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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 148 14.18%
Mid Cold War: 1960s to 1980s 195 18.68%
Late Cold War: 1980's to 1991 147 14.08%
I want the whole thing! 1947 to 1991 554 53.07%
Voters: 1044. You may not vote on this poll

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Old 05-13-08, 04:41 PM   #286
ivank
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can anyone give me an estimate on the date this will be ready?
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Old 05-13-08, 07:41 PM   #287
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In the meantime, here's a great site that provides details on ASW methods employed by the USN during the Cuban Missile Crisis-

scroll about 1/4 down page for documents, charts, etc.

http://www.gwu.edu/~nsarchiv/NSAEBB/NSAEBB75/

Yours, Mike
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Old 05-16-08, 10:26 AM   #288
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Thanks Mike! Great site. I can't remember when I had so much fun scanning through de-classified info. Boy, hand writing... such a personal touch...
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Old 05-16-08, 02:29 PM   #289
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I voted for early war because SH4 is probably best within its limits if used to simulate the converted Fleet Boats (Fleet schnorkel, Guppy...) rather than later ones. I am thinking specially about electronics, sound travel through water and so on, specially the cascade display of sonar (Late 70s onwards IIRC).

Sub Command covers well later periods with SCU/SCX but the 50s and 60s are somehow a forgotten area that would be well served with a full SH4 conversion (Fleet subs to SSKs and German subs to Soviet subs)

Good luck with the project guys
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Old 05-16-08, 04:26 PM   #290
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Quote:
Sub Command covers well later periods with SCU/SCX but the 50s and 60s are somehow a forgotten area that would be well served with a full SH4 conversion (Fleet subs to SSKs and German subs to Soviet subs)
There are a couple of things that I want to point out here.

1: Sub Command is a great game, but it does not provide the level of 1st person personality that Silent Hunter offers, part of the reason I really hope that we can collectively get this mod working. Additionally, Sub Command does not allow for full world coverage (to the best of my knowledge) so you are constricted to a mission based structure, something that is not the case with SH.

2: After WWII, there were essentially no significant submarine campaigns involving overt use of force. This is probably why everything between WWII and modern / future day is pretty much ignored... not many game producers imagine a realistic game where a player takes there sub out under the polar ice cap for two months and doesn't really do anything because such a game would not sell, or at least not enough to make it worth the cost.

As it is, I would like to see as much of the war modelled as possible, but that may take some work due to the sheer length and scope involved in the scripting. I will say though, that, up until at least the late 50's every technology can be pretty easily modelled in SH4 with some tweaking. Post 1959, weapons such as cruise missiles, SUBROCs, and ballistic missiles start showing up in sub arsenals, and though I'm still pretty sure some of them can be modelled, I would wonder to what end... SH4 doesn't allow for attacking land targets (that I know of... correct me if I'm wrong), so cruise and ballistic missiles, even if modelled, would never get fired... not to mention the fact that a ballistic missile has never been fired in anger... and items such as SUBROCs would probably seriously unbalance the game. Essentially, we could take this mod pretty close to modern times if we attempt to restrict what we model to what would actually be used for the time period.
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Old 05-16-08, 07:50 PM   #291
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It must be a game before the aparition of modern missiles, sonars, and electronics, because sh4 is limited and it could be an unrealistic game.

the weak points of dangerous waters and sub command are the no dinamic campaign and poor graphics, but very realistic in gameplay.
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Old 05-17-08, 12:39 AM   #292
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I can think of several areas that were "hot spots" at the start of the Cold War-

June 1948- May 1949 Berlin Blockade
1950-1953 Korean War
1955 Taiwan Straits Crisis
October 1956 Suez Crisis
1958 Taiwan Crisis
October 1962 Cuban Missile Crisis

Of course, any campaign doesn't have to be limited to these historical events. A "Red Storm Rising" or "Aces" type campaign with missions in the Med, Atlantic, Pacific, off the U.S east coast, etc. would be interesting.

Soviet subs circa 1950-

http://www.russianwarrior.com/STMMain.htm

Yours, Mike

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Old 05-17-08, 01:34 AM   #293
treblesum81
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Quote:
It must be a game before the aparition of modern missiles, sonars, and electronics, because sh4 is limited and it could be an unrealistic game.
As Snaptrap has proven, the electronics and sensor suits of SH4 can be "upgraded" to provide a much more modern ranges and quality of information. Also, torps can (usually in error) ride straight and true above the surface... I've seen it happen on many occasions in rough seas at shallow depths... I think it would only be a matter of tweaking to get them to run at a consistent negative depth, leaving only a change of model to get them to look and act like early anti-ship missiles. Personally, I think that much of the tech that would be impossible or really unrealistic to model in SH4 is tech that would not need to be modelled anyway (ICBMs, cruise missiles, etc...) because we could never really use it effectively within the structure of the game as is available.

Quote:
I can think of several areas that were "hot spots" at the start of the Cold War-

June 1948- May 1949 Berlin Blockade
1950-1953 Korean War
1955 Taiwan Straits Crisis
October 1956 Suez Crisis
1958 Taiwan Crisis
October 1962 Cuban Missile Crisis
This is actually an idea I've voiced to Captain Jack... the proxy conflicts between the two powers provide an almost seamless series of "hot zones" starting at the end of WWII and leading all the way up to the end of the cold war. The catch here is that, as far as I've been able to research (cold war sub ops tend to be less public info), most of these conflicts had only superfiscial sub participation (I'm always open to correction here) and so in order to really use them there would have to be a little alteration of history to increase the utilization of submarine warfare. That being said, I think making the premis of the campaign to be "submarines were often used in cold war proxy conflicts" would be a much smaller departure from reality than "Russia and the US opened up a 'hot war' that never went nuclear."

Whatever the case, it should be known that, because of the increased importanced placed on subs for their covert capabilities and their nuclear arsenal capacity, submarine tech advanced at a brisk pace post-WWII. Because of this, even a mod covering the early cold war (40's-60's) would have to make possible technologies such as anti-ship missiles, nuclear power, and advanced sensors as all of these items became standard equipment on submarines by 1958.
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Old 05-17-08, 04:10 PM   #294
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treblesum, i agree with you completely concerning sensors, and submarine developement, with SH3 minitweaker and S3D, we can easily mimick nuclear power
as well as sensors

and we will probably include the commando missions, since we know of a few of those, or we choose to dream so.
i am working on campaign files so i will see what i can do.
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Old 05-19-08, 08:14 PM   #295
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Well, as far as that goes, some of the stuff that can be simulated has its glitches. Dagon's November class normally has infinite fuel (never less than 90%), however, when crossing the dateline (as far as I remember) it can glitch and all of a sudden have little to no fuel, leaving you stranded in the middle of the ocean with no backup power...

Anyways, I'm not too familiar with the code and engine capabilities of SH4, but I'm sure there are a couple ways to get a lot of this stuff working.

I do have one small concern, though... How do we get infinite O2 on nuclear boats without cheating and without using a snorkle command?
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Old 05-21-08, 11:30 AM   #296
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Hey Captain,when are you going to show us some shots about the naval stuff concerning Battlecry/R ? Is any unit at a certain development level to worth to be seen?
Please,when the dev team open the new threat,tell us something here.

Best regards
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Old 05-22-08, 05:13 PM   #297
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Hello there Skippers!!!! Just want to post some updates from our Commrades across The Baltic!!![hope it's o.k. with thread] It seems updates on 3D Models is more active here.....

http://64.233.179.104/translate_c?hl...f%3D18%26t%3D9

Some WIP shots. Type K







And also how about this for detail!!!!!!641 Class,Brillant!!!!!!!!





Sorry for the sub- par pics,please hit the link for a better veiw.
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Old 05-23-08, 03:50 AM   #298
keltos01
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Default Free 3d Sub models

six 3d models of submarines for free !!!

including two nuclear type boats, one is ssn-21 seawolf I think, the other I'm not sure, see thread :

http://www.subsim.com/radioroom/showthread.php?t=137105
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Old 05-23-08, 07:39 AM   #299
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Quote:
Originally Posted by keltos01
six 3d models of submarines for free !!!

including two nuclear type boats, one is ssn-21 seawolf I think, the other I'm not sure, see thread :

http://www.subsim.com/radioroom/showthread.php?t=137105
That nuclear sub is not a seawolf class...it's an Ohio class.
http://en.wikipedia.org/wiki/Ohio_class_submarine

while the las one is a french ssbn "Le redoutable" class
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Old 05-23-08, 09:52 AM   #300
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Default ohio

made an obj file from the ohio.3ds, available for download on my filefront page. Texture will have to be that of the sub it replaces, I don't have time to make one, or you could take dagon's projekt 627 skin.
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