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05-14-20, 05:19 AM | #1 |
XO
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submarine sensors
there are massive gaps in the sensors in playable subs so i may make a mod mod to correct this ive compiled a list which i think is close enough any corrections or info would be helpful
so //hull mounted sonar usn_an_bqr_2 usn_an_bqs_4 usn_an_bqr_21 usn_an_bqq_2 usn_an_bqq_3 usn_an_bqq_5 usn_an_bqq_5a usn_an_bqq_5b usn_an_bqq_5c usn_an_bqq_5d usn_an_bqq_5d_bqg-5d uss Augusta FLT_1 tho was trials usn_an_bqq_10_ARCI usn_an_bqq_6 usn_an_bqq_6_bqq_5e ( Ohio Expantion program ) usn_an_bqq_5e usn_an_bsy_1 usn_an_bsy_1_bqg-5d uss cheyenne ( Last Los-Angeles class built FTL_3 ) usn_an_bsy_2 ( seawolf only ) usn_an_bqq_10 usn_an_bqq_10_bqg-5d usn_an_bqq_10_F usn_an_lab ( virginia Block III & Block IV ) //towed Array //fat line array usn_bqr_23 usn_bqr_25 usn_tb_16 usn_tb_34 //thin line fiber optic array usn_tb_33 //thin line array usn_tb_23 usn_tb_29 usn_tb_29a usn_tb_29x // radar submarines RADARModel=usn_bps_12 RADARModel=usn_bps_14 RADARModel=usn_bps_14_15 RADARModel=usn_bps_15 RADARModel=usn_bps_15A RADARModel=usn_bps_15C RADARModel=usn_bps_15E RADARModel=usn_bps_16 RADARModel=usn_bps_16B Steel Shark. |
05-15-20, 12:58 PM | #2 |
Swabbie
Join Date: Apr 2018
Posts: 7
Downloads: 11
Uploads: 0
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Relative newbie here, Questions
Hi All,
I've just started digging into Cold waters, I've got a couple of questions 1. why are depth call-outs for so deep being offered? are there subs that go below 2000 ft down? 2. how does one, when the new or updated sensors for playable subs comes out, make that part of the game? and is it easy to restore defaults without reinstalling the game? 3. I have installed one Mod from CaptainX3/CW-Playable-Subs site which adds many playable subs, which is bada**. are there any others that are recommended for me to try out? I don't want superpowers but better game immersion is always cool. Thanks Bin. |
05-15-20, 08:18 PM | #3 |
XO
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depths
Answer No 1
there are a quite a few submarines that can go below 2000 feet for example wp_ssn_sierra max safe depth 2132 feet so crush depth is 3,196 feet wp_ssn_sierra II max safe depth 2460 feet so crush depth is 3,688 feet wp_ssn_mike max safe depth 2788 feet so crush depth is 4,180 feet usn_ssn_seawolf max safe depth 2001 feet so crush depth is 2,999 feet wp_ssgn_oscar2 max safe depth 1820 feet so crush depth is 2,728 feet Answer no 2 as for sensors expansion pack no reinstall is needed as its just text edits example : default Virginia sub in playable subs sensor load is [Acoustics & Sensors] SelfNoise=107 ActiveSonarReflection=30 ActiveSonarModel=usn_an_bqq_10 PassiveSonarModel=usn_an_bqq_10 TowedArrayModel=usn_tb_29 AnechoicCoating=TRUE RADAR=usn_bps_15 RADARSignature=SMALL TowedArrayPosition=-0.075,0.0,-0.619 my mod gives you the new sensors in list to change the default ones in original mod so mine would be : [Acoustics & Sensors] SelfNoise=110 ActiveSonarReflection=15 ActiveSonarModel=usn_an_bqq_10_F PassiveSonarModel=usn_an_bqq_10_F TowedArrayModel=usn_tb_29 AnechoicCoating=TRUE RADAR=usn_bps_16 RADARSignature=SMALL TowedArrayPosition=-0.075,0.0,-0.619 its all just text edits i may just add pre edited vessels so you just over write the ones in the mod and to undo you would just put the original ones back. Answer No 3 im making as accurate as possible mods to add to play subs mod as i go on my own Cold waters i made total 1960,s single missions and free roam Both USN/Uk & Rus which feature only 1960,s vessels so you only encounter 1960,s vessels also the signature system only gets 1960,s stuff not like all of it like in the default playable subs mod as i found that very unrealistic see pic i also made default deployment areas Baltic sea , Greenland sea ect. im making 1970,s & 1980,s also but in progress at the moment as im also doing Pacific waters mod. Steel Shark. Last edited by steel shark; 05-26-20 at 04:21 PM. |
05-18-20, 05:33 PM | #4 |
Swabbie
Join Date: Apr 2018
Posts: 7
Downloads: 11
Uploads: 0
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Thanks Shark, I'll give it a try.
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05-19-20, 10:00 AM | #5 | |
Samurai Navy
Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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Quote:
You can read about JSGME here: https://www.subsim.com/radioroom/sho...d.php?t=204594 |
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05-19-20, 10:15 AM | #6 | |
Seabed Comber
Join Date: Aug 2005
Location: NorthEast
Posts: 349
Downloads: 99
Uploads: 0
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Quote:
I would NEVER install a mod without it EVER. Sometimes that involves some work if a mod is not designed with it in mind, or if it is designed with it in mind but to actually hinder it's use so as to prevent you considering other mods as well, but it's well worth it getting around that and still using JSGME. I cannot overstate that.
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05-19-20, 05:50 PM | #7 |
XO
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override
i just copy my override folder so ect
default override override copy then if i mess up i just either copy unaltered files or i could just delete the override folder then rename the override copy folder to override job done mod managers are useful but impose limitations on modding hence i dont use em ALSO my avatar just turned in to popeye the sailor man and me with out any spinach i do have a jar of black olives tho so we at least 50% covered |
05-20-20, 06:02 PM | #8 |
Seabed Comber
Join Date: Aug 2005
Location: NorthEast
Posts: 349
Downloads: 99
Uploads: 0
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This one does the opposite, which is why I always use it, and recommend it.
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05-22-20, 12:01 PM | #9 |
Gefallen Engel U-666
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welcome aboard!
Kusya12!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
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