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Old 02-06-11, 05:28 PM   #511
Poonky
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Good evening,
Iam quite new to this Forum, so I hope I wont be asking a already answered question. But first up well done to all the moders for the incredible work they put into making these new subs, and sharing them.

Unfortunately I could not try out any subs yet. Because whenever I trie to download one, it asks me for a password. Could Someone let me know what the password is? And can you use these subs for SH 4 Version 1.4 or does it have to be 1.5 (if so is there no way you can use them on 1.4)

I hope someone can help me out a bit.
Thank you. Again well done on your guys effort
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Old 02-06-11, 07:12 PM   #512
salamine
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Yea, special thanks to Jhapprich and the rest of the team for all those new subs. Hopefully we'll see the whole mod soon. At the moment, as I understand, almost all the ships are under construction and for this reason the links are dead.
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Old 02-07-11, 11:55 AM   #513
jhapprich
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Default SSBN 598 George Washington

My George Washington is up and running, since Karle`s seemes to never having left the drydock ;-)
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Old 02-07-11, 12:59 PM   #514
Karle94
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Quote:
Originally Posted by jhapprich View Post
My George Washington is up and running, since Karle`s seemes to never having left the drydock ;-)
That`s a beauty. Ironicly she looks almost identical to my George Washington.
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Old 02-07-11, 01:13 PM   #515
Gerald
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Welcome Aboard Poonky!

and good luck!
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Old 02-09-11, 10:31 AM   #516
Captain J. Borne
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I want the kursk mod ! :P
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Old 02-10-11, 12:20 PM   #517
Bospor
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First of all WOW! You guys are amazing! So glad to see so many modern subs in SH4. Thank you!

Question. I remember playing Foxtrot class sub and thinking how easy it was to avoid escorts and sink them with homing torps. In this mod will the destroyers also be upgraded to Cold War standards? Will they fire homing torps at me? Or will they try get on top of me again and try to depth charge me? A few pages back here you guys were saying that homing torps don't change depth very well to chase the player. Does this mean no torpedoes for the escorts?
Also you were talking about the planes earlier and mentioned planes dropping torpedoes. Will that really be implemented? If it is hard to make the torpedo change depth, is it possible in this game for a torpedo to get above the diving sub and "spawn" a few depth charges that will sink and hit the sub? I know it might sound stupid, but we have to improvise to squeeze the modern physics into WW2 scenario.
Another question is about the cruise missiles from Echo II sub. First of all, can we really fire them and the enemy boats? I saw screen shots with missiles flying, but are they really operational?
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Old 02-10-11, 01:43 PM   #518
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Quote:
Originally Posted by Bospor View Post
First of all WOW! You guys are amazing! So glad to see so many modern subs in SH4. Thank you!

Question. I remember playing Foxtrot class sub and thinking how easy it was to avoid escorts and sink them with homing torps. In this mod will the destroyers also be upgraded to Cold War standards? Will they fire homing torps at me? Or will they try get on top of me again and try to depth charge me? A few pages back here you guys were saying that homing torps don't change depth very well to chase the player. Does this mean no torpedoes for the escorts?
Also you were talking about the planes earlier and mentioned planes dropping torpedoes. Will that really be implemented? If it is hard to make the torpedo change depth, is it possible in this game for a torpedo to get above the diving sub and "spawn" a few depth charges that will sink and hit the sub? I know it might sound stupid, but we have to improvise to squeeze the modern physics into WW2 scenario.
Another question is about the cruise missiles from Echo II sub. First of all, can we really fire them and the enemy boats? I saw screen shots with missiles flying, but are they really operational?
Hello!
There will be both guided and non-guided torpedoes for the subs.the destroyers will be upgraded with more effective sensors and weapons. concerning AI homing torpedos, i haven´t done much about it yet.letting a torpedo spawn depth charges is a good idea, i wantet to try something similar but by now, i cannot tell if it works. the strategic /SLBM´s and the cruise missiles are fully operational, to get an idea of it, download my Charlie-I/Charlie-II mod.
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Old 02-10-11, 02:12 PM   #519
Bospor
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Thanks for your quick reply Jhappich. I ned to buy this game again just to try these new mods! So worth it.
About the cruise missiles. Will the surface ships have any way to defend themselves from the cruise missiles?
Also, is it possible to lay mines in the submarine?
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Old 02-10-11, 04:03 PM   #520
Poonky
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Hey guys, is someone still in position of a working link for a modern(cold war) nuclear sub? Preferiably a sub carrying nukes.
I already tried these subs here Career Playable OscarII, DeltaIV, VictorIII (they where all in one file) but when I tried to play them in the game I always end up starting in Germany?? or the game just crashes.
My current Silent Hunter 4 version is 1.5

Thank you already for your help. And again well done to the modders. Great stuff guys
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Old 02-10-11, 04:48 PM   #521
Bospor
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From reading previous posts I gather that you suppose to start in Germany ( as Soviets you are suppose to fight the Brits and Americans). Later on all the Soviet naval bases will be moved to the USSR on the map. I also remember reading that only Oscar II is operational so far. Delta and Victor will crash the game. But this is just from previous posts in this forum, I haven't tried this myself.
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Old 02-10-11, 05:04 PM   #522
Poonky
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No, I could also use the other subs.(Depending on the starting date) The mayor problem is that the sea around Germany is unpopulated. (No Ships/Planes etc.)
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Old 02-12-11, 01:20 PM   #523
jhapprich
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Default the subs, the mod, your questions

alright, this is for the newbies: I am still working on my Cold War mod.

I made almost all of the following subs from scratch , some are converted from the Dangerous Waters RA MOD or based on older mods which had already existed: USSR Projects 611 Zulu, 613 Whiskey,627 November,629 Golf,636 Kilo,641 Foxtrot,651 Juliett,658 Hotel ,667A Yankee ,667BDR Delta III,667BDRM Delta IV,670 Charlie I,670M Charlie II,671 Victor,671RTM Victor III,675 Echo II,
705K Alfa,949A Oscar II,971 Akula

USN SS GUPPY ,SSN Nautilus,Seawolf,Permit,Sturgeon, SSRN Triton, SSBN George Washington,Lafayette

Skipjack and Ohio are compatible.

All of them are fully career-playable,have custom extensibles and weapons.

The Oscar II/Victor III/Delta III Mod contains the data of subs made by me and is taken from an early release of my mod.however the author added his own campaign/career data,therefore i do not feel responsible to fix it.

for further information please read the previous posts.

Last edited by jhapprich; 03-04-11 at 03:05 AM.
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Old 02-12-11, 01:52 PM   #524
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Wow, these look fantastic! Is there one "central" place we can go to get these downloads, or are the links scattered throughout the thread? I'd love to download the George Washington, but I can't find a link/indication as to where to download anywhere...(any one "jahapprich download site? lol)
Thanks!

Also another quick question: I LOVE your Oscar II and Delta III mods, but there are a couple of issues...by the time I steam halfway around the world, something must happen with my game with it set on time lapse, because once I accomplish the Austrailian objective and I'm assigned to a patrol area, there are NO ships to be found ANYWHERE, besides another port. Is there anything I can do to remedy this? (Anyway to start at a port that isn't in Germany?) Also, a small thing about the Delta; it's rather odd because it seems the screws are "inside" the hull...you can see bubbles and things coming out of the hull aft of midships while underway submerged...(surface too, just not as apparent.) is this normal, or is there some fix for this?
Much obliged!
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Old 02-13-11, 11:36 AM   #525
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Darn you anyway! Now I am shopping for a new computer so that I can load SH4 and then this mod!!

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