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File Name: 2004 Campaign (NATO and RUSSIAN) (139.42 MB) Download
Author: LTJGBeam (Uploaded by LTJGBeam)
Date Added: 07-03-17
Downloads: 11868
Grade: A
Description
Mod Update # 11: 06/30/2019
Upload to correct Damage Control Screen issue. Let me know if the problem continues. It appears something got screwed up/corrupted on the last upload.


Mod Update # 10: Date: 02/12/2019
Fixes missing AWARD.TXT issue.


Mod Update # 9b: Date:07/04/2018
Resync of files for 1.15e.


Mod Update # 9a: Date:06/29/2018
Updated Ula Class to remove active sonar based on input from an Ula Submariner. Thanks LCDR for your continued help on the Ula. Note: The game didn't like just setting ActiveSonarModel=FALSE to accomplish this (probably because the HUD has a hardcoded button for active mode) so I had to get a little creative. It appears to be working. Let me know if any issues occur.

Fixed a couple of ship name typos in 2004 Russian campaign. This may have been the cause of the blank mission screens in the campaign.

Akula II and Sierra II submarines should properly display now in the signatures panel in the campaign as well.

Added the OHIO SSGN back into the 2004 Campaign as a playable sub.

Added UK and Norwegian Subs to playable subs in Quick Missions 2004 option.


Mod Update # 9: Date:06/24/2018
Resync'd for Update 1.15d.
Updated Ula Class with Harpoon, TASM, and TLAM capability based on input from an Ula Submariner. It also makes Ula able to complete the TLAM Mission in the Campaign, so BONUS!
Added North Atlantic 2004 NATO vs Russia
North Atlantic 2004 Russia vs NATO
to the Quick Mission Selections. All 2004 Campaign NATO and Russian Units now usable in the Quick Mission Editor.


Mod Update # 8a: Date:06/05/2018
Corrected issue causing YASEN CLASS props to not rotate.
More work on the ULA model based on information from someone who served aboard the class.


Mod Update # 8: Date:06/04/2018
Resync'd for Update 1.15.
Replaced the SEAWOLF and VIRGINIA Models with the official SEAWOLF model released by Killerfish Games in 1.12.
Replaced the LOS ANGELES Flt II and LOS ANGELES Flt III models with he official models released by Killerfish Games in 1.12.
Reworked ULA and HAUK Models.
Cleanup of general campaign files, and general 1.15 sync.


Update Date: 01/02/2018 8:09 PM

2004 Campaigns for NATO and Russia sync'ed for 1.09e.

How to install:

NOTE: When installing this mod, you must do a clean install to guarantee it will work. If you merge the mod with other mods, I cannot guarantee it will work. If you already have an override folder, I suggest you rename it as override_hold, and then install the override folder for this mod as detailed below. If after installing this way, the mod will not work, then it is probably necessary to uninstall COLD WATERS, and then reinstall it before installing this Mod. This will ensure a clean install.


To install the Mod, drag and drop the included Cold Waters override folder to wherever your Cold Waters default game folder is:

Usually this is C:\Program Files (x86)\Steam\steamapps\common\Cold Waters\ColdWaters_Data\StreamingAssets\

Copy the override folder into StreamingAssets. You will have the original game default folder, plus the new override folder when complete.

The Mod will modify the campaign list to add the new campaign, the 2 default campaigns will still be playable and the 2004 Campaign will not overwrite any of the existing campaigns data.

Mod feature list:
Mod Update # 6c: Date:09/22/2017 2220
Fixes for Los Angeles based Flt II & III models due to minor changes in the Narwhal base model in 1.08c. This should be the last of the subs needing fixing. Next up the Surface Ships. That will take a while, but appears purely cosmetic...

Mod Update # 7 Date: 01/02/2018 8:09 PM
2004 Campaigns for NATO and Russia sync'ed for COLD WATERS 1.09e.


Mod Update # 6c: Date:09/22/2017 1240
Hot Fix for Seawolf model due to minor changes in the Narwhal base model in 1.08c. I had to uninstall and reinstall COLD WATERS, update to Beta 1.08c, then add the 2004 Mod to get everything working correctly.


Mod Update # 6b: Date:09/22/2017
Fixes for more model changes in the base models in 1.08c. I had to uninstall and reinstall COLD WATERS, update to Beta 1.08c, then add the 2004 Mod to get everything working correctly.


Mod Update # 6a: Date:09/21/2017
Fixes for changed propeller size on Seawolf and Virginia, other Model fixes for changes in the base models, and a fix for the missing usn_mk45_description in 1.08b.


Mod Update # 6: Date:09/17/2017
Sync weapons, sensors, aircraft, vessel, and dictionary files for changes in 1.08.


Mod Update # 5a: Date:09/06/2017
Hot Fix for typos in mission files. These may be the cause the intermittent game freeze during a mission or after completing a mission. One was in SSBN_PATROL_1 of the Russian Campaign, and may also account for the reported issue with the SSBN Patrol mission not ending correctly.


Mod Update # 5: Date:09/04/2017
Fix for the intermittent game freeze during a mission or after completing a mission. Took a while to duplicate, but hopefully this is corrected now.

Further improvements to the models in the mod. Tweaked and refined Pump Jets on several sub models.

Finished the Modelling of the Nimitz Class CVN in the Russian Campaign, so now the Carrier looks more like an American CVN. It's a little clunky, but for now it'll have to do.

Made the OHIO-class SSGN Refit playable in the 2004 NATO Campaign, per player requests.

Several mission and ship descriptions corrected for spelling and clarity.


Mod Update # 4a: Date:08/22/2017
Hot Fix to resolve an intermittent crash when attempting to classify SIERRA II in the Campaign. Thanks to ChaosphereIX for reporting this.


Mod Update # 4: Date:08/20/2017
Added USS VIRGINIA-class SSN 774. While only USS Virginia was in commission in 2004, in the interest of playability, I have made all of the Block I SSN-774 available in the 2004 Campaign. I have to thank Goldfish716 for coming up with his Pump Jet technique. It vastly improves the look of VIRGINIA and SEAWOLF (as well as other subs in the mod)!

Tubes 7 & 8 should now be working properly on Seawolf, Akula, and Sierra. Thanks to KILLERFISH GAMES for the fix on that.

Added the UUM-125A Sea Lance to the 2004 Campaigns. While cancelled in reality, in the conjectural WWIII of COLD WATERS, it has been highly requested in the Mod. Thanks to LeopardDriver, The Bandit, and ETR2(SS) here on SUBSIM.COM for supplying the information that got this working completely!

Added the Royal Navy to the 2004 NATO Campaign. Swiftsure=class SSN, Trafalgar-class SSN, Upholder-class SS are playable. Based out of Holy Loch/Falsane.

Updated SSN 21 Seawolf model to add the Pump Jet using Goldfish716's Technique. Thanks again to him for coming up with the technique, and for designing the spreadsheet that make implementing this a breeze.

Added a new RUSSIAN 2004 Campaign that exists alongside the the original campaigns, and the 2004 NATO Campaign. Same back story as 2004 Campaign, but played from Russian POV. Akula I, Akula II, Sierra I, Sierra II, Victor III, Victor II, Alpha class SSN's and Kilo, Tango class SS are Playable. Home Port is Murmansk, and Opponents are US, UK, and Norwegian Vessels and Submarines (modified from the Russian Surface Ships and Subs, since we can't access the models, but with modifications made using existing components).

All Modded Subs and Ships should now properly display damage when hit by weapons.

This Mod Update has been tested/synced with the 1.07c Beta Update. Please report any glitches encountered.


Mod Update # 3:
Land War updated to match the Campaign Backstory. Extensive changes to the Campaign Map. All mission orders/events should now refer to Russia/Russian Federation instead of Soviets/Warsaw Pact. Adjusted some mission's number of enemy vessels since there are more capable units in 2004. Still issues with the Tube 7&8 reloads, but we will have to wait for Killerfish Games to address that. I left Tubes 7&8 active on SSN-21.

This Campaign is now relatively finished. I will attempt to address any issues reported, and I will keep it in sync with any patches released. Next up, I'm going to attempt a 2004 Russian Campaign using the knowledge I've gained creating this.


Mod Update #2:

Quote:
Originally Posted by Wiz33 View Post
Read the following in the 1.05b patchnote:

"Number of functional torpedo tubes no longer limited to 6"

Does that mean we'll see 8 tubes in the Seawolf
Thanks to Wiz33 for bringing this to my attention:

That means I've added Tubes 7 & 8 to the Seawolf for the 2004 Campaign.

and have uploaded the newest update to the 2004 Campaign MOD.

I also am using this update to improve the "look" of the Seawolf in the MOD.

Seawolf has a Sail forward and stubbier appearance as she is wider than the LA and shorter as well. Because of this I've changed to using the Narwhal as the base model since it has a Sail Forward design as well. I also turned off the TB-16 Towed Array/support tube graphic and the WLR-9 on the model to gice her cleaner lines. Let me know what you think.

I've also squashed a few bugs that Jive Turkey has hit in his live streams (I think.) Files should now be completely in sync with 1.05b. I believe the "Flying Dutchman" Ship was caused because my campaign was written during the 1.03 - 1.04 time frame and a couple of files were out of sync. I have not been able to replicate the Flying Sub.

Weapons.txt being synced to 1.05b for example seems to have resolved a couple of glitches I had noticed. An example is you should no longer see a black screen behind the Kotlin Class in the Unit Reference. Syncing weapons.txt to 1.05b resolved that issue.



Mod Update # 1: Thanks to Smokeykane's post on the Quick and Dirty 688(i), I have used his technique to remove the sailplanes from the SSN-21 and SSN-751 Flt III models sail and put bow planes on both subs. It's not perfect because the sailplane fairings are still present on the 3D Model, but it's a good fix until Killerfish releases actual Seawolf and LA fLT III models. A big thanks to Smokeykane for the tip!

- All new 2004 campaign that exists alongside the original campaigns.

- Playable Seawolf (SSN-21), Los Angeles Flt II, and Los Angeles Flt III Class Submarines. Sorry folks, I had to use the existing LA model as there is no way to currently add new models (per Killerfish Games). I did create a new Damage Control Tab for Seawolf and the LA Flt III, so you'll see the correct sub silhouettes there.

Seawolf only has 6 Torpedo Tubes. While I can set the files for 8 Tubes, and they will correctly display as two sets of 4, tubes 7 & 8 will not fire. I am still working on this, but it may be "hard coded" since the Skipjack Class only has 6 Tubes in game. Still working to see if I can figure this out.

- Added the BQQ-10 Hull Sonar, TB-23 Towed Array, and TB-29 Towed Array in Sensors.txt.

- Added Mk. 48 ADCAP to Weapons.txt. ADCAP is default Torpedo for SSN-21 and LA Flt II/III. Mk. 48 ADCAP is Swim Out enabled on SSN-21, so no launch transient.

- Added the Russian Akula and Sierra II Class Subs as AI opponent vessels, so you will have more capable opponents. Again, as there is no way to currently add new models (per Killerfish Games), so I used the Victor III as the Akula model, and the Sierra model for the Sierra II.

Let me know if you encounter any bugs.

Salvo Regards,


Howard C. Beam, LTJG(SSH), USNSCC
Images
2004 Campaign (NATO and RUSSIAN) by LTJGBeam on 07-03-17
2004 Campaign (NATO and RUSSIAN) by Onkel Neal on 09-01-17

You must be registered with this forum to download files. If you are registered and getting this message,
then the Downloads section is experiencing heavy load volumes and has been temporarily restricted to members
who are in the Subsim Navy (donors). Please try again later.

 

Become an officer in the Subsim Navy here and have your download limit increased to 25, 35 or even 60 a day! Click here to join.

A website this big uses a lot of bandwidth and needs a really powerful server to stay online day after day, for 20 years. Thanks for the support!



Comments
alex2011
07-25-17 at 06:46 AM
i cant start campaign because start button wont work!!
mpow66m
08-06-17 at 09:27 AM
start button wont work
dashingrapscallion
08-06-17 at 05:48 PM
Having trouble in one aspect: The game freezes when I try to load a saved 2004 campaign. Anyone else having this issue?
brolof
01-29-18 at 08:50 PM
It has an issue with not letting you leave the thing when you are briefed about a mission on the Russian side
RisingSunBall
08-26-17 at 02:05 PM
When playing the russian campaign and being assigned the carrier attack mission, no ships spawn, and after a while I get the mission failed statement. After acknowledging the news statement, I am brought back to the mission failed statement, but I can't exit out of it. Please fix this bug!
Pizco
01-30-18 at 11:39 PM
Hello. Thank you for your time and dedication to create this extraordinary campaign. For now it works perfectly. Thanks again
ClaudiuC
08-28-17 at 08:36 AM
Virginia should be 35 knots not 33.
Most of the online sources I've read put it at 35 knots.
ClaudiuC
08-28-17 at 08:43 AM
Virginia class speed 35knots 1600 ft test depth
stratege1401
08-28-17 at 05:49 PM
First, thank you for your very impressive hard work !!!

I just install your mod, on a fresh 1.07b version, and so far, this is even working better than the vanilla game.

Very impress. Playing the seawolf is just a pleasure !!!

Thank again
jacobaubertin
08-29-17 at 03:39 PM
I can't slow down the Akula! Are we trying to simulate the way the real Akula runs in a way I don't understand, or is this a bug?

Q and Z don't respond, and clicking the Helm numbers doesn't work either. I have to manually click the speed down to 5, which works, but the screw is still spinning at FLANK speed.
dbharry56
08-31-17 at 03:38 PM
Is there a possibility of an Ohio SSGN, 144 tomahawks and SEALS
canuckwarrior71
09-01-17 at 04:24 PM
Very nice campaign and more diversity around the missions as well.

Just one problem can't finish a TLAM mission at all. Even with all parameters on the green I have a failure.

Samuelbbrandt
09-08-17 at 04:55 PM
russian "screws" does not turn faster with higher speed selected, nor does the helmsman report selected speed verbaly?
NapoleonAK
09-13-17 at 03:11 AM
thank you very much for creating the mod

there is no Night vision

and when i load a campaign after completing the battle i get a black screen


NapoleonAK
09-15-17 at 04:21 PM
the night vision doesnot work its hard to spot ships in the night

please fix it
Rangrath
09-18-17 at 08:04 PM
I just downloaded this mod and added it to a clean install per the "read me" file and I keep getting the following error.

ERROR: "file://E:SteamLibrary/Steamapps/common/Cold Waters/ColdWaters_Data/StreamingAssests/default/language_en\weapon\usn_mk45_description.txt" not found

I've tried uninstalling and reinstalling a few different times and I still get the message.

I have taken a screen shot and can upload it if necessary.

Thanks for your help.
LTJGBeam
09-20-17 at 12:59 AM

ERROR: "file://E:SteamLibrary/Steamapps/common/Cold Waters/ColdWaters_Data/StreamingAssests/default/language_en\weapon\usn_mk45_description.txt" not found


I will have to check on this. Since I haven't modified the description of the mk 45 it should be using the one in the default folder...

Thanks for the report.
blackknight16
09-20-17 at 07:08 PM
@LTJGBeam

I am running into the same problem as Rangrath. Followed the readme and dragged the override folder in to the StreamingAssests folder but the game fails on launch. Same error message with the "usn_mk45_description.txt" file not found. Any suggestions?
vlad_bush
07-06-17 at 11:13 PM
Ok I will just post imgur link

http://imgur.com/a/wcqbC
vlad_bush
07-06-17 at 11:14 PM
oh and change the number of wires to 8 as well (duh)
LTJGBeam
07-06-17 at 11:55 PM
@vlad_bush

Thanks for your advice. I had already done all the steps you outline, but until 1.05b patch 6 tubes was the "hard coded" max. Now that 1.05b is out I have updated the 2004 Campaign Seawolf class to have 8 tubes. And as you state, it works with the latest patch.

In have already uploaded the new version, so download and enjoy!
strykerpsg
07-07-17 at 12:33 AM
Any chance of merging this mod with Playable Russian Sub mod? I ask because his mod has grown and merged with a few other mods, making the chances of a crash far less likely.

Anyway, just a thought. Thanks for the work.
LeopardDriver
07-07-17 at 02:40 AM
When I try to add Torpedos 7 and 8, torpedo 8 still won`t work for me. I can shoot, but I cannot change the load properly. Any ideas?
LTJGBeam
07-07-17 at 03:09 PM
Congrats washabi202 -- Glad you got it installed!

argonath -- Yes, I've found that if the MOD is out of sync with the current latest version it can do a few weird things; probably because I had to mod the sensors.txt and weapons.txt files to add the newer subs. I have those modified files in the overide folder, but when you run the campaign they take precedence and overide the base game files. So if you aren't in sync, it can cause issues. When they update to 1.06, the first thing I will have to do is resync the MOD to that version...
LTJGBeam
07-07-17 at 03:10 PM
Congrats washabi202 -- Glad you got it installed!

argonath -- Yes, I've found that if the MOD is out of sync with the current latest version it can do a few weird things; probably because I had to mod the sensors.txt and weapons.txt files to add the newer subs. I have those modified files in the overide folder, but when you run the campaign they take precedence and overide the base game files. So if you aren't in sync, it can cause issues. When they update to 1.06, the first thing I will have to do is resync the MOD to that version...
Zethoel
01-12-18 at 11:27 PM
Can't download it
CaptainX3
07-08-17 at 11:05 AM
If, sometime in the future, you'd like to try to combine this mod with Playable Russian Subs, please feel free to contact me and I'd be happy to work together to see if we can make it happen.

We have a lot of the same subs in both mods, and I'm sure we're both balancing things differently. I changed the balance in PRS yesterday because of some surprising info from the devs on how the sensor numbers actually work, things I didn't know LOL.

Anyways, if you're interested in working together at all, feel free to contact me. I'm on the CW Discord channel here: https://discord.gg/caD9q9c
Flashblade
07-09-17 at 05:31 AM
I am enjoying this mod very much, Seawolf is awesome. Unfortunately reloading torpedo tubes 7 and 8 on her is pretty bugged. When you press reload you never see the transparent selection the tube just remains empty. Also the graphic of the weapon being loaded gets stuck at a certain point or the tube doesn't get reloaded at all or all of a sudden it contains a weapon. It is pretty much unusable like this. I just had a TLAM mission, shot 10/8 at the target and the mission still failed. The Debrief of the mission was also bug in that it showed me the variables like for remaining weapons instead of what number of weapons these variables should hold and I got the failure outcome instead of a win.

Keep improving this please
ppistolb
07-11-17 at 09:23 PM
Is anyone else having a problem running the 2004 campaign and the more playable subs mod simultaneously?
ChaosphereIX
07-12-17 at 03:13 AM
they are not meant to be played at the same time

would be nice if the two creators worked together to combine the two mods...


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