SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Current crop of subsims & naval games > COLD WATERS > Mods Workshop for Cold Waters
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-03-17, 09:07 AM   #16
Doctor Haider
Seaman
 
Join Date: Mar 2008
Posts: 35
Downloads: 46
Uploads: 0
Default

Quote:
Originally Posted by cookiemonste View Post
Is the Victor IV made up? I never read anything about a IV.
I presume that the "Victor-IV" are the last Victor-III subs originally designated as project 671RTMK and updated to use the SS-N-21 Sampson cruise missiles from their torpedo tubes. But I never seen the "Victor-IV" designation for them in the related literature.
Doctor Haider is offline   Reply With Quote
Old 07-03-17, 11:30 AM   #17
Kapitan
Sub Test Pilot
 
Kapitan's Avatar
 
Join Date: Mar 2005
Location: UK + Canada
Posts: 7,090
Downloads: 68
Uploads: 7


Default

Quote:
Originally Posted by cookiemonste View Post
Is the Victor IV made up? I never read anything about a IV.
These boats are very heavily modified victor III 4 are still currently active they are the equivalent to the early project 971 boats and thus still in use
__________________
DONT FORGET if you like a post to nominate it by using the blue diamond



Find out about Museum Ships here: https://www.museumships.us/

Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/

Navy general board articles: https://www.navygeneralboard.com/author/aegis/
Kapitan is offline   Reply With Quote
Old 07-03-17, 05:16 PM   #18
cookiemonste
Medic
 
Join Date: Mar 2017
Location: Somewhere
Posts: 167
Downloads: 78
Uploads: 0
Default

Thanks for the info.
cookiemonste is offline   Reply With Quote
Old 07-04-17, 10:03 AM   #19
LTJGBeam
Electrician's Mate
 
Join Date: Jan 2011
Posts: 137
Downloads: 31
Uploads: 1
Default

For those interested, I have created a 2004 Campaign and uploaded it to the DOWNLOAD GAME MODS area. I created LA Flt II, LA Flt III, and Seawolf Classes for the Campaign.

I also used Smokeykane's Quick and Dirty 688(i) technique and my own custom Damage Control Tabs to create the LA Flt III and Seawolf models with the sailplanes removed and bowplanes added.

Seawolf:


Seawolf only has six tubes because although I can code for 8 tubes, and they display properly, Tubes 7 & 8 will not fire. It appears to be a portion of the internal files controls the max tubes, and since Skipjack only has 6 Tubes that is the max the game currently supports.

LA Flt III
__________________
Salvo Regards,

LTJG Beam
LTJGBeam is offline   Reply With Quote
Old 07-04-17, 03:36 PM   #20
denis_469
Seasoned Skipper
 
Join Date: Sep 2006
Location: Russia
Posts: 699
Downloads: 135
Uploads: 0
Default

If you fantasied about not biulding - so after ended building 949A subs, so then start building subs project 881 (Mercuriy). Picture like modern 955 (Borey) submarine, but fore part like modern 885 submarine with 10 650mm torpedo tubes and 16 324mm torpedo tubes for antitorpedo torpedoes. Total 30 modern 650mm torpedoes and 32 antitorpedo torpedoes. And 24 new heavy anti-ship missiles "Bolyd" with speed mach 4.
Now our subs 955 is development from 881 with ballistic missiles instead antiship missiles and other torpedo armament. 885 subs like development from 881 with small anti-ship missiles "Onix" instead heavy anti-ship missiles "Bolyd".

881 project picture: http://infreactor.org/15402--merkuri...kih-avianoscev

Last edited by denis_469; 07-04-17 at 03:46 PM.
denis_469 is offline   Reply With Quote
Old 07-04-17, 09:32 PM   #21
LTJGBeam
Electrician's Mate
 
Join Date: Jan 2011
Posts: 137
Downloads: 31
Uploads: 1
Default

Adding the more modern Russian Subs is planned for the MOD, but there currently limits on the number of Torpedo Tubes. 6 seems to be the current max. I can add more than 6, and get them to display, but anything over 6 will not fire in game. Which is why the Seawolf only has 6 tubes instead of 8 in the MOD. Still experimenting with that to see if I can figure out a way to make it work.

The MOD does add the AKULA (Project 971 Shchuka-B) and SIERRA II (Project 945 Barrakuda) to the Russian Subs, to make it a harder match for the US Player.
__________________
Salvo Regards,

LTJG Beam
LTJGBeam is offline   Reply With Quote
Old 07-04-17, 11:41 PM   #22
Carthaginian
Loader
 
Join Date: May 2012
Location: Daphne, Alabama, C.S.A.
Posts: 83
Downloads: 19
Uploads: 0
Default

6 tube max glitch is being fixed next patch. I'm waiting on it to fix my 1950's boats.
Carthaginian is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:57 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.