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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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Autor have many ideas and work in more soviet subs. About SSN November - apparantly was made November during 1970-80 years with more workable reactors and increased range. And wait more subs. Autor subs is Dagon.
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#17 |
Seaman
![]() Join Date: Jan 2008
Posts: 39
Downloads: 11
Uploads: 0
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what i want to do is script a mine onto the sub with a blast radius of 25km that way if a DD rams me my reactor "blows up" and poof no more convoy :rotfl::rotfl:
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#18 | |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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#19 |
Seaman
![]() Join Date: Jan 2008
Posts: 39
Downloads: 11
Uploads: 0
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the reactor didnt blow on the thresher....
Deep sea photography, recovered artifacts, and an evaluation of her design and operational history permitted a Court of Inquiry to conclude Thresher had probably suffered the failure of a weld in a salt water piping system, which relied heavily on silver brazing instead of welding; earlier tests using ultrasound equipment found potential problems with about 14% of the tested brazed joints, most of which were determined not to pose a risk significant enough to require a repair. my father was lost on thresher and i my self am in command of the uss jacksonville ssn-699 no us submarine has been lost due to any reactor problems. |
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#20 | |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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#21 | |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Getting back on subject, though, how many people have tried the November so far and what are your opinions (especially on possible improvements)? And are there any modelers out there who would like to take on some other Cold War subs (prefferably 1950's to 1970's)? |
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#22 |
Seaman
![]() Join Date: Jan 2008
Posts: 39
Downloads: 11
Uploads: 0
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the november is nice, i tweaked the power a little i thought it picked up speed a little too fast, and im trying to fix the watch crew up to their knees in deck lol. still trying to make the schnorkel work, but all of this makes me want to finish the LA class i have been working on, and maybe make a guppy remod for the gato, balao, and tench
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#23 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Cool. Yeah, I thought it accelerated a wee bit fast as well. What did you tweak to get it to build speed slower and retain top speed? It also seems to be a bit light on the surface (rocks too fast in the waves), not sure if that's ROW messing with it...
And have you noticed the sudden large drops in battery power? I tried to sail from Indonesia to the North pole and experienced a sudden drop from 95% down to 70% and again off the Alaskan coast from 70% to 10%. And something I thought should be brought up on the subject of fast attack subs: maximum speed with masts extended... Can this be scripted into the game and possibly damage the scopes/masts if travelling too fast? I find it a bit strange in the November to be travelling at 20+kts with the scope up. |
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#24 |
Grey Wolf
![]() Join Date: Jul 2007
Posts: 808
Downloads: 108
Uploads: 3
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Just get the knees outa the conning tower floor and get those 2 other tubes working.
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#25 |
Seaman
![]() Join Date: Jan 2008
Posts: 39
Downloads: 11
Uploads: 0
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well i know in SH2 there was scripting to limit speed when schnorkeling so im sure there is a way to do it. i also experianced battery problems, but only when i crossed the international date line
if i can figure out a way to make torps launch vertically and fly through the air, i have a complete 3D skin for the hotel II class that i could probably graft onto a balao model |
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#26 | |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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A Hotel would be great! Then we could all prowl the seas in some of the deadliest (to their crews) subs in the world with no risk of radiation poisoning.
![]() By the way Trigger, where do you find these sub skins? Quote:
I suppose one fix would be to take two aft tubes and rotate them forward and somehow get the TDC to register them as fore tubes. The bigger issue, however, is torpedo storage: Novembers had stowage for 20 torpedo reloads for the 8 533mm tubes, of which 14 were usually anti-ship/submarine (passive, active, wake and non-homing types) and 6 were 20 kiloton nuclear-tipped torpedoes (presumably used for attacking coastal cities, but sometimes listed as anti-ship!). I believe they also had two 406mm external tubes for lightweight anti-ship torpedoes (in which case you could use the above possible fix to put all 10 tubes to use if you could script 9 and 10 to be non-reloadable). Speaking of which, is anyone willing to work on some new guided torpedo skins/models and scripts? I've been trying myself, but have had no luck finding a suitable program to read and modify the files involved (maybe I'm just too thick-headed). |
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#27 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
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links busted!!
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#28 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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No, the site is down. I've been trying to check for updates myself with no luck. If you want the sub, send me a pm and I'll email it to you.
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#29 | |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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#30 | |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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