Greetings everyone and happy Holidays!
We here at the Everon Cartel have a little Holiday present for you.. We've finally finished our Kilo class submarine!
As far as we know, this is the first functional submarine in Operation Flashpoint! It took a long time to complete this work and we've been very lucky to have great beta testers, feedback, luck and time to get it where it is.
This addon was created for Operation Flashpoint versions 1.91 and above. Due to factors beyond our control, there are some limitations to this addon.
Please understand that we welcome all constructive comments and will do our best to reply to them. However, we will not respond to any unhelpful or immature comments, it's a free addon and a labor of love after all!
You can get it at our site here:http://www.everoncartel.com/news.htmThere's a quicklink on the left labeled "Get Sub", and you can also get it on our downloads page.
Here's a quick list of features and limitations:
Features*Ability to go under LST's, PBR's, LSD's, everything we've tested
except for other EC Kilo Subs...
*Long radar range
*Full range of submersion capabilities, using action menu options
*When sub is dived, enemies do not attack ^ (see below for more
details on this)
*Highly detailed cargo, pilot views
*Periscope included, with certain unavoidable limitations ^ (see
below for more details on this)
*2 versions included, 1 with the COC Shkval torpedos and 1 with
the COC APR3e torpedos. (great work on the torpedo's COC! Thanks!)
*Custom sounds
*Custom gunner optics
*Great beta testers
*Many .p3d workarounds, a little luck and a lot of time to get it working!
*All signs, gauges, etc are in Russian. (we used a free translator for
a lot of it, so it may be pretty bad if you speak Russian) ;-)
Limitations:*AI cannot fire torpedo's.. CoC members advise that this will be fixed in
the next release of the torpedo's and at that point we will make any
adjustments if necessary.
*When looking through the "iron sight" view in the gunner's position
(through the periscope), the submarine that you see does not dive.
This is unfortunately an OFP game limitation.
*Enemies will follow you when dived if you have their waypoint
settings on "guard" or "seek and destroy"... We have found that
the enemy will pass the sub when on a regular "move" waypoint.
*Fire geometry is somewhat limited... The submarine is able to be
shot, but certain parts cannot. (the tower for instance, cannot be shot)
*Wake does not disappear when sub is dived. This cannot be
avoided, it is a game limitation.
*The soldiers that are inside the sub with you will look warped for
about 3 seconds when you first see them. You can speed up the
process by zooming in on them if you want.
*AI Cannot Dive the sub, they must be commanded to do so.
If anyone wants to help us fix these problems, feel free to notify us!
Check our forums for a thread
here.Also, please check the readme for further details, credits, permissions, etc. There is an online version of it
here and a text version in the .zip file of the submarine.
Thanks to everyone that helped and Happy Holidays to the OFP Community!
Asmodeus