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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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So we already have mines that can be dropped by subs. Type 93 contact mines.
We need acoustic and magnetic mines Mines need to stay active when you are out of sight You need to get credit for the sinking. Help most welcome!!! Data: http://pwencycl.kgbudge.com/M/i/Mines.htm |
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#2 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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How did you get the mines dropped by subs to work?
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#3 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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using the decoy launcher and spawning mines
btw I was given that mod by ??? I am not the original author but there is no log.txt in the mod to credit the author.. |
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#4 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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Wow, that's a genius idea!
![]() ![]() Well as far as the other mines, you could use different decoy launchers to launch the different mines. You would have to "upgrade" while in port to the type of mines you'd want for that patrol. As far as the mines staying behind, as long as you don't leave the 20 nm(km?) zone that the game uses to load objects you could theoretically get a kill and the credit for it.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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[QUOTE=ETR3(SS);2481084]Wow, that's a genius idea!
![]() ![]() Well as far as the other mines, you could use different decoy launchers to launch the different mines. I want both accoustic and magnetic mines.. the IJN brought back accoustic mines from Germany, they were supposed to be laid in front of some Australian harbor You would have to "upgrade" while in port to the type of mines you'd want for that patrol. As far as the mines staying behind, as long as you don't leave the 20 nm(km?) zone that the game uses to load objects you could theoretically get a kill I used to sow them at coming dds ![]() |
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#6 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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Sowing mines
![]() ![]() ![]() ![]() ![]() thanks to Darkfish for the Mine mod ![]() http://www.subsim.com/radioroom/show...=145942&page=2 Last edited by keltos01; 04-28-17 at 02:58 PM. |
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#7 |
CTD - it's not just a job
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I'll dig through the text stuff and see if we can't get it to say "Sowing Mine" instead of "Deploy Decoys"... although, that'll go through the whole game... ratz - shtinking rigid, archaic game code...
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"...and bollocks to the naysayers" - Jimbuna |
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#8 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() Quote:
![]() btw now we need to implement accoustic and magnetic mines !!! ![]() |
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#9 |
CTD - it's not just a job
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Could you give the mine an AI Sonar node, that if a certain sound level is reached...
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"...and bollocks to the naysayers" - Jimbuna |
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