Hello,
could Epic Mod possibly make the wars last longer than 2 months? I’d like the war to last long enough to see NATO march on to Moscow and even China. Could that be doable? |
welcome aboard!
kevinmeij!:Kaleun_Salute:
|
Surface-to-air missiles in Cold Waters Epic Mod 2.28
|
And what would playes got if Epic did't rid of guys who've done most of sofisticated work)
+ Dedicated launcher (stores not shared with torpedoes) + Target type selecting (Aircraft/Missile) + Selective targetig (missilies are not going all after 1 target) + Air searhing radar + Interception information in log https://youtu.be/HkhsF5WE-3w |
Good feature
Nice addons for Epic mod), when will you share them with ordinary players, when is the Dot release?
|
This is not an addon for EM. We based mostly on vanilla. It is to early to talk about release.
|
Let's play
|
Epic mod ver 2.27 tweaks Ver 7.b VIIB
---------------------------NEW Features ---------------------------------------
NEW -- Emergency Surface & Emergency Dive -- Ver 2 NEW -- Reduced Random Selected speed On all campaign mission,s start Was : PlayerStartTelegraphs=2,3,6 Now : PlayerStartTelegraphs=1,2,3 = So now you enter combat at Quieter Speeds NEW -- Extra Distance from Enemys on campaign,s Missions //Flat distance in kiloyards that will be added upon entering combat by pressing "All hands man Battlestations". "Close to" button is not affected. was 1 for subs 0 for surface ships now its 3,3 For both Must press "All hands man Battlestations" "Close to" button is not affected. so now you get more distance on start from targets i did not want to add too much of a number hear or we might get Vessel placement issues NEW -- MapSpeedModifier=1 For all campaign,s this slows down the campaign map Speed for all campaign play Yes its Slower but now you have more time to plan a intercept Course Besides : its the Silent Service not the Speedy Service. as usual its in the Downloads section Under Coldwaters Game play Steel Shark |
....only a day
im gone for a bit after today i got my phone tho it gets private subsim messages for me
any body needs something their you go use that L8r,s @ll Steel Shark |
Ohio SSGN
Will the Ohio SSGN be added to the campaigns anytime soon? I'd love to do a campaign in the South Cina Sea with one.
Thanks! |
Oscar-type SSGN baffles
Hi!
I am playing with the Epic Mod 2.27 (Main Mod), and my US sub is tracking an Oscar-class SSGN at 95% solution. When I am abeam of the Oscar, it shows the Oscar has the following sensor values: Active 10When I move into the Oscar's baffles, it shows Active -50Shouldn't it be something like this when I am in the baffles of a sub with a towed array? Active -50Thanks! :) |
ill look
i generally spend my time modding games ill look at the values for you
so "Pablo" if they dont get back to you message me k Steel Shark |
new versions
k so my new version of EM 2.27.b is up
Epic mod ver 2.27 Tweaked files Ver 7.b-r ( VIIB-R ) this is exactly the same but the "campaign map speed modifiers" have been reset. "the R stands for restored" its were i all ways place em Downloads / Coldwaters / Gameplay section ill make a + version when i can Epic mod ver 2.27 Tweaked files Ver 7.b+ ( VIIB+ ) this one ill make all the missions in the Campaign Four times longer so kinda a mini free roam Campaign Version for epic mod so if a mission is 48 hours it would now be 192 hours so 8 days for that mission given stores & Decoy Expenditure and maybe damage thats probably extra time enough id say ------------------------------------------------------------------- expanded campaign ideas would be in the later part of the war the navy dose : 1.) more land strikes 2.) dedicated hunt missions for ssn , ssbn , ssgn vessels 3.) assault missions so softening up set targets 4.) patrol missions in designated areas to limit aid getting in 5.) mine laying Steel Shark |
Slow player subs with tweaks VIIB-R
Hey,
i tried playing with the Epic mod and tweaks VIIB-R. i am unable to go anywhere fast on the map with this combinations, making it impossible to intercept enemys on the campaign map. here is a video of a LA class on the campaign map: https://youtu.be/Ve7JoIGDVeo greetings, nitro Skirata |
default
the original setting are used on Ver 7.b-r hence i made (VIIB-r) in the first place to restore em those setting are :
MapTimeCompression=3600 all so all Campaigns are at same Time Compression Hear are the Original Value,s for Epic Mod 2.27 Campaign,s MapSpeedModifier,s campaign001 - NATO (1968) North Atlantic - MapSpeedModifier=2 campaign002 - NATO (1984) North Atlantic - MapSpeedModifier=2 campaign003 - NATO (2002) Global Map-MapSpeedModifier=1 campaign004 - NATO (2002) Global Map Surface Fleet - MapSpeedModifier=1 campaign005 - Soviet Union (1968) North Atlantic - MapSpeedModifier=2 campaign006 - Soviet Union (1968) Global Map - MapSpeedModifier=1 campaign007 - Soviet Union (1984) North Atlantic - MapSpeedModifier=2 campaign008 - Soviet Union (1984) Global Map - Murmansk - MapSpeedModifier=1 campaign009 - Soviet Union (1984) Global Map - Kamchatka - MapSpeedModifier=1 campaign010 - Soviet Union (1984) Surface Fleet - MapSpeedModifier=2 campaign011 - Soviet Union (1984) Global Map Surface Fleet - MapSpeedModifier=1 campaign012 - Russia (2002) Murmansk - MapSpeedModifier=1 campaign013 - Russia (2002) Kamchatka - MapSpeedModifier=1 campaign014 - NATO (2000) South China Sea - MapSpeedModifier=2 So what im saying is you are playing the mod at the map speed that was intended by the makers Surface Ships are faster then subs so you need to predict were you want to Intercept them on the map and set your Vessels Course Accordingly Also remember that both mouse buttons do Vessel speed so : LEFT MOUSE Button is faster + RIGHT MOUSE Button is slower - but you all ready knew that ive put it in hear for other that might not know Hope this helps Steel Shark |
So, is the slowing of the player submarine a feature of your tweaks?
because those values do match up, but the sub still only crawles, when the tweaks are enbled (player sub speed with tewks is about one fouth of the one for straight Epic mod). In the video i posted, i alternated between left and right mouse for movement. also one can see, that merchants are able to outrun a submarine travelling at 35kts greetings, nitroSkirata |
hmmm
yer rates
your speed may affect your depth too im a bit rusty on campaign stuff so for example : left click = 30-35kts, 900ft right click = 25kts, 300-400 ft stopped = 5 kts, 50-150 ft Steel Shark |
Startig bells influence speed
Ok, figured out what was going on
the reduction in starting bells, was not only influencing the combat entry speed, but also the campaign movement speed. greetings, nitroSkirata |
yer your right
sounds right id forgot about that id also forgot about the depth thing can be use by setting the default x3 x3 settings so
x3 telegraph x3 starting depths might need a re do then like i said a bit back this is why ive resisted doing campaign changes till Ver 7 so : PlayerStartTelegraphs=1,2,6 then make sure not to be moving on intercept cheers for bringing that back to my memory "nitro Skirata" ive been doing coding and models so much also audio and graphics ive forgot stuff about campaigns got a lot on atm also p.s cheers for using the mod Real subs dont charge around tho at flank very often kinda defeats the point of being silent hence my changes but yer with mission time limits in mind yer also you need to be able to go flank for when you need to Steel Shark |
ill readjust it Again
ill change it then re upload it after testing
ill rename it too so its different from the other version and remove the B-r version to be safe also Steel Shark |
All times are GMT -5. The time now is 11:03 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.