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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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#466 |
Watch
![]() Join Date: Dec 2007
Location: Russia, Serpuhov
Posts: 25
Downloads: 21
Uploads: 0
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Hi. what the deal with cold war mod advance? Can help in model needs?
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#467 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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well, Dagon, at the moment, I am the Cold war mod team
![]() 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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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#468 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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@Kiwi:
Right! ![]() ![]() Now I only need that blasted submerged range ![]() |
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#469 |
Watch
![]() Join Date: Dec 2007
Location: Russia, Serpuhov
Posts: 25
Downloads: 21
Uploads: 0
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#470 | |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
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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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#471 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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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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#472 |
Machinist's Mate
![]() Join Date: Nov 2006
Posts: 122
Downloads: 110
Uploads: 3
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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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#473 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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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. keltos |
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#474 |
Gunner
![]() Join Date: Jun 2007
Location: Suny Maritime
Posts: 92
Downloads: 38
Uploads: 0
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could somebody maybe develop the SUBROC?
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#475 | |
Machinist's Mate
![]() Join Date: Nov 2006
Posts: 122
Downloads: 110
Uploads: 3
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#476 | ||
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() Quote:
If you can shoot it in the air, then we can make/import an exocet or harpoon model. keltos |
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#477 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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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 ![]()
__________________
Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#478 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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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! keltos |
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#479 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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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 ![]() ![]() 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...... ![]() ![]() |
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#480 |
Seaman
![]() Join Date: Apr 2002
Location: Canada
Posts: 41
Downloads: 20
Uploads: 0
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Does anyone have any pictures of the mod while in gameplay?
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