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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: 11865
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.

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Comments
strykerpsg
07-12-17 at 07:12 AM
Any chance of adding the Sea Lance to this mod, especially since we are in the 21st Century and Sea Lance would surely have matured into a very good piece of stand off kit, especially to counter the possible shkval.

Each time I add the Sea Lance lately, the sprite does not appear in the loadout, though the writing does, so not sure how it changed in the last few days, but not working in this campaign now.

Just a suggestion
Rangrath
09-20-17 at 07:10 PM
In reply to this:

"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."

That's the problem; the default folder also doesn't have a mk 45 description. I checked a clean install of the game and it doesn't come default with a mk 45 description. I wonder if a line of code pointing to the mk 48 .txt file somehow got changed to read mk 45? Any way; thanks for the quick reply.
hawg63
09-21-17 at 12:23 PM
Hey Guys,

Ive added the override folder as directed and now when I start the game it says "missing usn_mk45.txt not found"

Any ideas?

Thanks
DelsArt
01-03-18 at 11:21 AM
Thank you it works perfectly on my Beta 109.e
jojo72
01-02-18 at 07:50 AM
I wish you can upgrade this mod to accomodate 1.09e, thanks
jojo72
01-03-18 at 05:55 AM
Thank you for the update for 1.09e. You're the best
stratege1401
01-03-18 at 06:09 AM
nice work... having no time to play actually. reworking on a Debian/Openmediavault/nextcloud/letsencrypt project...

We are using github to work.

You should do the same ...
LTJGBeam
09-22-17 at 12:58 PM
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.
LTJGBeam
09-22-17 at 10:35 PM
Mod Update # 6d: Date:09/22/2017 2220
Fixes for Los Angeles based Flt II & III models due to minor changes in the 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 should be pretty stable again. Let me know if issues occur in this thread.

Mavrick69
09-23-17 at 02:25 AM
Hey,

Been playing this mod for a while and love it.

However have been waiting for you to fix a typo for a while. The Scotish Sub Base is at Faslane, not Falsane..

Cheers Mav
Mavrick69
09-23-17 at 02:29 AM
Just one point. The Scotish Sub base is at "Faslane" not "Falsane" small typo problem.....
LTJGBeam
09-23-17 at 12:09 PM
Thanks Mav, I hadn't noticed the "Falsane" typo. Another case where my fingers and brain aren't in sync. I will correct this next update. Thanks for the report.
knight2169
09-24-17 at 07:11 PM
Yes this with the playable Russian subs would be awesome and I hope that is does happen!
wojkun
09-26-17 at 02:03 AM
hello,

I have issue with 1.07c :

ERROR: "file://E:SteamLibrary/Steamapps/common/Cold Waters/ColdWaters_Data/StreamingAssests/default/language_en\weapon\usn_mk45_description.txt" not found
sajo32
12-29-17 at 07:16 AM
The 2004 campaign no longer works after last Update !!!!. Please fix. THX
gobuchul74
12-28-17 at 01:09 PM
This mod is broken now. Tried multiple time with a clean install. May have been due to 1.09 release.
MICHAEL90
10-04-18 at 11:14 PM
may I ask why it said campaing 044 awards.txt not found
EagleBeak
10-14-17 at 09:04 AM
Having GUI issues here.

Upon completion of about 1 of every 4 missions, in the debrief screen there is no "continue" button, which essentially means the last 5-45 minutes of gameplay are lost, because I must close the game and start up where I last saved.

This has been occurring for over a month. I remember now why I hadn't played in a while
Overkill
10-30-17 at 04:17 PM
Finally had a chance to play some this weekend and used the mod. Great work! Can't wait for when you're able to add new models in for all the new subs and ships you've added.
welderfox
12-27-17 at 07:17 AM
Help !!


wp-at-1-description.TXT not found
DJBF
11-26-17 at 01:00 PM
Would just like to inform you that if you get sunk but rescued by NATO forces, you only get to pick between the standard submarines (LA, Skipjack, Permit, Narwhal, Sturgeon). Otherwise, great mod.
Sir_Foxy
12-26-17 at 06:36 AM
This mod didn't work for me at all.

Having followed the installation procedure, upon picking your submarine at the start of the campaign, you do not get any orders or even the ability to start from port. The map freezes over (planes stop mid-air and no activity is shown) even though you are still able to move around it with your submarine.

I have no other mods installed (used to, but reinstalled the game), and the original game campaign still works.

Not sure what's going on.
Nienili
12-11-17 at 09:53 AM
Great Mod, I've only encountered one bug in it.

When on a Deploy SEAL Team mission, they often come back as failed, even though the SEALs deploy correctly in mission.

Any idea as to why?

Had this occur both when I've managed to kill all enemy ships in the area, and when sneaking in and avoiding all contact.
AndrewC
05-27-18 at 12:15 PM
Hello fellow commanders!!

I'm a newbie to this community and just downloaded your patch for 2004 campaign as I completed both defaults in the game.... however new campaign is not working on my Cold Waters. I didn't had any other patches or mods installed and this is my first one. Can anyone help please?? After starting campaign and selecting our vessel I press start and it comes to this: game is frozen in screen where top left menu is in red and only option I can get is to close game after dropping it to menu bar. Any help will be highly appreciated.


Andrew
dil3mm4
06-03-18 at 02:57 AM
I have withe screen when start campaign. Someone know that problem? Thanks
LTJGBeam
06-04-18 at 09:26 PM




2004 Mod Update # 8: Date:06/04/2018
Resync'd for Update 1.15. This should resolve Campaign Start Problems.

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.
Added SEVERODVINSK (YASEN) Class to both NATO and RUSSIAN 2004 North Atlantic Campaigns).
Cleanup of general campaign files, and general 1.15 sync.

As always, let me know of any problems encountered.

Sorry for the delay, real life programming assignments have limited my hobby time.
reschke
06-05-18 at 08:07 PM
OK I am not getting any speed changes in the Yasen class when running the Soviet side of the 2004 campaign. Yasen will stay at 25knots regardless of input. Also the sub barely responds to control input...I have no idea if realistic or not but certainly not something you would expect from a "top of the line" boat. Also when it gets hit with a torpedo; which happens regardless as the noise makers and "moss" that the russians have do nothing. Also it is nearly impossible to control the torpedoes for the same reason as the wire breaks almost as soon as they are launched due to the high speed.

In addition to that the prop does not turn; which may not be a faulty thing on the mod side but could be due to the config work. As well as the bow planes and such barely move the boat up and down and you get no actual looks like you do when you are playing against the Russian subs as a US sub commander.

Sorry but I didn't think to video any of it but I do have a screenshot I can send which shows the Yasen after it was completely blown out of the water by a Mk48 ADCAP....literally blown up out of the water when it was hit almost 350 feet down.

reschke
06-05-18 at 11:03 PM
Screenshot after the game froze and wouldn't finish....makes the Russian side of the campaign unplayable for me.

https://steamcommunity.com/sharedfil...?id=1403952940
SteelBeast
06-12-18 at 06:33 PM
Thank you for updating this fantastic Mod. I was so worried that I wouldn't be able to play these campaigns since the update from 'Killerfish'. And what made me even happier, in the included read-me file, you spoke of doing a 2018 campaign. We can only hope you follow through with this. Hats off for sharing and spending the time to do such fantastic work. If I knew how, I would be offering my help constantly... Can't wait to see MORE!!!
OMaatdR
06-16-18 at 06:23 PM
First of all - thanks for the mod and the work you have put into it.


Since it is said here to report bugs, I will do that, too.
I am playing the latest mod version with game version 1.15. So far I have only been playing the Russian 2004 campaign, so that's the environment.
Bugs encountered:
- when choosing a Sierra II boat, the boat is named "Testname" and then a number, I had 2 and 6 so far, and they also do not get a K-number like the other Russian boats.
- knuckles and noisemakers on Yasen class seem to be less efficient than the ones on other Russian boats.
- VLS on Yasen class is displayed empty until a weapon is chosen, in the next mission it is empty again.
- Russian awards are not displayed when awarded, there is only a big white square.
- Sometimes it is very difficult to find the mission target. I encounter all sorts of targets but none is the mission one (in or around the mission area).
- One time after rearming the boat symbol on the strategic map was stuck in the harbour of Murmansk, I could not move it at all.

- My latest mission (NATO attack subs going to the Greenland sea - in the mission description it says "Soviet port activity" when it should be "NATO port activity") does not end and change even over a month after receiving the mission and not finding the target. Several engagements since then, rearming, boat lost, change to new class, but the mission is still not changing.
- Now and then the "continue" button is missing so that the only way to get out of the screen is to kill the game via task manager.
- The ship recognition manual works better than in the previous mod version but there are still 1 or 2 blank pages (meaning no picture of the unit) and the order of units makes it sometimes a bit difficult to quickly find the matching ship.
- There seem to be no land strike and insertion missions for the Russian side, or have I simply not gotten any so far?


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