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Also it would be great if an Astute class could be added for Nato as an option in the 2000 China Campaign.
PS I see there are lots of other improvements in the game too :-)
Check out my add-on megapack for DotMod. It does have a playable Trafalgar in 1984 and NATO and 2000 SCS. While I don't guarantee any certain future features or additions to it, making a playable Oberon should be pretty easy.
https://github.com/goldmastersims/ColdWaters-DotMod-MegaAddon
Astute currently doesn't fit the game and mod's timeline in any of the campaigns.
Thanks for your quick reply and perhaps the Mk 45 could do with a power increase (not WMD Power) while playing last night it took a MK 45 followed by a MK 37 to sink one Charlie class sub lol. It should probably be the most potent torpedo in the NATO arsenal, maybe slightly more punch that whatever the current most powerful NATO one is.
The idea of only two allowed to be carried is perfect though, not sure if its possible to set a limit to how many MK 45s are available in the campaign? Maybe a campaign limit of 8? With the in port weapon screen showing the total number of MK 45s in stock to make the player have to use them sparingly, instead of just loading 2 every time you are in port.
I will check out the link you provided - Thank you
Ah yes I forgot the Astute class only came in to service in 2010, being a Brit I should know this! Lol. I am very impressed with your work guys, I have tried other mods in the past and hated them, but you guys seem to have got this one very good indeed.
Keep up the good work and I look forward to your future developments.
I have this same problem. It hangs.
In reality they were ballast, and in a shooting war they would have continued to be ballast, right up until the point of nuclear release, which is a decision that would have been made far above the level of any individual sub commander and even above the level of COMSUBLANT and equivalent entities. Nuclear release at any level was a National Command Authority decision in all the nuclear countries. In the US context, NCA is just a militar-ese way of saying the President of the United States.
In this game, you play a sub commander, not the President of your country. :-)
My point nuclear torpedoes do exist and I'm glad the mod crew have included them on the 68 campaign (don't know about the the 84 or 00 campaigns) on the 68 campaign they all be it in limited supply are a breath of fresh air in the fact they can actually run at a decent speed unlike the MK 37, and now that Russian Subs have much better evasion abilities its good to have the option of an extra more capable weapon even just for game balancing.
Neither is it realistic to have a MK 45 with the same TNT power of a MK 37, after all there are plenty of targets a MK 37 can't destroy in one hit, obvious any nuclear torpedo would obliterate anything at quite long ranges because of the approximate yield being equivalent 10 Million tons of TNT. As I said before that is a ridiculous figure to put in to the game for balancing, however it is perfectly reasonable (in game) the one MK 45 hit could sink any single target it hit, at the least if its in the game it should be on par if not a little more powerful than modern MK 48's again to add some sense of realism to a hit, but keep the supply very limited throughout the game, then the player will never be able to play a full campaign carrying MK 45s every-time he arrives in port. It just balancing of poor performance of MK 37 vs Increased evasion of Russian subs.
BTW What about when we went to war in the Falklands and some of our ships had Nuclear depth charges on board?
Luckily the game developers and the mod authors do have a good understanding.
Every successful campaign in the game ends in a desperate attempt to use SSBNs for a nuclear strike or a bargaining chip in the setting's geopolitics. Because the enemy has already suffered major losses in several previous engagements, we can assume that enemy leaders have made a tough decision to use nuclear weapons. That's part of making the game's setting believable.
The Mark 45 is one of the few exceptions to full-stop historical accuracy for each unit and weapon in this game. Julhelm, who is one of the developers, says the export version, Mark 45 Mod 1 Freedom Torpedo, has the same guidance and warhead as the Mark 37. To make it blend well into the gameplay, we had to compromise on the American Mark 45 by making it essentially a conventional Freedom Torpedo that is faster than the Mark 37. It can make the difference in the event you are spotted. But it still requires that you close in to around 3-4 km to optimally deal damage to a mission critical target such as a Sverdlov or supply ship.
Right now, limited resources per campaign are not really modeled in the game. At most, there's a parameter for max capacity for the Mark 45, which is set to 2 torpedoes in all cases.
After a fresh new install of Dotmod main branch, everything works with your addon ! What startles me is that the game was running fine despite the missing files...
In this summary.txt file, change PrestigeMode=TRUE to PrestigeMode=FALSE. Might have to have the game closed when you do this, or restart it.