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Posted

Los Angeles class attack submarine


This model represents the Los Angeles class, in service from 1976 to present. The Los Angeles is America's most widely produced nuclear attack sub, with a long service history and proven design.

 

This package contains two versions of the Los Angeles:

  1. Original version (688) commissioned in 1976, armed with Harpoon missiles (deployed from its four torpedo tubes).
  2. Improved version (688i) commissioned in 1985, using Harpoons, plus Tomahawk missiles in twelve vertical launch tubes.

Note that the initial batch of eight "Flight II" VLS-equipped subs have been grouped together with the 688i models for simplicity's sake, as any performance differences can't really be modelled in this series. If there is sufficient demand for it, I'll made separate mods for each flight.

 

Each version includes a full names.ini list, in case you want to use these boats in a task force, plus individual decal sets for each boat if you need to place them as single objects. SF2: North Atlantic is required for this mod as it uses some stock number decals. Please see the readme for full details, credits, and instructions for use.

 

If you have any questions, comments, concerns, or constructive criticisms regarding this model, please do not hesitate to contact me. Thank you!


 

  • Like 1
Posted

Nice one! Are you by any chance planning any Russian ones?

 

I'm considering doing an Akula since it can launch SS-N-16 missiles. Some versions even have an SA-16 SAM launcher in the sail! An Oscar is another possibility.

MarcFighters had some nice Soviet submarine models, but unfortunately they're not designed to have proper armament.

 

The main thing is that to be useful in the game series, the sub in question has to be able to use missiles of some sort. Surface-to-surface torpedoes have been attempted before on another boat, but they either self-destruct in the launcher or fall uselessly in the water.The only way I've found to make torps behave like torps is make them into very low and slow sea-skimming ASM-type weapons... but then they can be intercepted by missiles or guns, and that's not very realistic.

 

 

Nice work mate! The flight folder with the submarine rwr symbol seems to be missing from the download?

 

Argh, I always forget something! Here's the missing file:

SS RWR.rar

Posted (edited)

Awesome, Thanks bro!!!

 

Didn't the WW2 SF modders figure out a way to simulate torpedoes? I could have sworn I saw that a couple of years ago.

 

 

It is my understanding that only the missiles that use the new cruise missile weapon type can be intercepted correct? What it we based it on a very small Precision guided rocket instead Like the APKWS2

http://combatace.com/files/file/6916-apkws2-and-launcher/

 

or the fictional UUM-7

 

http://combatace.com/files/file/6631-uum-7-missile-pod-macross/

 

 

 

 

[WeaponData001]

TypeName=APKWS2

FullName=Advanced Precision Kill Weapons System 2

ModelName=APKWS

Mass=10.660000

Diameter=0.070000

Length=1.440000

SubsonicDragCoeff=0.120000

SupersonicDragCoeff=0.222000

AttachmentType=

SpecificStationCode=

NationName=

StartYear=0

EndYear=0

Availability=0

BaseQuantity=0

Exported=FALSE

ExportStartYear=0

ExportEndYear=0

ExportAvailability=0

WeaponDataType=1

RailLaunched=FALSE

RocketPod=TRUE

Retarded=FALSE

FinStabilized=TRUE

SpinStabilized=TRUE

HasGrowl=FALSE

EffectClassName=SmallRocketEffects

ReleaseDelay=0.000000

WarheadType=1

Explosives=8.900000

FusingDistance=0.000000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=5

Accuracy=90

MaxTurnRate=20.000000

MaxLaunchG=2.500000

LockonChance=95

LaunchReliability=90

ArmingTime=0.500000

SeekerFOV=40.000000

SeekerGimbleLimit=40.000000

SeekerTrackRate=9.000000

SeekerRange=5500.000000

MinLaunchRange=500.000000

MaxLaunchRange=5500.000000

Duration=60.000000

CounterCountermeasure=20.000000

NoiseRejection=20.000000

CapabilityFlags=0x00000034

LoftAngle=0.000000

DescentAngle=0.000000

MaxLoftAltitude=0.000000

CLmax=14.000000

MinFreq=0.000000

MaxFreq=0.000000

BoosterStart=0.000000

BoosterDuration=1.700000

BoosterAccel=122.449997

BoosterEffectName=RocketFireEffect

BoosterSoundName=Rocket

BoosterNodeName=

BoosterPosition=0.000000,-0.730000,0.000000

SustainerDuration=0.000000

SustainerAccel=0.000000

SustainerEffectName=

SustainerSoundName=

SustainerPosition=0.000000,-0.730000,0.000000

InFlightEffectName=RocketInFlightEffect

InFlightSoundName=

ReleaseAnimationID=1

ReleaseAnimationTime=0.500000

ReleaseAnimationDelay=0.000000

EODisplayFlags=0

CEP=0.000000

Edited by Icarus999
Posted (edited)

Torpedoes can be used yes...wrench or someone did that,set them as cruise missile or summat similar.but at sea level,or just below I mean..

Edited by russouk2004

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