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CaptainX3
04-23-18, 04:07 AM
NEW PLAYABLE SUBS & MORE MOD v2.0.0 RELEASED

The first post-expansion release of the mod is now public. Please head to the link below to download. It is extremely vital that you read notes on the main page before downloading the mod, especially the notes at the top and the "Other Important Changes" section right below the list of playable subs.

Link: https://github.com/CaptainX3/CW-Playable-Subs


Other Important Changes


Player home base in SCS campaign changed to Okinawa, since it is a much more likely location for a US sub base in this theater of operations, and hopefully will somewhat ease the issue of automatically failing your mission whenever you need to rearm.
Minimum aircraft distance to allow exiting a mission (NearbyAircraftMinDistance) changed from 10000 to 3500, so you're not stuck waiting forever for aircraft to disappear after you sink their mothership.
Sonar signatures have been reworked. You will see the entire vessel list when playing single missions, but the campaign singature libraries have been left as they were in vanilla, since none of the new subs in this mod will appear in the campaigns.
In this version of the mod, there is only ONE version of each sub instead of separate vanilla and playable versions like before. (This means that the playable Yasen you love will also be the Yasen you face in the campaigns and single missions.)

Richard G
04-23-18, 07:19 AM
Don't like the Okinawa home base. The sub base is in Guam, they're not in Japan because they can be bombed to hell by red air.

CaptainX3
04-23-18, 09:30 AM
Don't like the Okinawa home base. The sub base is in Guam, they're not in Japan because they can be bombed to hell by red air.

You can reset it back to Guam by deleting the override\campaign\campaign003\campaign_data.txt file and the override\campaign\campaign003\language_en folder.

To be accurate, the US actually has a naval base in Yokosuka, and in the novel SSN, which the campaign is based on, the USS Cheyenne always rearmed and repaired at the sub tender McKee which anchored in Subic Bay, after which the Navy sent SeaBees to build a small base and airfield. However, I ran into problems moving the base to Subic Bay, kept getting "pulled" into port during missions.

ETR3(SS)
04-24-18, 01:23 AM
Don't like the Okinawa home base. The sub base is in Guam, they're not in Japan because they can be bombed to hell by red air.
I'd second this. That and Oki is a Marine base with no, or next to no, naval support facilities. Yoko would be the next probable but Guam is really the best option. Keep in mind the geographical and political difference between the Lant and Pac. Just my two cents though.

CaptainX3
04-24-18, 05:42 AM
I'd second this. That and Oki is a Marine base with no, or next to no, naval support facilities. Yoko would be the next probable but Guam is really the best option. Keep in mind the geographical and political difference between the Lant and Pac. Just my two cents though.

True, but also notice the port image when you enter port at Guam... it shows a submarine tender anchored in a harbor, not an actual naval base, so in theory, the "base" depicted could literally be anywhere. I chose Okinawa because its closer to the mission area (but not too close) and the US has a presence there in real life.

For those who want to change it back, simply delete the files I mentioned above. Personally I wanted to try to complete a campaign without failing the mission every time I need to repair or rearm. Guam is too far away from the mission area with the mission time limits that are in place.

Beedo
04-24-18, 07:23 PM
Is there a way to make only Nato subs available for blue campaign and only Chinese/Soviet available for red?

Thanks for the quick update on the mod btw, love the new subs!

CaptainX3
04-25-18, 03:15 AM
Is there a way to make only Nato subs available for blue campaign and only Chinese/Soviet available for red?

Thanks for the quick update on the mod btw, love the new subs!

Sure, you can choose what subs are available to the player in the override/campaign/campaign###/summary.txt file. At the moment, there's no reason to limit player options because there is no Red campaign, the 3 campaigns in the mod are the same vanilla campaigns all playable from the US side.

The developer of the Soviet campaign that used to be in the mod has gone inactive and can't be reached, so there aren't any new campaigns in this version.

Beedo
04-25-18, 04:11 AM
I see, that's a shame. Still, thank you for the info! :Kaleun_Salute:

PacificWolf
04-25-18, 05:15 PM
Awesome work on the mod, can't stop playing the Yasen class and found a little bug with the stern planes:

https://image.ibb.co/eK2AzH/20180426000848_1.jpghttps://image.ibb.co/bFcM6x/20180426000840_1.jpg

CaptainX3
04-25-18, 06:45 PM
Awesome work on the mod, can't stop playing the Yasen class and found a little bug with the stern planes:

Yeah, we've reported that to the devs because it's a bug with the model itself, only they can fix it.

CaptainX3
04-25-18, 07:53 PM
Hey guys, I have been told by the devs that they didn't change how campaign files worked in the beta, so I can actually add back all of the campaigns the mod had before, I just have to re-add all of the vessels that were made for them. I'll do that for the next update.

UPDATE: Sorry guys, I gave it my best shot, but it didn't work. The realism nuts wanted every single weapon and sensor on the face of the Earth in the mod, even though it wasn't needed, and I can't make heads or tails of the entire mess.

Unfortunately I don't have the time to go back and edit every file to make it all work, so we're stuck without other campaigns now because of the insistence of realism nuts that everything MUST be in the mod, even if it only does 1 point of damage more than the previous version. So thank them for that.

The only possible way to make the old campaigns work is to go in and change all of the US vessels we made before into Russian vanilla ships. That would solve the weapon and sensor problems and they'd work.

MR. Wood
04-26-18, 04:06 PM
Great fast work guys. Anyone going to rework some of the models in the mod for some of us? Yes I know many more important things to do first also bug report when selecting Seawolf class for the SCS campaign only getting Jimmy Carter tried it five times and Just that boat. Anyone think about if its even possible to streach seawolf a little and make the Real USS jimmy Carter. Or maybe USS Parche. Wish I knew anything about doing models so I could help
Keep up the great work .:Kaleun_Salute:

CaptainX3
04-26-18, 05:25 PM
Great fast work guys. Anyone going to rework some of the models in the mod for some of us? Yes I know many more important things to do first also bug report when selecting Seawolf class for the SCS campaign only getting Jimmy Carter tried it five times and Just that boat. Anyone think about if its even possible to streach seawolf a little and make the Real USS jimmy Carter. Or maybe USS Parche. Wish I knew anything about doing models so I could help
Keep up the great work .:Kaleun_Salute:


I'd love to be able to do that, but we can't change the models. We can kitbash different parts together, which is what we've done with some of the new subs, but we can't scale models, change them, or add new ones. And not all models have separate parts... for instance, the pumpjet on the Seawolf is part of the base model, so we can't use it anywhere else.

CaptainX3
04-26-18, 06:49 PM
MOD UPDATED!

Download: https://github.com/CaptainX3/CW-Playable-Subs/releases

sgtscuba
04-27-18, 11:52 AM
I've downloaded and installed the 2.1.0 version and installed it on a clean copy of the game. When I launch the game though, it won't launch but gives me a message saying I am missing "USN_mk48_adcap_description.txt" from my default directory (clean install doesn't complain).

Do I need to use the beta build of the game to use this mod?

I'm using 1.09e

Aktungbby
04-27-18, 04:35 PM
sgtscuba!:Kaleun_Salute:

Krauter
04-29-18, 01:21 AM
Keep getting a missing Mk48 Description is missing text when I launch. Have re downloaded 2.1 and the game numerous times but it keeps popping up.

Overkill
04-30-18, 07:40 PM
MOD UPDATED!

Download: https://github.com/CaptainX3/CW-Playable-Subs/releases

Greatly appreciate your efforts on this! :D

CaptainX3
04-30-18, 08:39 PM
Keep getting a missing Mk48 Description is missing text when I launch. Have re downloaded 2.1 and the game numerous times but it keeps popping up.

I've seen a couple people with this issue but I can't reproduce it. Are you using the Steam version of the game and opted into the beta? That's required. Aside from that, I can only recommend deleting the override folder and attempting to install the mod again. It's working fine on my end and all of the other mod devs, I can't say for sure what is causing this issue.

Just to be 100% clear... I'm not accusing you or anyone else of anything, but the mod will never work on pirated copies of the game. I will make sure of that to the best of my ability.

FlashKick9000
05-01-18, 05:03 PM
Hey there i Downloaded the newest file and installed it how you supose to do.

But now, when i'm starting Cold Waters the game says: Missing File:
Steam/steamapps/.../default/.../"usn_mk48_adcap_description"

Just to see if the mod works i copied a nother file and renamed it to the file that is missing. But then another file was missing. so i copied, renamed, restarted the game for a bout 15 minutes. could you please fix this issue?

Keep up the good work :D

jimcarrel
05-30-18, 08:15 PM
You will have missing files if you haven't opted into Cold Waters beta.

LeonGER
07-29-18, 07:28 AM
I cant play campaign
It just throws me on the map with no icons or anything

Sieger95
10-04-18, 08:11 AM
question: can you make one or multiple WWII subs from germany?
would be awesome.

Aktungbby
10-04-18, 10:23 AM
Sieger95!:Kaleun_Salute:...& FlashKick9000!:Kaleun_Salute:

LiquitHQ
02-10-19, 01:34 PM
heya,

I 've been playing this mod in the past and I never have seen this -> PBS World Map.exe before looking at the readme and on GitHub I only see one reference 18 days ago from this written post but nothing that explains what it is for.

My AV is flagging it as malware so I would like to know what it is for and why it is even there since i do not see any instructions to use it!

Best of regards o7

Kevin

CDR DPH
02-10-19, 06:22 PM
I have a fairly recent build installed and I do not have that file on my system. Granted all I did was copy the override directory from within the downloaded archive. I did not bother with any other files that may have been in the downloaded file.

Ramius
02-11-19, 12:15 PM
heya,

I 've been playing this mod in the past and I never have seen this -> PBS World Map.exe before looking at the readme and on GitHub I only see one reference 18 days ago from this written post but nothing that explains what it is for.

My AV is flagging it as malware so I would like to know what it is for and why it is even there since i do not see any instructions to use it!

Best of regards o7

Kevin

It modified the resource.assets file to add in the required images to allow for a whole world map to work.
I checked it with m own AVG and numerous online scanners before I uploaded it = all reported clear.
Now i'm having the same av issues with it - all it will stop from working is the whole world map selection in the mission editor.
I will find another way to make this work (other than uploading the .assets file as a whole :( )

Edit = Just removed this from Github repo - currently looking into other ways to sort this out.