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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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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 |
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148 | 14.18% |
Mid Cold War: 1960s to 1980s |
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195 | 18.68% |
Late Cold War: 1980's to 1991 |
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147 | 14.08% |
I want the whole thing! 1947 to 1991 |
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554 | 53.07% |
Voters: 1044. You may not vote on this poll |
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#16 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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![]() Well, snorkle aside, it's all possible. At the very least, though, we need the Tang class and the numerous GUPPY variants for the Americans and for the Soviets we need Whiskeys and either Tangos or Foxtrots.
I don't think nuclear boats are out of the question either, so long as they're from the 50s or early 60s and we fix the couple bugs with the one we have. On that note, the Skate would be the perfect counterpart for the November. USS Skate was commissioned in '57 and the class is basically a downsized Nautilus with the re-addition of 2 stern tubes. And if missiles can be implemented then the Hotel class would be great for the Soviets and the Halibut or Growler for the US. Anybody willing to start modelling any of these? |
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#17 |
中国水兵
![]() Join Date: Apr 2006
Posts: 271
Downloads: 82
Uploads: 0
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I have two questions concerning this mods guys;
1- Talking about modelling 3D enviroment for new subs,are going to be possible real age and style command rooms? And,do you think would be achievable to add some more rooms like Captains room or so? 2- About Ports and Naval Bases,what about adding reworked sceneries for that? taking as reference known photos and data lets say from the 60s ? If Im not wrong this is possible with the Autocad right? So,imagine added ports like Murmansk,Grotton,Gibraltar,Rota,Naples,.......and so. Is all this a dream? |
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#18 | |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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About command room submarines - WIP. About scenaries - too hard made so is abscent all ships after WW II and need more powerful computers for this target. I'm can not continue my game in base SH III so my computer is weak now ![]() And for new modern warfare computers need more than powerful... so in game need insert SSM, SAM and land attack missiles. Planes guided bombs and missiles. EW warfare and more more more.... For example few russian programmers made soviet destroyer type 956 with all missiles (ships can launch various missiles and can guide and more). For this ship need servers that he start work... It's vary long perspective (more than 5 years). ![]() |
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#19 |
The Old Man
![]() Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
Downloads: 138
Uploads: 0
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What software are you using for the models? I'm using 3DS max for WW2 German U-boat these days. How many polygons can the game's engine handle and can 3DSMax.obj be incorporated into the sim?
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"Silence means death. Stand on your feet. Inner fear your worst enemy."- Sepultura. ![]() My Silent Hunter 5 mantra is this......"Torpedo missed, sir!" ![]() A P-400 is a P-40 with a Zero after it. ![]() A proud member of the Wikipedia Haters Club |
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#20 | |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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![]() Quote:
And, depending on how far we get with this mod, it will eventually become necessary to put in ports like Severodvinsk, Murmansk, Polyarny, etc. Another thing I'd like to add, but only if we have nuclear subs, is ice in the arctic (it would be kinda cheap to be able to hop the North pole in a nuke boat without having to navigate the ice). I'm also still wondering if electronic fire control really can be integrated. Doesn't SH4 have an auto-aim feature for rookies? If so, that could be exploited for our purposes, which only leaves the problem of submeged identification... I think I'll start a new thread for this one, check it out if you have any thoughts. Oh and Trigger, on the subject of snorkles, I would say to just wait until the upcoming U-Boat Missions expansion comes out in which we will have an SH4 compatible Type XXI (Well technically Type XVIII) with a functional snorkle you could use. |
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#21 |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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#22 |
中国水兵
![]() Join Date: Apr 2006
Posts: 271
Downloads: 82
Uploads: 0
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Cool !! really impressive. Will be great if we could add Foxtrot,Alfa and Victor classes for example,with their respective compartments and phisics.
I really think a lot can be done into SH4 with the upcoming expansion,if Ubi dont give us a surprise and does it for us. Anyway... GOOD JOB GUYS ! |
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#23 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Well the Alfas and Victors had computerised fire control and really fancy sonar compared to WWII stuff, so getting them in game depends on whether or not we can implement those (50/50 chance at this point). The Victor I may be possible, however; it was made in the late 60s if memory serves...
Another difficult aspect of the Victors and Alfas is that they had small maneuvering props in addition to their main propeller, the Victor's were on the roots of the stern planes while the Alfa's were on the tips. I'm not sure how to get something like that to work because technically the main prop should shut down and the tiny ones should start up while silent running (and at 1/3 bell or less) and only while silent running. While the idea of adding a third propulsion system should be possible (it's done in the expansion with the Walter turbine), I'm not sure how to get two prop sets to run independent of one another. If anyone has any ideas on this let me know. Here's a pic of an Alfa in dry dock so you can see the little props (it's too big to insert in this post): http://www.russiansubmarines.info/im...3568DB5A4E.jpg And here's a pic of a model Alfa: ![]() And here's an illustration of the Victor's maneuvering props: On a separate note, wire guided torpedoes and towed array sonar are out of the question, but I am currently experimenting with getting an active homing torpedo, we'll see how that goes. Last edited by Capt Jack Harkness; 02-14-08 at 05:51 AM. |
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#24 | |
Navy Dude
![]() Join Date: Aug 2005
Posts: 177
Downloads: 23
Uploads: 0
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The Victor class has a huge pod on the top of the fin which was the housing of that type of sonar. |
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#25 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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I'm aware that the pod is towed sonar. What I said under the pics is that I can't make towed sonar functional in-game.
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#26 |
中国水兵
![]() Join Date: Apr 2006
Posts: 271
Downloads: 82
Uploads: 0
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Please,have a look at this thread -Good "Nagato" model - I am wondering aswell if these models from Turbosquid could be implemented fully controllable into SH4. If there was any chance,I would buy some,send them to you to experiment and work with. There are really good units there,specially the Carriers.
Please,let me know about it. |
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#27 | |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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#28 |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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http://www.sukhoi.ru/forum/showpost....7&postcount=64
French submarine Le Redoutable v 1.0a From Dagon. WIP - project 949A in it moment. http://www.sukhoi.ru/forum/attachmen...2&d=1203165445 http://www.sukhoi.ru/forum/attachmen...3&d=1203165445 |
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#29 |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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#30 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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Nice subs!
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