SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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01-08-18, 03:26 PM | #1 |
Nub
Join Date: Jul 2017
Posts: 2
Downloads: 13
Uploads: 0
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Playable ships
Im guessing the only weaponry available for ships are the torps and missiles?
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01-08-18, 04:00 PM | #2 | |
Commander
Join Date: May 2001
Location: At sea (again)
Posts: 457
Downloads: 43
Uploads: 0
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Quote:
I was messing around with the guns on the Iowa but it wasn't really working out the way I wanted them too
__________________
There is a forgotten, nay even forbidden word, which means more to me than any other. That word is England |
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01-09-18, 10:41 PM | #3 |
Swabbie
Join Date: Nov 2017
Posts: 9
Downloads: 1
Uploads: 0
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Am also seeing what Matt is seeing. The dreaded only-1-campaign-visible, dialogs-drawn-over-each-other occurrence that previously signified a mod's incompatibility with the base game.
I haven't touched any Cold Waters files since the last major update (1.09e in the game, 12/30 on the mod) so I was surprised to see the glitch today. |
01-12-18, 02:00 PM | #4 |
Swabbie
Join Date: Jun 2006
Posts: 10
Downloads: 48
Uploads: 0
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Hello!
First,I love this Mod,especially the Russian Subs. Now I want to ask,if we get some Day Russian Voices,or ist this not possible? Thanks and Greetings! |
01-27-18, 11:00 AM | #5 |
Planesman
Join Date: Jan 2007
Location: Obetz, Ohio
Posts: 181
Downloads: 170
Uploads: 5
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Any updates coming soon, Any Chance on reworking some of the models like we had in the early version
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01-27-18, 05:00 PM | #6 |
Swabbie
Join Date: Nov 2017
Posts: 9
Downloads: 1
Uploads: 0
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I've noticed that the Sea Lance is not capable of attacking surface ships. In fact, it is somehow automatically prevented from tracking (and therefore attacking) any vessels within about 50-75 ft of the surface. If you launch a Sea Lance against an enemy submarine at 400 ft and they just so happen to decide to surface (maybe after getting hit by one Mk 50), a Mk 50 that is homing in on the sub will suddenly break off as soon as the sub enters the aforementioned 50-75 ft zone. The torpedo will endlessly enter circle search, even if the ship/sub is DIRECTLY above it.
Is this some sort of design feature / flaw or a bug? I ask because I have scoured the weapons.txt for all parameters relating to the usn_mk50 and usn_subrocii but there seems to be nothing responsible for this behaviour. Also, the Mk 50 has SHALLOW, DEEP modes and SNAKE, LEFT, RIGHT but the Sea Lance only permits a SKIM mode. AFAIK this also doesn't seem to work as even if I enable these extra modes on Sea Lance, the Mk 50's behaviour doesn't change. What leads me to believe that this is probably unintended is that the Metel (Silex) and its parasitic UGMT-1 is all purpose and works against surface ships or shallow submarines, as can be clearly demonstrated if you play one of the playable surface ships. |
01-27-18, 06:54 PM | #7 | |
Commander
Join Date: May 2001
Location: At sea (again)
Posts: 457
Downloads: 43
Uploads: 0
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Quote:
http://steamcommunity.com/app/541210...0279663353630/
__________________
There is a forgotten, nay even forbidden word, which means more to me than any other. That word is England |
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