SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
06-16-17, 12:36 AM | #46 |
Gefallen Engel U-666
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welcome aboard!
zippaway!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
06-16-17, 07:36 AM | #47 | |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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Quote:
NO BACKUP ENGINES IN ARSTOTZKA!! NEXT!!
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Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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06-17-17, 09:18 AM | #48 |
Lieutenant
Join Date: Jan 2005
Location: Houston, Texas
Posts: 258
Downloads: 141
Uploads: 0
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Hi,
Does this mod make any sonar or sensor tweaks from vanilla?
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. >> USS TEXAS BB-35 Restoration CrewMember << |
06-18-17, 07:53 AM | #49 |
WORST. KALEUN. EVER.
Join Date: Jul 2014
Location: Alton, NH
Posts: 61
Downloads: 68
Uploads: 0
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I just want to say thanks for this sweet mod.
This game is gonna be YOUGE!! Simply tremendous! |
06-18-17, 08:13 AM | #50 |
Bilge Rat
Join Date: Jun 2017
Posts: 1
Downloads: 1
Uploads: 0
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Short bug report, although I am not sure if its related to your mod but I never had it happen before. First thanks a lot for the mod it's great that we can play all subs now.
I noticed that the mod added Sea Lance missiles to the US ships. I played the 4th mission Iron Coffins with a Narwhal. The enemy Oscar and Alfa were at 900 ft. I launched torpedos at them, when I switched through the torpedos with F3 I saw that one of them somehow launched a SS-N-16 at me from 900 ft below the ocean surface (I had 95% target solution on both). I checked the Duct afterwards, no sub there. After I killed both and left combat there were no other ships in the mission. I'm not sure if it is related to your mod but I never had that happen to me before. Somehow enemy subs could launch a SS-N-16 (at least I assume that's what it was, looked the same as my sea lance) from below 150ft. I myself couldnt launch one from below 150ft Last edited by Azurae; 06-18-17 at 08:32 AM. |
06-18-17, 08:20 AM | #51 |
Gefallen Engel U-666
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welcome aboard firsttime poster!
Azurae!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
06-18-17, 09:29 AM | #52 |
WORST. KALEUN. EVER.
Join Date: Jul 2014
Location: Alton, NH
Posts: 61
Downloads: 68
Uploads: 0
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06-18-17, 11:42 AM | #53 | |||
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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I can say that my mod doesn't touch the SS-N-16 coding, it's exactly as it is in the vanilla game. And I made SURE the Russian subs couldn't use the Sea Lance. If they're launching them from below 200ft, that's something in the vanilla game, I can't fix it unfortunately.
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Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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06-19-17, 11:34 AM | #54 |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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Mod updated!
__________________
Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
06-19-17, 04:37 PM | #55 |
Commodore
Join Date: Nov 2002
Posts: 626
Downloads: 57
Uploads: 0
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Thanks for the update!
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06-19-17, 05:10 PM | #56 |
Nub
Join Date: Jun 2017
Posts: 3
Downloads: 5
Uploads: 0
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hello CaptainX thanks your update
btw can you make a VLS on typhoon? I try it but not very effective is this game only 4 torpedotubes sub can make a VLS on it? |
06-19-17, 05:47 PM | #57 |
Gefallen Engel U-666
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welcome aboard firsttime poster!
tonod!
__________________
"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
06-19-17, 08:12 PM | #58 | |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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Quote:
I could make a huge VLS system for the Typhoon, but some realism freaks might get angry about that, I don't know LOL
__________________
Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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06-20-17, 10:33 AM | #59 | |
Lieutenant
Join Date: Jan 2005
Location: Houston, Texas
Posts: 258
Downloads: 141
Uploads: 0
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Quote:
Unless Im mistaken Typhoons VLS cant carry anything but SLBMs anyways right? Not really part of the game
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. >> USS TEXAS BB-35 Restoration CrewMember << |
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06-20-17, 11:15 AM | #60 |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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In the update I'm releasing later today, I have added a theoretical Typhoon VLS conversion class, kinda like the same thing the US has done with the Ohio class subs. It can carry A LOT of weapons, but will only be available for use in the 1984 campaign, and it'll be optional, not forced or anything.
__________________
Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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