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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 | |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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If the devs ever implement SLBMs into the game, then I'll update those subs.
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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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#92 | |
Swabbie
![]() Join Date: Jun 2017
Posts: 14
Downloads: 7
Uploads: 0
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#93 |
Bilge Rat
![]() Join Date: Sep 2010
Posts: 1
Downloads: 107
Uploads: 0
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I wouldn't have a problem with that being in a separate mod, though I definitely wouldn't want that in this one since the 41 kt top speed does seem the be the accepted top speed even by many Russian sources as well as Western ones.
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#94 | |
Swabbie
![]() Join Date: Aug 2007
Posts: 10
Downloads: 236
Uploads: 0
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No one to talk about including it in this mod ![]() |
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#95 |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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Mod updated!
__________________
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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#96 |
WORST. KALEUN. EVER.
Join Date: Jul 2014
Location: Alton, NH
Posts: 61
Downloads: 68
Uploads: 0
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#97 |
Sailor man
![]() Join Date: Jun 2017
Posts: 47
Downloads: 14
Uploads: 0
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I have added new diesel variants of the Skipjack inside my download of the "Playable Russian Subs Mod". Let me know if you want to add them to your mod.
1. The Barbel class, a diesel clone of the skipjack. 2. The (early) Barbel class, a diesel clone of the early skipjack, but with bowplanes rather than sailplanes. 3. The Yushio class, a Japanese development of the Barbel with side launch tubes, better sonar, lower test depth, and harpoon missiles. (My favorite). All boats are slow and quiet. The Barbel/Skipjack has other derivatives which could be added, like the Zwaardvis-class of the Netherlands and the Taiwanese Chien Lung-class. I also reduced the acceleration slightly on these boats and increased the turn rate of the Barbels due to their reduced length. Known bugs: Last edited by goldfish716; 06-29-17 at 04:18 PM. |
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#98 |
Gefallen Engel U-666
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goldfish716!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#99 |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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Just wanted to throw this idea out there because I'm not really one for modding but may try my hand at it.
This would be a compromise because new models can't be added into the game but, how would people feel about some of the Soviet Diesels modles used as stand-ins for older boats like the Skates (thinking Romeo model) and the Seawolf (old one SSN-575, was thinking the Tango model could fit if you overlook the 3rd prop)? I'm also toying around with the idea of creating the USS Tullibee (SSN-597, using the Permit class model). Other possibilities are the Barbel, Tang and even GUPPY boats. Not really a great fit but the Echo or November could probably fit well enough for the USS Triton although admittedly the Triton was a fair deal longer. While you won't really get the fully experience of having a finite battery charge and having to snorkel but I think these could bring a new angle to the game and make it a lot tougher if you were using an old boat.
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#100 |
Sailor man
![]() Join Date: Jun 2017
Posts: 45
Downloads: 5
Uploads: 0
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Any chance of adding the reduced visibility and proper UI into the Russian subs mod?
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#101 |
Sailor man
![]() Join Date: Jun 2017
Posts: 47
Downloads: 14
Uploads: 0
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Here is a link to the text files for the Barbel diesels I talked about above.
https://drive.google.com/drive/folde...FU?usp=sharing You have permission to add them to your mod if you wish. Not that you need my permission -- it is publicly available without condition. Others, please message me if you need help using these files. Last edited by goldfish716; 06-29-17 at 04:29 PM. |
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#102 | |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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As for the UI... I'm not sure which UI you mean, but there's no way for me to integrate that without forcing everyone to use it. If you mean the other UI mod that's here on Subsim, I don't care for it at all, way too much stuff from DW in it for my taste. But, each sub has its UI set in the vessel file, and it can't be changed in the game, it can only be changed by editing the file itself. The best way to handle this would be for players to manually combine the other UI and my mod by editing the proper files, or for someone to copy my mod, integrate the other UI, and the release it as a separate 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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#103 | |
Loader
![]() Join Date: May 2012
Location: Daphne, Alabama, C.S.A.
Posts: 83
Downloads: 19
Uploads: 0
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#104 |
Sailor man
![]() Join Date: Jun 2017
Posts: 47
Downloads: 14
Uploads: 0
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Cool. I worked on the look of the Skate/Tang today. If you apply the Delta IV textures to a Whiskey or the Foxtrot, it almost looks right.
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#105 | |
Loader
![]() Join Date: May 2012
Location: Daphne, Alabama, C.S.A.
Posts: 83
Downloads: 19
Uploads: 0
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I was going to use the Foxtrot for them. I'm also gonna try US colors on the Whiskey for the GUPPY. Should be fairly close. |
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