News / Submarine!!!

Submarine!!!

Asmodeus from the Everon Cartel published release of the first fully working submarine in OFP at the official forum! Its name is Kilo class type 636. Submarine requires CoC Torpedos.

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.

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