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Old 08-05-05, 04:42 PM   #31
Wim Libaers
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Quote:
Originally Posted by Zerogreat
I like vodka... but in my refriegator there is one some noname bottle which tastes like aircraft fuel

Well i dont say it is not good anyway

From this comparison, I assume you know the taste of aircraft fuel well?
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Old 08-06-05, 01:58 AM   #32
Kapitan
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i had a nasty experiance with petrol filling up my lawn mower when i dropped the bottle of fuel stupid stuff flew up the nozzel and into my face

stung like mad
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Old 08-06-05, 07:31 AM   #33
Bellman
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Demon and din,
Gin, Gin
A glass of gin.
The dram of Satan, The liquor of sin.

After Avators cant think of a subject closer to my heart.

Not sure what its called in Russia but my ole man used to make potato wine and run it through a still -
Rocket fuel.

PS. Whats Peri doing with 'my avator' ?
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Old 08-07-05, 02:31 PM   #34
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A database mod that addresses Akula/RussianSVTT weapons, adds the 688i TB-23, and starts to fix the mobile mines should be beta and up on Subguru soon.

I would much appreciate modders and db-editor junkies to take a look and give me some feedback.
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Old 08-07-05, 04:09 PM   #35
PeriscopeDepth
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Quote:
Originally Posted by LuftWolf
A database mod that addresses Akula/RussianSVTT weapons, adds the 688i TB-23, and starts to fix the mobile mines should be beta and up on Subguru soon.

I would much appreciate modders and db-editor junkies to take a look and give me some feedback.
Thanks Luftwolf. Hope you put a nice readme in it that says what you changed.

And Bellman, it seems I've lost it...
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Old 08-07-05, 09:22 PM   #36
Bellman
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:rotfl:

OlegM - maybe my head was somewhere else ....... :P

...but I missed your 'finger' stuff - very good .

:rotfl:
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Old 08-08-05, 12:32 PM   #37
LuftWolf
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Default Database Mod, Preliminary Database

Here's a sketch of the readme:

Amizaur has contributed equally to this project. Thanks to finiteless for his general contribution to modding DW.

53cm Torpedo- Changed to UGST specifications: 50kph for 30km w/ max depth 800m and 300kg warhead (vs. ADCAP ~850m and 350kg, in stock db anyway), Active/Passive multipurpose wireguided torpedo.

65cm Torpedo- 65-76 Wakehoming Hydrogen Peroxide-powered torpedo (the type supposedly removed after the Kurst Incident, all specs left the same except guidance, following the wakehome doctrine now) and wire removed (the wireguidance option is now disabled in game, but the fire control graphics are the same, I can't change that as far as I know with DB. You just have to remember that none of the a/p or pattern buttons mean anything, and the torp will continue in a straight line after it enables until it hits a wake). LAUNCH THE TORPEDO WITH THE DEPTH SET AT ~10m, depending on how lucky you feel that day.

This gives the Akula a non-redunant torpedo load, and makes the Nixie a whole lot less annoying. Amizaur is currently working on a two stage version of the ss-n-27 missles, which will be included at soon.

Russian Ship Launched Torpedos: I have given Russian ships USET-80 torpedos, as they previously used 53cm torpedos. This more accurately reflects Russian SVTT capabilities, as we believe them to be.

688i Towed Arrays--Added TB-23 as starboard array. The reason I have kept it on the starboard, against what is commonly reported, is because in missions where ownship starts with TA deployed, it is always the starboard array, and I figured in most situations I would want that one deployed. The port TB-16 washes out at ~20kts and the TB-23 washes out at around ~16kts (you folks can tell me if that feels right once you play around with it... or if I'm just completely off...). I have set the sensitivity of the TB-23 to be pretty much in the middle of the TB-16 and the TB-29. I was even able to change the names in game, so have fun captains!

Mobile Mines-- Amizaur is working on a database/doctrine fix for the mobile mines that addresses a major flaw. I have added the thrust-database fix recommended in the Landlubbers' guide on Subguru.

Other Database Changes: Underwater missle sound when launched (currently silent) and Missle IR signatures (currently NO IR sigs for missles), and maybe a few other things... :|\ :hmm:

Thanks to Subguru for being gracious enough to host, it seems like we keep finding stuff we want to put in, but I will probably have a beta in a day or two, maybe sooner.

Thanks in advance for your comments.

LW
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Old 08-08-05, 12:43 PM   #38
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Excellent. Can't wait to see this in action.
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Old 08-08-05, 12:55 PM   #39
LuftWolf
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There is one thing I should add about the TA fix. The database models the differences between submarine arrays as well as the original database does. That is to say: all submarine towed arrays vary in only two database properties: Maxspeed and sensitivity (I can't remember the acronym). The geometry of all of the arrays are the same. This is a simulation problem, not a gameplay problem, and fixing it would involve both detailed knowledge of the arrays and the database, neither of which I have. I did not feel comfortable changing the arrays to their real life lengths, as it may have made the actual modeling of them less playable/realistic given the engine, I don't know. I'd like to think that they are all the same for some other reason than someone at SCS didn't feel like transcribing 8 numbers into a file. :P
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Old 08-08-05, 02:55 PM   #40
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Well in SCX I think Thomas modeled TA length accurately.
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Old 08-08-05, 03:07 PM   #41
LuftWolf
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Then the problem should take care of itself when DWX comes out. :rotfl:
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Old 08-12-05, 01:53 AM   #42
LuftWolf
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Database Mod will be sent to Bill today (Friday), I just have some final testing to do... hmmmm, testing. :|\
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Old 08-12-05, 03:28 PM   #43
Ula Jolly
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I've been spending a good two weeks with Silent Hunter III now, just to ease on the reality (it's quite fun, much because of the graphics!), awaiting 1,02.

Yet.... I don't see it. Reckon the same demand for patience applies in real life as in the game.
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