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Old 11-21-10, 09:42 AM   #361
Marka Ragnos
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Originally Posted by iowa101 View Post
I take it the AI Subs are findable in campaign, it's jst that we've all waited so long to fight a submarine with a sub marine.

Can we encounter them, and will that attack us as they should if enemy or would we have to make a mission of our own to do so.

also i see that they have missiles that actually fire correctly, although some experience problems is that correct.
it's just im looking into adding missiles to my USS Theodore Roosevelt mod which will be Career playable.
my best candidate as of yet is the Ohio's missiles that run just above the surface of the water.
The ohio missiles have no guidance system they run in a straight line, so they can't attack a moving target.

I have edited them to make them more powerfull but to make it a guided missile i have failed
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Old 11-21-10, 11:09 AM   #362
jhapprich
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marka, check the torpedo library of the oscar mod(german ones) , the p700granit is listed as TIV. check in the .sim if its set to acoustic homing and if, reduce the speed to 100 knots. the problem with having working missiles is they´re either fast and non homing( e.g. my ballistic missiles) or quite slow and homing(e.g. the P-7 cm)fast and homing wont work.please remember they are still torpedos,i just attached the launching and flying sequence as an animation.however the most primitive way is to put the torpedo model some meters above the water and call that thing missile.bad look, bad feeling, bad solution. iowa , you are mixing things: yes, the ai subs have missiles, but no, this is not the final version, i havent finished the ai sub yet, what you can see are just first studies.
Everyone please notice the current version you all can download is NOT AT ALL FINISHED.im am very thankful for every feedback, but i cannot solve everything at once.please be patient.my intention to make the stuff available was to give others the opportunity to add their own work,so i would not have to do nearly all of it myself.so if anyone wants to use parts of the mod etc. feel free to do so, you do NOT NEED MY PERMISSION, so there is no need to ask, but it would be nice if you would make the stuff you`ve done available to the others.

Last edited by jhapprich; 11-23-10 at 02:29 AM.
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Old 11-21-10, 11:14 AM   #363
iowa101
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have you made any head way on the astute model yet mate, she's a beautiful submarine and would be my great pleasure to command her
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Old 11-21-10, 11:42 AM   #364
Marka Ragnos
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Quote:
Originally Posted by jhapprich View Post
marka, check the torpedo library of the oscar mod(german ones) , the p700granit is listed as TIV. check in the .sim if its set to acoustic homing and if, reduce the speed to 100 knots. the problem with having working missiles is they´re either fast and non homing( e.g. my ballistic missiles) or quite slow and homing(e.g. the P-7 cm)fast and homing wont work.please remember they are still torpedos,i just attached the launching and flying sequence as an animation.however the most primitive way is to put the torpedo model som meters above the water and call that thing missile.bad look, bad feeling, bad solution. iowa , you are mixing things: yes, the ai subs have missiles, but no, this is not the final version, i havent finished the ai sub yet, what you can see are just first studies.
Everyone please notice the current version you all can download is NOT AT ALL FINISHED.im am very thankful for every feedback, but i cannot solve everything at once.please be patient.my intention to make the stuff available was to give others the opportunity to add their own work,so i would not have to do nearly all of it myself.so if anyone wants to use prts of the mod etc. feel free to do so, you do NOT NEED MY PERMISSION, so there is no need to ask, but it would be nice if you would make the stuff you`ve done available to the others.
Reduced the speed to 100 knots and it works perfectly Again thanks alot!

I'm having loads of fun
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Old 11-22-10, 06:09 PM   #365
Yamato_NF
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Missing Compartments

i noticed that the Command Center compartment for the Yankee SSBN is missing.
PLEASE fix this.

thanks a bunch
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Old 11-22-10, 11:30 PM   #366
Herr_Pete
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Patience. There are 1 or 2 subs which have missing compartments etc...It will all be corrected. No need to worry.
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Old 11-23-10, 02:07 AM   #367
jhapprich
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Default missing compartments

which subs would that be?

Yankee fix: http://www.filefront.com/17548746/Da...rtment_Fix.rar

Last edited by jhapprich; 11-23-10 at 02:28 AM.
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Old 11-23-10, 10:37 AM   #368
Yamato_NF
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Default Thank you

Thanks Jhapprich.
i owe you a bunch!
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Old 11-23-10, 11:08 AM   #369
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Quote:
Originally Posted by jhapprich View Post
which subs would that be?
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What project following to send? 670 has received?
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Old 11-23-10, 12:58 PM   #370
jhapprich
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any other blueprint you have to offer
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Old 11-23-10, 01:13 PM   #371
iowa101
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i see your back, was wondering about any possible astute update as well as a possible seawolf class
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Old 11-23-10, 05:17 PM   #372
Marka Ragnos
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i see your back, was wondering about any possible astute update as well as a possible seawolf class
Don't push people so hard, it takes alot of time creating mods and we all have to work or school, private stuff, etc...

I know how you feel iowa but still be patient
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Old 11-23-10, 05:23 PM   #373
iowa101
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i know i know i'm just so frustrated lol, i'm having difficulty with locating keltos's tutorial on how to clone a ship, i need to help with my ships nodes. then i gotta try to find tutorials on UV Coordinates.


i'm just trying to take my mind of the trouble i'm having by nagging.

I'm sorry
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Old 11-25-10, 01:54 PM   #374
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Will the Typhoon be making an appearance in the mod?
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Old 11-25-10, 09:39 PM   #375
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Default Missing crew

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any other blueprint you have to offer
Hallo jhapprich, did you get my mail with the screenshots? I still have no crew on the Typhoon Where are the crew files hiding and how do i change them?
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