New playable subs more mod download
Star Branches Tags. Could not load branches. Could not load tags. Latest commit. Git stats commits. Failed to load latest commit information. Default UI. PLAN Kilo wire fix. Feb 13, World Map Addon Install. Jan 22, Feb 14, Update Readme. Mar 24, View code. Submitting Bug Reports and Suggestions Everyone is welcome to use the Github Issues system to submit issues, bug reports, and suggestions. We have a system set up to handle and respond to these issues from our end.
We are also open to requests for new submarines using the same Issue system. If you have a submarine you'd like to see in the mod, open up a new Issue and ask us! We have created a label system to tag all issues. All issues will initially be assigned a Category label, which will have a white background except for bug reports, which will have a red background. Once the mod developers review an issue, they'll assign a Status label to it. This label indicates the current status of the issue and if any further comments are needed.
Keep an eye on issues you submit, so you can respond to developer requests if needed. Issues that require further input but do not receive it within 7 days will be closed. Do you guys really think we're suddenly sending out a virus in a major mod? The Free Roam campaigns are set up so that the player is tasked with a SEAL insertion mission with an extremely long timeframe hours to allow the player to roam the map and sink enemies at their leisure.
Player home base in SCS campaign changed to Okinawa, since it is a much more likely location for a US sub base in this theater of operations, and hopefully will somewhat ease the issue of automatically failing your mission whenever you need to rearm. Special Note: I am not changing the base back to Guam simply because there is no full base in Okinawa in the real world. The image used for the sub base in the SCS campaign is a simple submarine tender in an empty harbor, which means it could be anywhere.
Minimum aircraft distance to allow exiting a mission NearbyAircraftMinDistance changed from to , so you're not stuck waiting forever for aircraft to disappear after you sink their mothership.
In this version of the mod, there is only ONE version of each sub instead of separate vanilla and playable versions like before. This means that the playable Yasen you love will also be the Yasen you face in the campaigns and single missions.
Special Notes About Playable Surface Ships Since the game is not designed for playable surface ships, we've had to make some special modifications to make them work properly and to make them fun to play. The playable surface ships can only be used in the single missions and campaigns specifically designed for them. This is because we must set the starting depth for the ships to 0, otherwise they'd implode as soon as the encounter begins. This is why they are not available in the Quick Mission editor.
As soon as you enter an encounter, all other surface ships in the area will instantly detect you. Submarines will generally take longer to pick you up, unless they raise their radar or periscope. The only weapons available for surface ships are the same as submarines: torpedoes and missiles. It is not possible to make their guns work because there is no coding in the game to allow a player to target a gun, and the game AI apparently won't work in any way on a player controlled ship.
Although most of the playable ships do carry aircraft, there is no way that we can find to make these work for the player. All of the playable surface ships have been given a massive obviously unrealistic tonnage rating, in order to give them enough hitpoints to survive long enough to be enjoyable. This is especially important because torpedoes are much harder to evade than in a submarine, almost impossible really.
They have also been given an unusually low self noise rating, to keep them from being instantly detected by every submarine in the area. If you keep your speed low enough, you might be able to evade detection by submarines for at least a little while.
The playable ships have also been given special versions of their real life sonar suites that are MUCH more sensitive than anything else in the game. This will give the player a fighting chance of actually picking up the quieter enemy submarines, otherwise you'd be stuck in the encounter forever. All of the ships have also been given weapon loadouts that aren't actually used in real life. This is to allow them to fight properly, and give them proper loadouts when we release the playable surface ship campaigns.
In addition, they do have wire guidance on their torpedoes to make things a little bit easier. Change language. Install Steam. Store Page. Cold Waters Store Page. This means that Github will now be the only place to download the latest version of the mod. This makes it much easier for everyone to have the latest version of the mod, because packaging and uploading separate public releases is not only a pain and a lot of work, but also causes the mod to end up out of date the instant the developers change something.
I know this isn't the ideal way to set this up, but packaging and creating public releases is very time consuming, which is why you haven't seen any new releases lately yet the mod has been updated constantly on Github. Making this change will make it much easier for everyone to have the latest updates to the mod much faster. I'd recommend checking the page about once a week for updates.
Last edited by CaptainX3 ; 23 Jun, pm. Showing 1 - 15 of 1, comments. Panzerzwerg View Profile View Posts. Its great, just tested it out. Nice work there.
Are you planning to make more Soviets playable? Now that I know how to do it, it's literally a 5 minute job for each class we want to implement. With a day's work, I could give the player the option of any submarine in the game Fercyful View Profile View Posts. Downloading now. Rich8 View Profile View Posts. Chose Typhoon. Poor Whiskeys had no chance.
Originally posted by ThePanzerFan :. Last edited by skwabie ; 8 Jun, am.
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