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#1 |
Engineer
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Here's my attempts at making the game a bit more realistic.
As a result, some things are easier, others are harder. Here are some main gameplay differences to vanilla game: Torpedoes are far deadlier Your boats move in more realistic way Reworked sensors Mk-48 are no longer "superweapons" Few improvements to the campaign INSTALLATION 1. Make sure you're running the latest beta of Cold Waters 2. Download mod from here: http://www.subsim.com/radioroom/down...o=file&id=5268 3. Place the override folder in steamapps\common\Cold Waters\ColdWaters_Data\StreamingAssets Currently I do not guarantee compatibility with other gameplay mods. It will work fine with any GUI/graphics/audio mods out there. Recommended mods to use with MekStark's reduced visibility mod My hidden SNS COMP mod (both available in the download section) You can discuss this mod here or on the main thread: http://www.subsim.com/radioroom/showthread.php?t=231759 Feel free to point out any inaccuracies (if you can explain them ![]() Last edited by PL_Harpoon; 07-25-17 at 10:44 AM. |
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#2 | |
Commander
![]() Join Date: Apr 2005
Posts: 459
Downloads: 31
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I assume this is a typo on your part? ![]() |
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#3 |
A-ganger
![]() Join Date: Oct 2013
Posts: 74
Downloads: 25
Uploads: 1
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It's the range of the sensor of the MK48. Vanilla is 2000 yards if I am not mistaken.
BTW trying this mod and loving it so far. Surface contacts are definitely less easy and boy that is some sluggish driving ![]() |
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#4 |
Engineer
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No it's not
![]() There are some sources that show that range but this isn't the most important factor. The thing is, active sonar detection range of MK-48's should be reduced by the fact that most Soviet subs have anechoic coating. But in current version there's a bug which makes them still detect targets at maximum range. When it comes to passive mode, I think it's way overpowered. You can creep at 5 knots with high ambient noise on the opposite site of a strong thermal layer and the torpedo will still detect you at it's maximum range. When these things get fixed I'll turn it back to some higher values. |
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#5 |
Mate
![]() Join Date: Jun 2017
Posts: 57
Downloads: 38
Uploads: 0
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yeah, sensor range...not range of the actual torpedo
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#6 |
Engineer
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#7 |
Swabbie
![]() Join Date: Mar 2012
Posts: 11
Downloads: 209
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Loving the mod so far! But two things;
1. Can we talk about the TLAM strike mission. At best you have a salvo of four. Mission requires 8. I don't know how realistic it would be to expect these older boats to dance the dance for an hour while you reload. Shoot your 4 shot salvo and GTFO sounds more realistic to me. 2. Ugmt-1. They seem a little op. Maybe I'm just having to relearn evasion. But they run forever and acquisition range is insane for a piddly air dropped torpedo |
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#8 | |
Engineer
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Well, IRL they use the same targeting system as USET-80. As for their operational range, it is less than half of the other torpedoes. Also it has a weak warhead. |
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#9 |
A-ganger
![]() Join Date: Oct 2013
Posts: 74
Downloads: 25
Uploads: 1
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The torps dropped by helos are okay.
It takes 3 of them to kill you, so cannot be too unhappy with that. The TLAM reloading does suck a bit, but tomorrow I will take on the challenge to reload 4 and will provide feedback on that ![]() The sluggish rudder I have most difficulty with ![]() |
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#10 |
Planesman
![]() Join Date: May 2010
Location: Vermont, USA
Posts: 186
Downloads: 492
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Hope I'm posting this in the correct thread.
I was just watching Jive Turkey's live stream, and he mentioned that IRL the crew can load the port and starboard torpedo tubes at the same time. Can you add this to your mod, or is it a game limitation?
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My Mod Soup and System Specs. "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." Benjamin Franklin, Historical Review of Pennsylvania, 1759 AB1TA |
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#11 |
Machinist's Mate
![]() Join Date: Apr 2009
Posts: 121
Downloads: 44
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The reason that PL_Harpoon said he set the reload time to 7.5 minutes instead of 15 was because doing a double reload (one tube each side at the same time) was currently impossible within the game engine. HOWEVER Jive Turkey also said today that 7.5 -8 minutes was a realistic timeframe for loading ONE tube on a Los Angeles with a trained crew.
I would therefore suggest as a compromise between Killerfish's crazy fast reload speed and "The 15 Minute Source" newbie crew reload speed that the timeframe for reloads should be 3.75-4 minutes to in effect give us "double reloads" as a realistic speed - because Jive Turkey should know what he's talking about and if he says 7.5 is realistic over 15 minutes per tube then I'd suggest going with it. EVEN BETTER OPTION?: Can we get a a randomized variable so that a torpedo may reload in as fast as 3 minutes or as long as 7 depending on crew skill or random problems encountered during reloading? Other thoughts/notes for PL_Harpoon based on the stream from Jive today: 1. The repetitious knuckle forming at flank speed with a significant rudder shift seemed to be an unintended bug? It was way too rapid with this mod - literally every 2 or 3 seconds for a while as Jive was trying to make a sustained turn at flank and then bringing the rudder back neutral... The knuckle forming should only occur over major rudder shifts and it should be "one knuckle", not a "line of knuckles" as the turn continues. It was hard to see exactly what the control inputs were when this occurred but it was fairly obvious from Jive's reaction that he also found this troublesome. 2. The first encounter Jive had was with a Whiskey and a Romeo which are some fairly noisy boats from what I understand, and he had to close within a few thousand yards to pick them up on passive... in good weather. Also there were multiple audible launch transients to the player (Jive) and viewers that you could easily hear but the sub's own Sonar Crew could not "detect" them or even provide a bearing... That seems a bit much. I get wanting to make it difficult but if it's already that hard in a Los Angeles, you may need to tone it down for balancing and actual realism. I don't doubt you have sources for your adjustments but keep in mind that maintenance on Russian boats is an actual issue and that as their lifespan lengthens they get significantly noisier than when they're brand spanking new out of the factory. I can also say from other experiences I've had working with Russian documents, their "official" numbers often have a tenancy to exaggerate positively and conceal weaknesses... so take them with a grain of salt. 3. Not an issue with the mod but a thought on enhancing it. Currently there seems to be little or no reason to use the "rig for silent running option" in the game. Could you possibly boost the noise level generated by a sub while reloading torpedoes so that attempting to do in the middle of a passive detection cat & mouse game carries a significant risk? Also perhaps not using it could increase the risk of generating a random transient? Despite my nitpicking PL_Harpoon (and I admit openly that I am just an armchair sub simmer with no actual experience) I consider this mod a great step in the right direction because it seems Killerfish so far is not at all interested in providing a "max realism" option of their own. I just hope that you'll continue tweaking and perfecting to "get it right". Thanks for all your hard work! Last edited by GDFTigerTank; 07-27-17 at 10:35 AM. |
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#12 | ||||||
Engineer
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Thanks for the input,GDFTigerTank. I've just finished watching the stream.
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#13 |
Swabbie
![]() Join Date: Aug 2015
Posts: 5
Downloads: 21
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Huge thanks to PL_Harpoon for making this mod!! I do have a question though - description says that it's optimized for 1984 campaign, but did anyone try playing it in 1968 or 2004? I've installed this mod very recently, so I'm not sure how well it would work with other campaigns. I imagine the main difference in terms of gameplay would be balancing sensor and torpedo performance in different years (i.e. Mk37 and ADCAP). I'll definitely test these things myself in the near future, but meanwhile, has anyone done that already and can share their experience perhaps?
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#14 |
Engineer
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As for the '68 campaign the biggest difference is the SET-65 torpedo. In '68 it had a different sensor with much shorter detection range.
Also, I didn't test it for other scenarios, so I can't guarantee how it will play out. |
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#15 |
Mate
![]() Join Date: Jun 2017
Posts: 57
Downloads: 38
Uploads: 0
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this realism mod seems rather difficult
I am not bad at this game, but with this mod installed, I get my ass handed to me by anything more than a Foxtrot. A Victor I should not get the upper hand on an LA class...but he can hear me, shoot me and I have no idea where he is. |
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