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Successfully developed anti-ship missiles for this submarine by replacing one of the handheld weapons meta file with data from homing missiles with improved range and speed, also explodes underwater creating a nice realistic splash that looks like a surface impact torpedo when aimed near enemy ships, boats, or land-based targets on the beach. Works well enough against enemy helicopters too.
You have to dive with the Stromberg first for at least 1 minute before spawning this submarine or the whole game will crash. This submarine can also be improved with weapons by using the image files to replace the RHIB boat or any other boat that does not spawn automatically in the game, repainting it all matte black, and editing one of handheld weapons' meta file to shoot missiles or artillery-style instant hit settings with an increased TimeBetweenShots of 0.2 or greater. The handling meta of the boat replaced would also have to replaced with the handling meta of a destroyer then the fMass setting would have to be changed to 1000000, PercentSubmerged setting would have to be changed to 77 percent, the vecCentreOfMassOffset x="0.000000" y="-24.000000" z="-336.000000, Bouyancy to 0.92, Pitch set to 15%, and DiveSpeed to 40%. What you'll have after this is a truly capable military submarine with anti-surface warfare capability, anti-air warfare capability, and the ability to dive just below the surface at near periscope depth so you can always see the surface above you as a ceiling, keeping you fully aware of your depth at all times and preventing you from diving too deep automatically.
@Koala421 Save ydd, yft, ymt, ytd files in an easy to locate folder, then use OpenIV to right-click and replace the corresponding ydd, yft, ymt, ytd files of the ped you want to replace in the game with the ones from the folder where you saved the stripper files in.
This is awesome, just needs a slight tuning on the handling to make the Ticon only 72% submerged. We can also improve the CIWS fire rate to 4x and make it use explosive ammo and this is truly an AEGIS ship able to defend the fleet.
We can also spawn a Chernobog Missile Launcher on the flight deck to give this ship a missile firing capability with long-range lock-on against fast jets.
Tested the ZMissile DLC with this submarine and it works perfectly like an SLCM (Submarine-Launched Cruise Missile) to attack all targets nearby in either land, air, surface or even underwater. You need to download and install the pre-requisites for the ZMissile DLC to work.
UPDATE: Perfected Handling.Meta for USS Dallas Submarine to allow full surface fighting capability with Homing Missiles, smoother surface cruising, gentler and even diving, less vulnerability to crush depth, automated surfacing to periscope depth when idle, and the ability to stand on top for prolonged periods of fighting with Homing Missiles, also fixed capsizing issue with perfect stability even when grounded in shallow waters.
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<!-- MKEEZAY30-GTA REALISM 0.6.2 & DILAPIDATED-REALISM DISPATCH ENHANCED 2.3-->
<CHandlingDataMgr>
<HandlingData>
<Item type="CHandlingData">
<handlingName>RHIB</handlingName>
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<fInitialDragCoeff value="1.000000" />
<fPercentSubmerged value="50.000000" />
<vecCentreOfMassOffset x="0.000000" y="-0.900000" z="-0.500000" />
<vecInertiaMultiplier x="1.000000" y="1.000000" z="1.000000" />
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<nInitialDriveGears value="1" />
<fInitialDriveForce value="16.000000" />
<fDriveInertia value="1.500000" />
<fClutchChangeRateScaleUpShift value="1.300000" />
<fClutchChangeRateScaleDownShift value="1.300000" />
<fInitialDriveMaxFlatVel value="125.000000" />
<fBrakeForce value="0.400000" />
<fBrakeBiasFront value="0.600000" />
<fHandBrakeForce value="0.700000" />
<fSteeringLock value="35.000000" />
<fTractionCurveMax value="0.000000" />
<fTractionCurveMin value="0.000000" />
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<fTractionSpringDeltaMax value="0.100000" />
<fLowSpeedTractionLossMult value="0.000000" />
<fCamberStiffnesss value="0.000000" />
<fTractionBiasFront value="0.950000" />
<fTractionLossMult value="1.000000" />
<fSuspensionForce value="1.000000" />
<fSuspensionCompDamp value="3.000000" />
<fSuspensionReboundDamp value="0.000000" />
<fSuspensionUpperLimit value="0.100000" />
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<fSuspensionRaise value="0.000000" />
<fSuspensionBiasFront value="0.000000" />
<fAntiRollBarForce value="0.000000" />
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<fRollCentreHeightFront value="0.000000" />
<fRollCentreHeightRear value="0.000000" />
<fCollisionDamageMult value="0.500000" />
<fWeaponDamageMult value="1.000000" />
<fDeformationDamageMult value="0.800000" />
<fEngineDamageMult value="1.500000" />
<fPetrolTankVolume value="10.000000" />
<fOilVolume value="3.000000" />
<fSeatOffsetDistX value="0.000000" />
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<fSeatOffsetDistZ value="0.000000" />
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<fSampleBottom value="0.300000" />
<fAquaplaneForce value="3.600000" />
<fAquaplanePushWaterMult value="0.600000" />
<fAquaplanePushWaterCap value="3.500000" />
<fAquaplanePushWaterApply value="0.002000" />
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<fImpellerOffset value="0.400000" />
<fImpellerForceMult value="0.200000" />
<fDinghySphereBuoyConst value="10.000000" />
<fProwRaiseMult value="0.500000" />
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<Item type="CVehicleWeaponHandlingData">
<uWeaponHash>
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<WeaponSeats content="int_array">
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<Item type="CHandlingData">
<handlingName>SUBMERSIBLE3</handlingName>
<fMass value="10000.000000" />
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<fPercentSubmerged value="40.000000" />
<vecCentreOfMassOffset x="0.000000" y="-6.99999" z="-9.00000" />
<vecInertiaMultiplier x="1.000000" y="1.000000" z="1.000000" />
<fDriveBiasFront value="0.050000" />
<nInitialDriveGears value="1" />
<fInitialDriveForce value="90.000000" />
<fDriveInertia value="1.500000" />
<fClutchChangeRateScaleUpShift value="1.300000" />
<fClutchChangeRateScaleDownShift value="1.300000" />
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<fBrakeForce value="0.400000" />
<fBrakeBiasFront value="0.100000" />
<fHandBrakeForce value="0.700000" />
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<fTractionLossMult value="1.000000" />
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<fSuspensionCompDamp value="3.000000" />
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<fSuspensionLowerLimit value="0.100000" />
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<fDeformationDamageMult value="0.000000" />
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<fPetrolTankVolume value="250.000000" />
<fOilVolume value="10.000000" />
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<fSeatOffsetDistY value="0.000000" />
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<strModelFlags>8000000</strModelFlags>
<strHandlingFlags>0</strHandlingFlags>
<strDamageFlags>20</strDamageFlags>
<AIHandling>AVERAGE</AIHandling>
<SubHandlingData>
<Item type="CSubmarineHandlingData">
<fPitchMult value="1.500000" />
<fPitchAngle value="20.000000" />
<fYawMult value="1.100000" />
<fDiveSpeed value="0.050000" />
<fRollMult value="0.100000" />
<fRollStab value="0.02000" />
<vTurnRes x="3.100000" y="0.500000" z="0.500000" />
<fMoveResXY value="42.000000" />
<fMoveResZ value="70.000000" />
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<Item type="CVehicleWeaponHandlingData">
<uWeaponHash>
<Item>VEHICLE_WEAPON_PLANE_ROCKET</Item>
<Item />
<Item />
</uWeaponHash>
<WeaponSeats content="int_array">
0
0
0
</WeaponSeats>
<fTurretSpeed content="float_array">
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<fTurretPitchMin content="float_array">
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0.000000
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<fBulletVelocityForGravity content="float_array">
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<fTurretPitchForwardMin content="float_array">
0.000000
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<fUvAnimationMult value="0.000000" />
<fMiscGadgetVar value="0.000000" />
<fWheelImpactOffset value="0.000000" />
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UPDATE: Perfected Handling.Meta for USS Nathan James DDG-151 Destroyer to enable loading APC from pier behind Airport and spawning Rhino tank and other vehicles such as light helicopters without capsizing entire ship. Also fixed leaning issue for greater stability, improved speed, maneuverability, and survivability with zero damage multiples on settings. Rhino tank's gun can be used as ship's primary gun from both front deck or rear flight deck. Hangar bay can also store an APC when loaded properly from pier behind airport. If you fall overboard, you can simply spawn a Tula and get back on the ship.
<?xml version="1.0" encoding="UTF-8"?>
<CHandlingDataMgr>
<HandlingData>
<Item type="CHandlingData">
<handlingName>JAMES</handlingName>
<fMass value="1000000.000000" />
<fInitialDragCoeff value="10.000000" />
<fPercentSubmerged value="72.000000" />
<vecCentreOfMassOffset x="0.000000" y="-24.000000" z="-320.000000" />
<vecInertiaMultiplier x="1.000000" y="1.000000" z="1.000000" />
<fDriveBiasFront value="0.000000" />
<nInitialDriveGears value="1" />
<fInitialDriveForce value="8.000000" />
<fDriveInertia value="1.500000" />
<fClutchChangeRateScaleUpShift value="1.300000" />
<fClutchChangeRateScaleDownShift value="1.300000" />
<fInitialDriveMaxFlatVel value="20.000000" />
<fBrakeForce value="0.400000" />
<fBrakeBiasFront value="0.600000" />
<fHandBrakeForce value="0.700000" />
<fSteeringLock value="45.000000" />
<fTractionCurveMax value="1.000000" />
<fTractionCurveMin value="0.300000" />
<fTractionCurveLateral value="6.000000" />
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<fLowSpeedTractionLossMult value="0.000000" />
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<fPetrolTankVolume value="10.000000" />
<fOilVolume value="3.000000" />
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<fSeatOffsetDistZ value="0.000000" />
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<strModelFlags>8000000</strModelFlags>
<strHandlingFlags>0</strHandlingFlags>
<strDamageFlags>20</strDamageFlags>
<AIHandling>AVERAGE</AIHandling>
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<Item type="CBoatHandlingData">
<fBoxFrontMult value="0.700000" />
<fBoxRearMult value="0.700000" />
<fBoxSideMult value="0.700000" />
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<fRudderOffsetForceZMult value="1.000000" />
<fWaveAudioMult value="4.000000" />
<vecMoveResistance x="6.500000" y="500.000000" z="80.000000" />
<vecTurnResistance x="3.340000" y="2.300000" z="0.040000" />
<fLook_L_R_CamHeight value="4.000000" />
<fDragCoefficient value="1.000000" />
<fKeelSphereSize value="0.000000" />
<fPropRadius value="0.400000" />
<fLowLodAngOffset value="-0.01385818" />
<fLowLodDraughtOffset value="0.23926334" />
<fImpellerOffset value="3.110000" />
<fImpellerForceMult value="0.110000" />
<fDinghySphereBuoyConst value="0.000000" />
<fProwRaiseMult value="0.100000" />
<fDeepWaterSampleBuoyancyMult value="4.0" />
</Item>
<Item type="CVehicleWeaponHandlingData">
<uWeaponHash>
<Item />
<Item>VEHICLE_WEAPON_RADAR</Item>
<Item>VEHICLE_WEAPON_RADAR</Item>
</uWeaponHash>
<WeaponSeats content="int_array">
0
0
0
</WeaponSeats>
<fTurretSpeed content="float_array">
0.000000
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0.000000
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<fTurretPitchMax content="float_array">
0.000000
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<fTurretCamPitchMin content="float_array">
0.000000
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<fTurretCamPitchMax content="float_array">
0.000000
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</fTurretCamPitchMax>
<fBulletVelocityForGravity content="float_array">
0.000000
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<fTurretPitchForwardMin content="float_array">
0.000000
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</fTurretPitchForwardMin>
<fUvAnimationMult value="0.660000" />
<fMiscGadgetVar value="1.500000" />
<fWheelImpactOffset value="0.080000" />
</Item>
<Item type="NULL" />
<Item type="NULL" />
</SubHandlingData>
</Item>
</HandlingData>
</CHandlingDataMgr>
UPDATE: Perfected Handling.Meta for USS Dwight Eisenhower aircraft carrier for improved speed, maneuverability, and stability.
<?xml version="1.0" encoding="UTF-8"?>
<CHandlingDataMgr>
<HandlingData>
<Item type="CHandlingData">
<handlingName>nimitz</handlingName>
<fMass value="1000000.000000" />
<fInitialDragCoeff value="20.000000" />
<fPercentSubmerged value="36.000000" />
<vecCentreOfMassOffset x="0.000000" y="-24.000000" z="-98.000000" />
<vecInertiaMultiplier x="1.000000" y="1.000000" z="1.000000" />
<fDriveBiasFront value="0.000000" />
<nInitialDriveGears value="1" />
<fInitialDriveForce value="8.50000" />
<fDriveInertia value="7.500000" />
<fClutchChangeRateScaleUpShift value="1.300000" />
<fClutchChangeRateScaleDownShift value="1.300000" />
<fInitialDriveMaxFlatVel value="150.000000" />
<fBrakeForce value="0.200000" />
<fBrakeBiasFront value="0.500000" />
<fHandBrakeForce value="0.200000" />
<fSteeringLock value="120.000000" />
<fTractionCurveMax value="0.000000" />
<fTractionCurveMin value="0.000000" />
<fTractionCurveLateral value="8.000000" />
<fTractionSpringDeltaMax value="0.100000" />
<fLowSpeedTractionLossMult value="0.000000" />
<fCamberStiffnesss value="0.000000" />
<fTractionBiasFront value="0.950000" />
<fTractionLossMult value="1.000000" />
<fSuspensionForce value="3.000000" />
<fSuspensionCompDamp value="0.000000" />
<fSuspensionReboundDamp value="0.000000" />
<fSuspensionUpperLimit value="0.000000" />
<fSuspensionLowerLimit value="0.000000" />
<fSuspensionRaise value="0.000000" />
<fSuspensionBiasFront value="0.000000" />
<fAntiRollBarForce value="0.000000" />
<fAntiRollBarBiasFront value="0.000000" />
<fRollCentreHeightFront value="0.000000" />
<fRollCentreHeightRear value="0.000000" />
<fCollisionDamageMult value="0.000000" />
<fWeaponDamageMult value="0.000000" />
<fDeformationDamageMult value="0.000000" />
<fEngineDamageMult value="0.000000" />
<fPetrolTankVolume value="2.000000" />
<fOilVolume value="3.000000" />
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<fSeatOffsetDistY value="0.000000" />
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<nMonetaryValue value="40000" />
<strModelFlags>80008000</strModelFlags>
<strHandlingFlags>04000000</strHandlingFlags>
<strDamageFlags>20</strDamageFlags>
<AIHandling>AVERAGE</AIHandling>
<SubHandlingData>
<Item type="CBoatHandlingData">
<fBoxFrontMult value="0.700000" />
<fBoxRearMult value="0.700000" />
<fBoxSideMult value="0.700000" />
<fSampleTop value="0.010000" />
<fSampleBottom value="0.100000" />
<fAquaplaneForce value="0.100000" />
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<fAquaplanePushWaterCap value="0.700000" />
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<vecMoveResistance x="6.500000" y="500.000000" z="80.000000" />
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<fLowLodDraughtOffset value="0.23926334" />
<fImpellerOffset value="3.110000" />
<fImpellerForceMult value="0.110000" />
<fDinghySphereBuoyConst value="0.000000" />
<fProwRaiseMult value="0.400000" />
</Item>
<Item type="CVehicleWeaponHandlingData">
<uWeaponHash>
<Item>VEHICLE_WEAPON_RADAR</Item>
<Item>VEHICLE_WEAPON_RADAR</Item>
<Item>VEHICLE_WEAPON_RADAR</Item>
<Item />
</uWeaponHash>
<WeaponSeats content="int_array">
0
0
0
</WeaponSeats>
<fTurretSpeed content="float_array">
0.000000
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<fTurretPitchMin content="float_array">
0.000000
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<fTurretPitchMax content="float_array">
0.000000
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<fTurretCamPitchMin content="float_array">
0.000000
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</fTurretCamPitchMin>
<fTurretCamPitchMax content="float_array">
0.000000
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<fBulletVelocityForGravity content="float_array">
0.000000
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</fBulletVelocityForGravity>
<fTurretPitchForwardMin content="float_array">
0.000000
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</fTurretPitchForwardMin>
<fUvAnimationMult value="0.000000" />
<fMiscGadgetVar value="0.000000" />
<fWheelImpactOffset value="0.000000" />
</Item>
<Item type="NULL" />
</SubHandlingData>
</Item>
</HandlingData>
</CHandlingDataMgr>
UPDATE: Perfected Handling.Meta for USS Dallas Submarine to allow full surface fighting capability with Homing Missiles, smoother surface cruising, gentler and even diving, less vulnerability to crush depth, automated surfacing to periscope depth when idle, and the ability to stand on top for prolonged periods of fighting with Homing Missiles, also fixed capsizing issue with perfect stability even when grounded in shallow waters.
<?xml version="1.0" encoding="UTF-8"?>
<!-- MKEEZAY30-GTA REALISM 0.6.2 & DILAPIDATED-REALISM DISPATCH ENHANCED 2.3-->
<CHandlingDataMgr>
<HandlingData>
<Item type="CHandlingData">
<handlingName>RHIB</handlingName>
<fMass value="2000.000000" />
<fInitialDragCoeff value="1.000000" />
<fPercentSubmerged value="50.000000" />
<vecCentreOfMassOffset x="0.000000" y="-0.900000" z="-0.500000" />
<vecInertiaMultiplier x="1.000000" y="1.000000" z="1.000000" />
<fDriveBiasFront value="0.000000" />
<nInitialDriveGears value="1" />
<fInitialDriveForce value="16.000000" />
<fDriveInertia value="1.500000" />
<fClutchChangeRateScaleUpShift value="1.300000" />
<fClutchChangeRateScaleDownShift value="1.300000" />
<fInitialDriveMaxFlatVel value="125.000000" />
<fBrakeForce value="0.400000" />
<fBrakeBiasFront value="0.600000" />
<fHandBrakeForce value="0.700000" />
<fSteeringLock value="35.000000" />
<fTractionCurveMax value="0.000000" />
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