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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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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 |
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148 | 14.18% |
Mid Cold War: 1960s to 1980s |
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195 | 18.68% |
Late Cold War: 1980's to 1991 |
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147 | 14.08% |
I want the whole thing! 1947 to 1991 |
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554 | 53.07% |
Voters: 1044. You may not vote on this poll |
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#11 |
Machinist's Mate
![]() Join Date: Nov 2006
Posts: 122
Downloads: 110
Uploads: 3
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@ the vertical launch topic.
What Keltos01 said+I have not tried to launch vertical but my guess is that an unmodified torpedo would just pop out of the water (depending on its speed and launch depth and etc.) and then it would fall back in the water (with a splash) and go on its merry way. Just a guess, not tested (I will do it). Anyway, missile doors are definitely doable (I am not sure how many torpedo tubes are achievable in order to convert some of them to missile tubes - Keltos01 I think did some work in this direction - and the Ohio would need some 28 tubes! - Russian and French subs are less demanding). Next is some day-dreaming... If you do not intend anyway to actually launch a real missile, I was thinking this: maybe one can make a very sophisticated launch effect and associate it to the launch procedure (thus you would see the missile going up - flames 'n stuff, but it would all be just an effect, including the missile you see going up), associate a blank 3d model to the torpedo so that you don't see the real one going horizontally through the water and also a very high explosive warhead. The result would be that you launch, you see the stuff going up, etc, then after some time you would see a huge explosion somewhere caused by the invisible torpedo (again huge explosion effect needed). Hopefully the proximity fuse of the torpedo can be set to detonate at ~100m or more from target (otherwise you would launch, miss the target and never know it). Anyway, the really bad news is that torpedo guidance + very high speeds do not go along well. I could not make yet a guided torpedo that travels at 500nm to hit the target. It always turns around just before hitting. I am still trying, but I can not make any prediction. Some things might be hard-coded. What I would like to change is the maneuverability of the torpedo (how much it goes left / right while homing). From the sim file I can only change the initial left/right turn towards the target, but after that, when the torpedo detects something, it can turn around with no problem or make all sort of turns. That should be changed. It should only be allowed to do very slow turns and also very small ones. Also its sensor range should be greatly increased. All these might not be achievable. Therefore at first I thought that I will disable the missiles I've made. However I realised that the dummy missiles I've made are great for port attacks if I use a dumb torpedo/unguided (when ships are stationary). I did some tests and it looks nice. So probably this week I will release a new version of the Ohio and it will have these stuff in it. One thing is certain. It is fast (has a small white smoke trail to easily keep an eye on it and because it flies low you won't be bothered-I hope-that the hit occurs a couple of meters below the actual missile model). Bottom line This is deffinitely a WIP. ___________________ <---- this was the bottom line |
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