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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 |
A-ganger
![]() Join Date: Mar 2004
Posts: 71
Downloads: 41
Uploads: 0
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Hi. Opted for the latest 1.03 Beta: game crashed when selected single mission: just went to a static picture of the sub, and not responsive to any commands. In short, froze. I deleted the Override folder this mod comes with, and fixed! No more crashes.
Hoping the mod is made compatible asap, as I really like it. regards, Nimmo |
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#122 |
Engineer
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New version coming today.
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#123 |
A-ganger
![]() Join Date: Mar 2004
Posts: 71
Downloads: 41
Uploads: 0
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That's great PL Harpoon. Thank you.
Nimmo55 |
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#124 | |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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All what you need. |
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#125 | |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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#126 | ||
Engineer
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I have two questions though. Can you tell us what was your source for all this data? And, since you seem to have more knowledge of Soviet torpedoes than anyone else in this thread perhaps you now whatt type of warhead are used in Soviet torpedoes in the game (UMGT-1, Test-71, USET-80, SET-65, in case you don't have the game)? There is a slight problem with using this data in a game though. As far as I know, acquisition range for torpedoes is constant, meaning, if you set torpedo range to 4000 yards it will always detect anything within that 4kyds regardless of any coating. And not every Soviet sub in the game has them (looking at the files, Novembers and Alfas don't). But, since most of them have, I'll leave Mk48 range at 1600 yards. As for other torpedoes, looking at this data shows that (feel free to correct me if I'm wrong): Test-71 - should have detection range of 2600 yds (your site says it's 800m, but was released from 1976 so it was tested against coated subs, so 800m*3 converted to yards is around 2600 SET-65 - theoretically it should have the same range as Test-71, but since the set-65 is used by the '68 era subs I've decided to use earlier models, which means 400-600m for surface vessels. For a torpedo in the game I think 400 yds is a good number. USET-80 and UMGT-1 - your site tells us it's 1500m. If we assume it's against coated subs, so the range against uncoated US vessels in the game should be 4500m = 4900 yds. A bit much, but that's considering the ration of detecting coated/uncoated sub is 3:1 (is there any example of a torpedo being tested against both for reference? |
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#127 | |||
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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All write in open sources. First my ebook was for Headquarters Northern fleet in Severomorsk in 2000 year. After it I receive more data and write in himself. Except my write naval weapons for HQ Northern fleet I not place information. I have my site and write describe torpedoes an missiles as I wish.
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I have not Cold waters, so not know what torpedoes in you game. Quote:
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All soviet (Russian) torpedoes testing against our subs with coating after 1960 years. And more: what I write like proportion 3:1 - it is in excellent sea condition. In really ocean proportion must less. For torpedoes this period near 2,3 - 2,5 I think. When you read about torpedoes homing ranges so see in homing systems. UMGT-1 and USET-80 have identical homing system Vodopad. So data about range identical. For 1984 year you need made SET-65 III modification. In 1986 year SET-65K modofication. With other soviet torpedoes you need made last modificaton for year. So first SET-65 and SET-65K too defference between. |
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#128 |
Captain
![]() Join Date: Oct 2004
Location: AZ & DC
Posts: 487
Downloads: 48
Uploads: 0
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Thank-you Denis!
I understand your searching for information. Open Source information collection is amazing. It takes time, but is very rewarding. |
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#129 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
Uploads: 0
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My research told me the Clusterguard tiles give a 50% reduction in active detection range, which seems plausible. There's a problem with the torpedoes in that they currently ignore the anechoic tiles, which is a programming oversight. We'll fix this in subsequent updates so it is probably best to have a common set of detection ranges.
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#130 | |
Engineer
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#131 | |
Engineer
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Ok, here it goes.
Second iteration of "realism mod" beta. https://drive.google.com/open?id=0B5...WowYldoTlZsY1U Here's total list of changes. (highlighted new changes in bold). Quote:
Last edited by PL_Harpoon; 06-18-17 at 03:44 PM. |
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#132 |
Watch
![]() Join Date: Jun 2017
Posts: 16
Downloads: 18
Uploads: 0
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What does it mean hard difficulty?
We don't have such a setting in the game... it's either realistic or elite? Also which file is using the reduced visibility mode... I don't really fancy it (makes the game look worse) so I would like to remove it. In fact I would like to see a more dynamic ocean (with fishes and fauna and stuff) rather than a dull dark ocean... you have lots of time to basically do nothing in the game so the visuals can make this boredom a bit better... |
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#133 | |
Engineer
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![]() Realistic then. Just delete whole environment folder from override. |
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#134 |
Watch
![]() Join Date: Jun 2017
Posts: 16
Downloads: 18
Uploads: 0
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Thanks mate!
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#135 |
Engineer
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I've messed up.
Warhead sizes were too big. Here's new link with correct ones: https://drive.google.com/open?id=0B5...WowYldoTlZsY1U (link in previous post changed too) |
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