
Mid Cold War: 1960s to 1980s 195 18.68%
Late Cold War: 1980's to 1991 147 14.08%
I want the whole thing! 1947 to 1991 554 53.07%
Voters: 1044. You may not vote on this poll

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Old 03-02-09, 07:47 AM   #1
Sledgehammer427
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because there isnt...yet. i have a model, but i have no time to get it working because of other mods
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Old 03-02-09, 01:19 PM   #2
Stratos
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Possible to learn about the status of the mod without reading 25 pages? Theres something to download?
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Old 03-02-09, 06:24 PM   #3
Terror_666
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Hurraaaaay missiles
<stupid voice> I love you </stupid voice>
Now just wire-guided torpedo's and were set.
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Old 03-02-09, 08:23 PM   #4
punkmaster98
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Could somebody try this maybe?

UUM-44 SUBROC (SUBmarine ROCket)
SUBROC could be launched from a 21 inch submarine torpedo tube. After launch, the solid fuel rocket motor fires and SUBROC rises to the surface. The launch angle then changes and SUBROC flies to its destination following a predetermined ballistic trajectory. At a predetermined time in the trajectory, the reentry vehicle (containing the warhead) separates from the solid fuel motor. The warhead, a W55 5 kiloton nuclear depth bomb, drops into the water, sinking rapidly before exploding in proximity to its target. A direct hit was not necessary.
Technically, its tactical use was as an urgent-attack long-range weapon that could attack time-urgent submarine targets that could not be attacked with any other weapon without betraying the position of the launching submarine by calling for an air-strike, or where the target was too distant to be attacked quickly with a torpedo launched from the submarine. The tactical rationale for SUBROC was similar to that for ASROC or Ikara. An added advantage was that SUBROC's approach to the target was not detectable by the target in time to take evasive action, although the warhead yield would appear to make evasive maneuvers unrealistic. However, SUBROC was less flexible in its use than Ikara or ASROC: since its only payload was a nuclear warhead, it could not be used to provide stand-off fire in a conventional (e.g., non-nuclear) engagement.
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Old 03-03-09, 12:06 AM   #5
Kaye T. Bai
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SUBROC's seem like a great and interesting idea.

Now that we have an Ohio-class SSBN, is anybody interested in making modern-day uniforms for SH4?

Or maybe even an interior(s) for the Ohio-class SSBN's?
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Old 03-03-09, 01:15 AM   #6
RobertGysae
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sledgehammer i have your 688i currently...how do i add on the conning tower fins you provided to make it look like the updated los angeles?
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Old 03-03-09, 03:21 AM   #7
tomagabriel
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Concerning the missiles, I must stress that what you saw were -=modded torpedoes=-. I still do not know exactly what is the extent of hard-coded stuff. If key parameters are hard-coded, then making something that also behaves (not just looks) like a normal missile will be very difficult. Presently an unguided missile is achievable (that much I've done and tested - a test with an unguided torp modded as missile is successful as long as I aim the missile correctly (to get a hit) - not very difficult given the slumbering merchands and battleships).

So what I did so far: I have increased the torpedo speed up to values close to those of a missile (it looks ok from start and during acceleration phase). However, when the missile acquires the target, well, weird stuff happens. The stock torpedo does a snake-like movement while acquiring. At 40knots going rudder right for a second means that you will turn something like 10 degrees to the right. At 450knots however, the missile will do a right turn on a trajectory of curvature apparently independent of speed and during a second it will have enough time to simply turn around as if reflecting back on the target (I know it sounds weird). Once turned back it does no longer acquire and goes on a straight line.

Therefore, at this point, I have some questions for the experts (concerning a very fast torpedo/missile):

-can the sonar seeker of the torpedo be tweaked to detect contacts from loner ranges? I am testing the one in the Type XI German torpedo and it seems to go hot at something below a mile. It would be necessary to make it go hot at several miles away (this way it could steer from further away); I know I've found a dat file with sensor settings (ranges and stuff) but I do not know if the torpedo sonar is in there; I think the file was named AIsensors.dat

-is it possible to tweak the behavior of the torp? (mainly its manouvrability - to restrain its abbility to turn 180, or simply cancel the snake-like movement)

-last (this is funny) is it possible to steer a torp by the player?
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