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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 02-10-09, 09:01 PM   #466
---Dagon---
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Hi. what the deal with cold war mod advance? Can help in model needs?
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Old 02-11-09, 12:28 AM   #467
Sledgehammer427
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well, Dagon, at the moment, I am the Cold war mod team there is no end to the models we (I) need to make all of this come together.
if you want, feel free to Private Message me and perhaps we can work something out

PS, hope you didnt mind i made your subs campaign playable
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Old 02-11-09, 04:06 PM   #468
Werewolf
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@Kiwi:

Right! The depth tip you gave me worked, now I have a proper crush depth. Once again thanks

Now I only need that blasted submerged range I just can't make it work
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Old 02-12-09, 05:14 AM   #469
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Goes work on american sub on which for the first time nucleus reactor was installed in the world. SSN-571 Nautilus. The sub is finished approximately on 60-70% needs your help to her its finish. Need the good photo of the conning.



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Old 02-13-09, 12:40 AM   #470
kiwi_2005
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Quote:
Originally Posted by Werewolf
@Kiwi:

Right! The depth tip you gave me worked, now I have a proper crush depth. Once again thanks

Now I only need that blasted submerged range I just can't make it work
Do you mean you just want to extend the submerged mileage? Just took a quick look and im sure you can extend the submerg range this way:

example using the Narwhal sub: Open up S3D editor and make your way to NSS_Narwhal.SIM file.

eg. C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Submarine\NSS_Narwhal\NSS_Narwhal.sim

Then take a look at image:

See the miles highlighted make changes to that and anything else you might want to change. Then save.
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Old 02-18-09, 03:39 AM   #471
keltos01
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Default navy propeller

US Ohio class in dry dock : notice the propeller blades.



http://www.ogleearth.com/2007/08/microsofts_bird.html

Due to a satellite photo leak, here's what a submarine propeller looks like, the more the merrier ! more blades means more propulsion at lower speeds thus quieter...

well it seems this design is now out of date and has been replaced with ducted pump jet propulsion since. But at least now we know what to mod for the Cold War era :

a 7-scimitar bladed prop !

keltos
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Old 02-18-09, 06:27 AM   #472
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yep 7 scythe blades ... I have used it in my model ... have to post some progress screen ... hope not to forget ...


Did anyone play or hear others play with flying torpedoes in SHIV? Can it be done? If so, we could make a Harpoon/Exocet mod. It doesn't have to fly high. Just a few meters above water. Then, hopefully, one should only tweak the guidance. Dreaming ...

Last edited by tomagabriel; 02-18-09 at 06:37 AM.
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Old 02-18-09, 08:30 AM   #473
keltos01
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I have, since I made a few torpedo mods I thought about missiles...

I tried to give a torpedo a positive depth in the .sim, so as to be able to change it if necessary, but no matter what, like the mines out of decoys, they spawn at the water surface not above...

What I didn't try yet is to modify an axisting torpedo in 3DS actually raising it a few feet, reimporting it in S3D, and setting depth to 0 when firing.

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Old 02-18-09, 03:56 PM   #474
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could somebody maybe develop the SUBROC?
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Old 02-19-09, 02:56 AM   #475
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Quote:
Originally Posted by keltos01
...
What I didn't try yet is to modify an axisting torpedo in 3DS actually raising it a few feet, reimporting it in S3D, and setting depth to 0 when firing.

keltos
Keltos my man, that might be our solution. It might look weird during launch I think, but the rest of the time will be ok. So, it should be tested. About the weirdness during launch, do you know if the attitude of the torp can be changed during launch? More inclined, steeper climb, faster ejection speed from tube. Sorry for the many questions, presently I am not near my SHIV PC.
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Old 02-19-09, 06:25 AM   #476
keltos01
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Quote:
Originally Posted by tomagabriel
Quote:
Originally Posted by keltos01
...
What I didn't try yet is to modify an axisting torpedo in 3DS actually raising it a few feet, reimporting it in S3D, and setting depth to 0 when firing.

keltos
Keltos my man, that might be our solution. It might look weird during launch I think, but the rest of the time will be ok. So, it should be tested. About the weirdness during launch, do you know if the attitude of the torp can be changed during launch? More inclined, steeper climb, faster ejection speed from tube. Sorry for the many questions, presently I am not near my SHIV PC.
If it works, then like a normal torpedo it should go down to the altitude specified in the .sim, like my Kaiten goes up from 4 to 0.5 m.

If you can shoot it in the air, then we can make/import an exocet or harpoon model.

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Old 02-19-09, 07:08 PM   #477
Sledgehammer427
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actually, IIRC it didnt matter how many blades it had, if you notice, that prop is freaking monstrous, as low RPMs causes less cavitation than a tiny blade rotating fast.
thats why our daddys fishing boat could be heard from a mile away.
and thats why we cant hear a nuke sub doing 20 knots until it hits us (no pun intended )
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V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C!
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Old 02-20-09, 04:31 AM   #478
keltos01
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I tried raising the torpedo model in 3DS, when I use the new torpedous.dat in game my tubes are empty

- all torpedoes expended Sir ! -

but when we only change the Y value in the .sim, the torpedo never spawns above the surface.. neither did the mines actually, even when set at +15 m!

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Old 02-20-09, 05:46 AM   #479
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@Kiwi

Sorry for the long response time to your reply, but I have been away for some days. What you show there is exactly what I have tried to do, but no matter what the value is set for, the submerged range remains the same even if set for 3000 nm! I still only get 70-80 nm of maximum submerged range and NO I am NOT running at flank speed The only difference I am able to see is that the longer I set the submerged range, the longer time it takes to recharge the battery.....something is obviously screwed up

What really puzzles me is that I downloaded a nuke sub to see how they did it. With the Le Terrible installed for example I am able to travel for days and days at high speeds so obviously what they did worked, but as soon as I make these changes to one of my own boats, nothing happens. Not even the stock type XXI can travel near the 340 nm it's supposed to, even an electro boot can only run for 70-80 nm submerged...... I've never seen anything like it.....as they say in Germany, Verdamt!!!
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Old 02-21-09, 06:50 PM   #480
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Default Posting any pics of mod?

Does anyone have any pictures of the mod while in gameplay?
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