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Old 03-03-11, 03:14 AM   #1
Walruss
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Default soviet sub bases

Where are some good DW locations for soviet sub baases? I tried to make one at at severomorsk, but the water is too shallow!

I'm designing an 'intro' mission where the player takes an akula on sea trials, i want the player to start in port and have to leave the dock- where would be a good and mildly historical place to do this?
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Old 11-03-13, 05:29 AM   #2
Kapitan
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gremikha on the kola peninsular severomorsk isn't the best place for submarines in DW you could always try zapadnya litsa (google map)
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Old 02-06-16, 07:20 AM   #3
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Unfortunately almost every real location for soviet navalbases has shallow waters around.
However Severomorsk is not a submarine base.
There are two shipyards in the vicinity: Roslyakovo and Belokameka, where submarines can be seen sometimes for repair activities but no more.
During the last phases of the cold war, say the '80s, bases housing active submarines in the Kola Peninsula were located at (from West to East):
- Bolshaya Lopatka (Zapadnaya Litsa Naval Base);
- Nerpichya Gouba (Zapadnaya Litsa Naval Base);
- Ara Bay (Vidyayevo Naval Base);
- Ura Bay (Vidyayevo Naval Base);
- Yagelnaya Bay (Gadzhiyevo Naval Base);
- Olenya Bay (Gadzhiyevo Naval Base);
- Gremichka.

Unfortunately DW's terrain model are not so accurate. This game has big limitations to represent realism.

Also the orography is often wrong. Within the Kola peninsula for example, the hills and mountains have major height. The US east coast is filled with lagoons and inlet you won't ever be able to exploit of in this game, or to find them in the map.

However a trick I could find overtime is to abandon to place "ships for ships" at navalbases but (being allowed to make mods thanks to the DWEdit) make a "landbased" copy of ships and submarines and place them with no problems with shallow waters.

If you want some ship or sub leaving her base you can place it at enough distance off the coast where the bottom doesn't force the AI to deviate the platform from the intended "transit" path.

One have to practice the "3T-rule": Try, Try...Try".

At least until we can grew with a new valid game...
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Old 02-06-16, 01:19 PM   #4
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One of the possibly nice thing to mod in Dangerous Waters would be to replace the World files with something more updated. Obviously not easy task as all those world files have a direct impact on the simulation and not easy to crack and understand their structure. Any input?
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