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Games Discussion / Re: Modern Naval Warfare
« Last post by Asid on Today at 12:15:49 AM »
Modern Naval Warfare - Navy Log Book #5 - The Virginia-class Submarine
Wed, 22 May 2024



Virginia_class_submarine.jpg
Copyright 2003 U.S.DoD. Graphic by Ron Stern. Image ID 030521-D-9078S-001

Ahoy Modern Naval Warfare Fans. In this Navy Logbook we will look at your workhorse, the Virginia class submarine. This series of boats is the latest in service into the US Navy. Be sure to read to the end for some shiny new footage of the command stations featured in Modern Naval Warfare.

In Modern Naval Warfare, you will be able to command either a Virginia Block I, II or III but before entering into the details, let’s have a very short historical background on the Virginia submarine. The Virginia-class submarines have their roots in the Seawolf class submarines, which was designed during the Cold War to counter the Soviet submarine threat. However, due to cost concerns, the Seawolf program was scaled back; only four units are currently in service.

A new class of submarines was requested. The Virginia-class submarine program officially began in 1998, with the goal of producing a versatile and cost-effective submarine for a variety of missions, including anti-submarine warfare, land strike missions and finally intelligence surveillance and reconnaissance (ISR) with a Special Force delivery capability.

To reduce the cost of the submarine, it was decided to use a modular construction system and wherever possible use COTS (Commercial Off-The-Shelf) parts and softwares. For example, the SONAR suite named the Acoustics-Rapid COTS Insertion (A-RCI) is installed on the submarine. This give the ability to upgrade either the hardware or the software more often, reduce drastically the maintenance costs.

Two naval yards, General Dynamics Electric Boat in Groton and Huntington Ingalls Industries/ Newport News Shipbuilding, Newport, were chosen for the submarine production. The goal was to produce at least two Virginia per year to keep the cost contained. With the new AUKUS trilateral security partnership, 2.33/year boats are expected to be build but currently the delivery is only 1.2/year, which also raised the total cost of the program.

The first Virginia-class submarine, USS Virginia (SSN-774), was laid down in 1999 and commissioned in 2004. Since then, 22 are in active service, 2 in pre-commissioning, 10 in different building phase. A total of 66 boat were requested by the USN. Over the years, the Virginia-class submarines have undergone various upgrades and improvements to enhance their capabilities. These include the integration of new weapons launch systems, improved sonar and communication systems.

Specifications:

Length:377 ft (115 m)

Beam: 34 ft (10 m

Propulsion: One S9G nuclear reactor delivering 280,000 hp (210 MW)

Speed: +25 knots (46 km/h)

Test depth: +800 ft (240 m)

Crew: 135 (15 officers and 120 enlisted)

As we wrote before, Modern Naval warfare reproduce the three first block of the series. A block is a batch of boat with the “same” configuration. In fact, almost all submarines are a little different one from the others; new equipment can be installed in one and not in the others or a software upgrade not applied. Modifications of the submarines are done during period of long overhaul.

Block I & Block II

The main visible difference between those are the number of segments used during the construction. Originally, for the first four hulls (hull 774 to 778), 10 modules were built and then assembled to form a Virginia. For the Block II, only four super-modules are used, reducing the whole cost, number of parts and time to build one submarine.

Block III

Block III is a small departure from the two first block. The 12 independent bays housing the Tomahawk cruise missile in the bow where replaced by two Multiple All round-up Canister MAC cylinder carrying each 6 Tomahawk cruise missiles. Note that the MAC installed on the Ohio SSGN contains 7 missiles. The missing one on the Virginia is to accommodate the connection between the submarines and the missiles.

The block IV and V are the next boat to come in the next years. With the retiring of the SSGN, the USN wanted to add a strike capability to the Virginia. The bock IV will be an elongated version of the Block III with the addition of a new section adding 15m to the boat housing the Virginia Payload Module (VPM) will be able to carry 4 pods of 7 missiles in addition to the 2 already present on the block III.

Systems of the Virginia

The Sensors

The submarines relies on their sensors to create a picture of their surrounding when you think of submarines, you consider sonar and periscope but there is more than these two iconic sensors as you are going to discover.

The SONAR system:

There is not one SONAR aboard the Virginia but a series of passive and active ones that give the submarine a 360 degrees situation awareness.

    The bow sonar (for the Block I and II) and the Large Aperture Bow (LAB) introduced in the Block III and further.

    The side sonar, wide aperture lightweight fiber optic sonar array, consisting of three flat panels mounted on either side of the hull,

    Low-Cost Conformal Array (LCCA), on both side of the sail,

    Two active sonar complete the series, one below the bow chin and the other on the sail.

The Towed Array

A towed array is a set of hydrophone towed behind a ship or submarine. It’s main advantage is that decoupled from the hull, it is not subject to the ship/submarine self generated noise. In addition, a TA can cover the baffles (the blind area at the rear of the submarine).

Here is two TA aboard the ship. The TB-16 or TB-34 and the TB-23 or the TB-33. The TB-16/34 thick-line towed array. The acoustic array 75m long, trailing behind a 800m cable. Different upgrade, added a self noise reduction, a full digitalization of the data. The TB-16 was found not well suited for shallow waters operation since at slow speed the array tend to sink too depth under the submarine. The TB-23/33 thin-line towed array. This array is 305m long, housing around 100 hydrophones, an environmental module and some radio modules (HF, MF and LF). It trailed behind a 800m line. Like the TB-16, it as been improved a lot with new sensor, telemetry modules…

The Masts (periscopes, antenna, …)

The sail is the house of a number of masts. The Radar is like all others ones mounted on the USN a Sperry Marine AN/PBS-16. There is two optronic periscopes with day, night and thermal cameras. The video can be displayed on almost all station of the boat CIC. The mast are non hull penetrating, meaning they didn’t get below the sail.

Four masts dedicated to communication (SLF, LF, MF, HF and VHF). One Electronic Support Measures dedicated mast, note that on top of each periscope there is a small ESM module to detect any enemy signal as the scope breach the surface. The last one is a snorkel raised only when the auxiliary diesel is in use.

USA_-_Virginia_blk1-3_v1.png

© 2002 Richard S. - Reproduced with permission.

After a really quick look at the gears used to detect, ID and classify a contact, he the “Boom“ moment, with all the destructions tools needed to sink them.

The Weapons of the Virginia

The Virginia class can use a variety of missiles, torpedoes and even mines. Each Virginia as 12 Tomahawk cruise missile in the bow in the Vertical Launch System and 25 or 26 weapons in the torpedo room depending to the sources. Usually is 2 or 3 Harpoon missile only and 23 or 24 the Mk-48 torpedoes but remember that the loadout is mission specific.

The Mk-48Torpedo:

The history of the Mk-48 begin in the mid 50’s as a replacement of the Mk-37 whose performance against soviet submarines in terms of maximum depth, range and speed had become obsolete. The Bureau of Ordonnance wanted an increase of 150% in depth, 400% in range and the ability to detect a target at greater range by 20%. The Mk-48 entered in service in 1972.

Since then the Mk-48 has been improved multiple time, with the biggest one in 1988 with the introduction of the Mk-48 ADCAP (Advanced Capabilities), following the rapid evolution of the Soviet submarine threat in term of maximum speed, depth and improvement o their self noise reduction. The current version use by the Virginia are the Mk-48 ADCAP mod 6 and 7.

Mines: The Virginia is able to carry mines that can be deployed for interdiction (in a narrow sea-lane or a port for example). This capability is on the Virginia fact sheet but there is no public evidence that any mine has ever been deployed in exercise or in anger.

But, don’t worry, mines will be available in the simulator to add some existing missions! The effector for deployment is a Mk-48 carrying 2 mines.

Missiles

The Virginia SSN can use a wide type of Tomahawk and anti-ship missiles.

BGM-109 Tomahawk: The 12 first Viginia (block I and II) have 12 in separate vertical launch tube like in the Los Angeles class. On the Virginia block II and III, there is 2x6 TLAM in two MAC modules.

The Tomahawk Land Attack Missile (TLAM) can be type C (block III or IV), E or D (Block V/VA). The C and E models are use against bunker or fortified targets; the D is the sub-munition dispenser version. Note that currently some TLAM-C are modified to be able to strike naval targets.

UGM-84 Harpoon: The other type of missile aboard are the Harpoon (Blocks 1C, II and II+), those are launched via torpedoes tubes and are use mainly against ships but the block II can also hit land target. So we have land attack missile with anti ship capabilities and vice versa!

The Special Forces: As the Ohio SSGN and Seawolf class, the Virginia, has a dedicated space in the torpedoes room to accommodate some special force and their equipment for covert operation on hostile littoral territories. In addition, a large lockout truck (LOT) allow the SF/Divers to exit or enter the submarine while it is submerged.

[YouTube]https://www.youtube.com/embed/608-lG9HjKs?si=zQRjaekMTMG6lZlx[/YouTube]

To conclude this Navy Logbook on your future office, here's a short video tour to the Virginia Command and Control Center.

Note: some stations in this video were not operational at the time of the recording. Modern Naval Warfare is still work in progress

In Modern Naval Warfare, you will have access to nine stations:

    Radio
    ESM
    Pilot
    Command
    Navigation, Map and Situation Awareness table
    Sonar
    Fire control system
    Radar
    Periscopes

In the future, we will make specific videos detailing the full interfaces of each of the stations.

See you next month, sail safe!



2
Games Discussion / Re: Starship Troopers - Terran Command
« Last post by Asid on Today at 12:15:43 AM »
Patch Update v.2.10.7
Tue, 21 May 202



2.10.7 - aa64e3f86e - Release

Many technical changes were made in preparation for the upcoming Urban Onslaught DLC, below is a list of the most relevant changes for this update:

Campaign
• Fleet Liaison now has a default attack that calls in a TAC Strafe, ideal for taking out Scorpions from a safe distance.
• Delivery platform button now highlights when you can unlock a new units
• Added new dropship animations and a new drop pod for dropping marauders and other vehicles
• Turrets now animate to pitch up/down
• E-Pulse Troopers are now stronger against armored units
• Fixed tab/shift tab keys to toggle through selected units
• Fixed bug where bullets would not correctly collide with targets in certain cases

Editor
• Editor level/edge/variation system reworked for easier selection and manipulation


3
Games Discussion / Re: UBOAT submarine simulator UBOOT
« Last post by Asid on Yesterday at 10:59:50 PM »
Beta version release date + Full Release Dev Log #8: Camouflages, Emblems
Mon, 20 May 2024



Crew experience, Play as the skipper

Dear captains,

We're thrilled to announce that the Full Release update is now ready for beta testing, starting on May 27th, 2024!

All players owning UBOAT are invited to participate. We will post an announcement at the mentioned date once the update is ready to download.

We can't wait for you to experience all the new features and refinements we've been working on. This is a major milestone for us, and we're incredibly excited to invite you, the UBOAT community, to join us on this final leg of the journey. Your feedback and insights during this beta phase will be invaluable and together, we can make this the best U-boat experience yet!

Using this opportunity, we will also delve into some final changes... welcome to our dev log #8! ⚓

Camouflages & emblems
The Full Release introduces camouflages, which you can swap in any port's upgrade mode. Additionally, conning tower emblems are now possible to obtain in various ways during the game. Joining flotilla will unlock its associated emblem, and you may even encounter painters offering unique designs for a fee.




Crew experience
This version will introduce a simple skill system for the regular sailors. Each sailor will be able to gain specialization that contributes to better overall stats of the boat like faster diving.




Play as the skipper
We are also introducing a new way to play the game, where you play in first-person perspective as the skipper. While playing in this mode, once you pause the game, the camera transitions into the section view to give a quick overview of the situation and let you pass orders to your officers.

We plan to keep this mode marked as experimental for several months, independently of the full release. We want to gain feedback from FPP players and polish it over time.




Polishing touches
We've also implemented numerous smaller enhancements, including:

-    Smooth transitions between all views.
-    Audible buzzers when telegraph values change.
-    Reworked Type VII engines with historically accurate models.
-    Historical Kriegsmarine clocks.
-    Net cutters on the bow of certain U-boat types.
-    If you play with map mode without revealed circle of sight (fully paper map), you will hear sounds around you, like you would be still in the boat.


Yours,
DWS

4
Steel Beasts Pro / Re: S B Videos Thread
« Last post by Rinix on Yesterday at 12:45:00 AM »


5
Games Discussion / Re: Headquarters: World War II
« Last post by Asid on May 21, 2024, 12:34:15 AM »
Headquarters: World War II - Dev log #13 is out now
Mon, May 20, 2024



Hello!

It is Oleksandr from Starni Games with the new Dev log entry.


One month has passed since the Headquarters: World War II release, and I would like to tell you more about how it went, what feedback we got, and what our team has been focusing on since the release. Additionally, I will touch on how we plan to move forward with the project.




One month has passed since the release of Headquarters: World War II and we can finally draw our first conclusions.

First of all, most players enjoy the game overall and would like to play it more - which is very important for us as developers to understand. We would not want to develop a game that nobody likes and nobody wants. So, that is a big relief to our team that the overall reception of the game is positive and we can keep working on the project.

Secondly, we acknowledge there were numerous issues in the release version of the game that were detrimental to the players’ experience and enjoyment. We already fixed some of those issues, and we are trying our best to address the remaining problems as soon as possible. This is our top priority at the moment - to make sure the game runs as smoothly as possible.

Thirdly, we received lots of feedback and suggestions from the players on Discord, the Steam community hub, and Slitherine forums. We are looking through all the feedback very carefully, and categorizing all the issues and suggested improvements to prioritize them correctly. So, do not worry if you suggest some new feature and do not see it in the next update - chances are high it is stored for later updates.

Interesting fact: so far we get more improvement suggestions than the actual crashes and bug reports. 

So, there are lots of things you guys want to add, change, or improve. And it may take us some time, but we keep track of every suggestion.

Lastly, we see a lot of interest among the players towards the potential new content for the game and get a lot of questions about that. We are happy to hear that you want more content and we listen to your ideas and suggestions for it.



What is our plan?

Step 1:

For now, our top priority is fixing all the most annoying issues and gradually adding some of the most-wanted quality-of-life improvements. We keep a good pace of 1 update per week and we want to maintain it until all most pressing problems are resolved. Then we will switch to less frequent but larger updates.

AI - We have made some improvements to the AI system since the release, but we are still getting reports of AI behaving passively in some games. We further investigate this issue and will do our best to address it as soon as we can.

Multiplayer crashes - we are gradually moving towards a crash-free multiplayer experience. So far, we are not satisfied with our results, but we are looking to improve the situation very soon.

File system issues - we had some issues if the path to the system folder with save files was in non-Latin symbols, or the game was run by a Windows user who is not an Administrator, and so on. We fixed the folder names issue in the 1.00.04 Update, and a couple more fixes are coming up in the next updates.

There are many other things, of course, but I highlighted the most problematic ones.


Step 2:

Since some updates may affect the ongoing multiplayer games, if the players have different versions of the game (all updates we released so far should be compatible, so I am talking about some future updates) - we want to implement a system that would check the game version and warn the players about the need to update their game to continue playing in multiplayer. That is when we will release a bigger update that would also include some stats rebalancing and so on. At the moment we are gathering the data and feedback, but not changing unit parameters for now.


Step 3:

Introduce the roadmap for the project to communicate to you our plans for its further development and expansion. We want to be very transparent about our future plans, and we will share our plans as soon as we finish gathering and analyzing all of your feedback and adjust our plans accordingly. Your input is most critical for our decision-making following the release.


Step 4:

Start running the multiplayer tournaments. As soon as we ensure that multiplayer is stable and solid, we will start running various tournament events and we hope that you will enjoy playing in them. For now, you have the time to get a better understanding of the game and train against other players on Discord to make sure you can show your best in the competition when the time comes.


Step 5:

Work on some additional content for the game. This could be in two forms - free extra content that comes to all players who purchased the full game at no additional cost; or a paid DLC that offers even more content and helps the team to keep working on the project in the long run - as we are speaking of years of additional development here, potentially.

I know many are skeptical of paid DLCs, but I think it greatly depends on how the developers approach them. From our perspective, it helps to produce more content and features for the game in the long run, part of which will become available for everyone to enjoy completely free.

We already got a bunch of questions as to what the next DLC would be. We have some ideas, but we also want to make something that you - the player’s community - want. So, please let us know in the comments or on Steam/Slitherine forums - what future DLC of your dreams do you anticipate the most?

Ah, and one last thing - we are now looking into the possibility of adding the Steam Workshop support, so we will keep you updated on that!

Stay tuned, and see you next time!
6
Games Discussion / Re: Black One Blood Brothers
« Last post by Asid on May 20, 2024, 12:17:12 AM »
Save the date and join our first Community Stream!
Sat, May 18, 2024



Join us, say hi, ask anything, and discover some new features from the next update!

Attention, Operators.

Save the date and mark the calendar for our very first Community Stream. Our community manager, Kane, will host the event, on Helios Studio's Twitch channel. Don't miss out on the opportunity to connect with her, ask any questions - she will answer most of them !-, discover some of the upcoming new features from Black One Blood Brothers 1.49C - we might also explain why this is called 1.49C and not 1.50 -, and overall... Let's share a great moment together.

Please note that the Stream will be in English, and will be French friendly.

Save the date: Friday, May 24, at around 6.30PM, on Twitch: twitch.tv/helios_studio
Until then, stay safe and hydrated 🫡

7
Racing / Richard Burns Rally Rallysimfans update V1.49
« Last post by Asid on May 19, 2024, 06:11:41 PM »
Rallysimfans Installer version 1.49, plugin version 0.60.5051 update
May 10, 2024




Check full update log and get your update from rallysimfans.hu
8
FSX/P3D/X-Plane / Re: Announcing the TFDi Design MD-11
« Last post by Asid on May 19, 2024, 03:41:55 PM »
TFDi Design MD-11: May 2024 Development Update | Feature Complete
May 15, 2024

A short development update for the TFDi Design MD-11 talking through new features and plans going forward.



9
Games Discussion / Re: Bargains / Sale
« Last post by Asid on May 19, 2024, 02:55:25 PM »
Cauldrons of War - Stalingrad



SPECIAL PROMOTION! Offer ends 1 June
https://store.steampowered.com/app/1497230/Cauldrons_of_War__Stalingrad/

-50%  £11.99  £5.99
10
Games Discussion / Re: Klotzen! Panzer Battles
« Last post by Asid on May 19, 2024, 01:29:03 PM »
Update notes for 18th of May
Sat, 18 May 2024



Minor bugs and typo fixes. More to come soon.

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