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Old 06-16-17, 12:36 AM   #46
Aktungbby
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Default welcome aboard!

zippaway!
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Old 06-16-17, 07:36 AM   #47
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Originally Posted by zippaway View Post
on the red october is there a way to switch between pull potions i meant from reguler drive to Caterpillar? that way if one gets damage you could switch to the othe like in the movie?
I haven't found a way to actually do this yet, but if a way shows up, you can bet I'll do it LOL

NO BACKUP ENGINES IN ARSTOTZKA!! NEXT!!
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Old 06-17-17, 09:18 AM   #48
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Hi,


Does this mod make any sonar or sensor tweaks from vanilla?
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Old 06-18-17, 07:53 AM   #49
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I just want to say thanks for this sweet mod.

This game is gonna be YOUGE!! Simply tremendous!
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Old 06-18-17, 08:13 AM   #50
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Short bug report, although I am not sure if its related to your mod but I never had it happen before. First thanks a lot for the mod it's great that we can play all subs now.

I noticed that the mod added Sea Lance missiles to the US ships. I played the 4th mission Iron Coffins with a Narwhal. The enemy Oscar and Alfa were at 900 ft. I launched torpedos at them, when I switched through the torpedos with F3 I saw that one of them somehow launched a SS-N-16 at me from 900 ft below the ocean surface (I had 95% target solution on both). I checked the Duct afterwards, no sub there.

After I killed both and left combat there were no other ships in the mission. I'm not sure if it is related to your mod but I never had that happen to me before. Somehow enemy subs could launch a SS-N-16 (at least I assume that's what it was, looked the same as my sea lance) from below 150ft. I myself couldnt launch one from below 150ft

Last edited by Azurae; 06-18-17 at 08:32 AM.
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Old 06-18-17, 08:20 AM   #51
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Default welcome aboard firsttime poster!

Azurae!
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Old 06-18-17, 09:29 AM   #52
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Quote:
Originally Posted by Azurae View Post
Somehow enemy subs could launch a SS-N-16 (at least I assume that's what it was, looked the same as my sea lance) from below 150ft. I myself couldnt launch one from below 150ft
Can confirm, Russian subs launch their rocket torpedoes from any depth.
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Old 06-18-17, 11:42 AM   #53
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Quote:
I just want to say thanks for this sweet mod.

This game is gonna be YOUGE!! Simply tremendous!
You're welcome

Quote:
Hi,
Does this mod make any sonar or sensor tweaks from vanilla?
Yes, it adds the two new sensors for the 688i, the next gen sonar and towed arrays.

Quote:
Short bug report, although I am not sure if its related to your mod but I never had it happen before. First thanks a lot for the mod it's great that we can play all subs now.

I noticed that the mod added Sea Lance missiles to the US ships. I played the 4th mission Iron Coffins with a Narwhal. The enemy Oscar and Alfa were at 900 ft. I launched torpedos at them, when I switched through the torpedos with F3 I saw that one of them somehow launched a SS-N-16 at me from 900 ft below the ocean surface (I had 95% target solution on both). I checked the Duct afterwards, no sub there.

After I killed both and left combat there were no other ships in the mission. I'm not sure if it is related to your mod but I never had that happen to me before. Somehow enemy subs could launch a SS-N-16 (at least I assume that's what it was, looked the same as my sea lance) from below 150ft. I myself couldnt launch one from below 150ft
Someone else reported this to me on Discord. I haven't seen it replicated yet, but I will say that the launch depth on the SS-N-16 is actually 200ft in the vanilla coding. However, I'm starting to wonder if the AI follow such restrictions on the higher difficulty levels.

I can say that my mod doesn't touch the SS-N-16 coding, it's exactly as it is in the vanilla game. And I made SURE the Russian subs couldn't use the Sea Lance.

If they're launching them from below 200ft, that's something in the vanilla game, I can't fix it unfortunately.
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New Playable Subs & More - A Mod For Cold Waters

https://github.com/CaptainX3/CW-Playable-Subs

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Old 06-19-17, 11:34 AM   #54
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Mod updated!
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New Playable Subs & More - A Mod For Cold Waters

https://github.com/CaptainX3/CW-Playable-Subs

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Old 06-19-17, 04:37 PM   #55
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Thanks for the update!
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Old 06-19-17, 05:10 PM   #56
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hello CaptainX thanks your update

btw can you make a VLS on typhoon?

I try it but not very effective

is this game only 4 torpedotubes sub can make a VLS on it?
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Old 06-19-17, 05:47 PM   #57
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Default welcome aboard firsttime poster!

tonod!
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Old 06-19-17, 08:12 PM   #58
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Quote:
Originally Posted by tonod View Post
hello CaptainX thanks your update

btw can you make a VLS on typhoon?

I try it but not very effective

is this game only 4 torpedotubes sub can make a VLS on it?
Yes, VLS only works on subs that have 4 torpedo tubes. I've been told it also works on subs with 5, but I've never tried it.

I could make a huge VLS system for the Typhoon, but some realism freaks might get angry about that, I don't know LOL
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New Playable Subs & More - A Mod For Cold Waters

https://github.com/CaptainX3/CW-Playable-Subs

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Old 06-20-17, 10:33 AM   #59
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Quote:
Originally Posted by CaptainX View Post
I could make a huge VLS system for the Typhoon, but some realism freaks might get angry about that, I don't know LOL

Unless Im mistaken Typhoons VLS cant carry anything but SLBMs anyways right?

Not really part of the game
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Old 06-20-17, 11:15 AM   #60
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Quote:
Originally Posted by cj95 View Post
Unless Im mistaken Typhoons VLS cant carry anything but SLBMs anyways right?

Not really part of the game
In the update I'm releasing later today, I have added a theoretical Typhoon VLS conversion class, kinda like the same thing the US has done with the Ohio class subs. It can carry A LOT of weapons, but will only be available for use in the 1984 campaign, and it'll be optional, not forced or anything.
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