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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: 11864
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
OMaatdR
06-17-18 at 06:29 AM
Another thing I have noticed:
- On Yasen class when using the arrows on the speed control panel to change speed in 1 knot steps I always get the audio response "making turns for zero knots" regardless of set speed. When clicking the 1-5 buttons for the preset speeds it seems to work fine.



(In my previous comment on knuckles and noisemakers it should say "less effective".)
OMaatdR
06-18-18 at 09:01 AM
Some more things that just happened:
I entered an engagement in my already damaged Sierra II boat, suffered another 2 torpedo hits and got the message that the boat was lost (after the screen where you see the boat sinking with no control panels or map available anymore). The next screen was the strategic map and I was able to move the boat around on it as if nothing had happened. Returned to port, repaired and rearmed as usual when you have suffered some damage. I dont know whether this is a game bug or a mod bug, it does not happen all the time, but I can't remember having this in the original 3 campaigns. Normally also in the 2004 Russian campaign I get the screen with the flowers floating in the water when the boat was sunk and then it goes to credits and main menu, just not this time.


Before this happened I was supposed to intercept NATO subs going to the Barents sea, only they never showed up there. I had noticed a blue sub symbol in the North sea, moving a little to the East, so after waiting several in game days I went there, all the way into the shallow part of it, and suddenly I had several blue sub symbols popping up around the British isles and 1 in the North sea, but they looked distorted and at weird anlges. Then I had a contact, was a sub I sank and it was the mission objective (that was supposed to go to the Barents sea, only I sank it in the shallow part of the North sea - I guess similar things happened when I was unable to find my mission objective as I have mentioned in my first post).
LTJGBeam
06-24-18 at 01:28 PM
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 make 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 Nato and Russian Units now usable in the Quick Mission Editor.

Testname issue with SIERRA II should now be fixed.

Thanks for the reports on the issues encountered. The resyncs for 1.12 - 1.15d have been pretty extensive, but hopefully the majority of glitches are fixed. The Campaign not starting properly was caused by the 1.12 update which added new sensors and weapons and threw everything out of sync.

OMaatdR, the glitches you reported hopefully have been corrected now that the files are resync'ed completely. I am not able to duplicate your destroyed sub continuing on as if not destroyed. I will keep working on trying to replicate that.

Reschke, the Flying Sub has been reported in the vanilla game as well as mods. I believed KILLERFISH had killed that bug, but apparently not completely. The YASEN model did have some issues with the propeller rotation, and that appears to be corrected now. I am not sure if that is connected to the Flying Yasen or not, but I haven't been able to duplicate it.

Again, please let me know of any issues encountered.
OMaatdR
06-26-18 at 11:25 AM
Report on me trying to play the 2004 Campaign mod update #9 with game version 1.15 on June 26th:

I have copied the override folder into the StreamingAssets folder as directed and as usual. An existing override folder (from previous 2004 mod version) was renamed.
After starting the game I was confronted with 4 error messages, being:

1. ERROR: "file (...) ColdWaters_Data/StreamingAssets/default/language_en\weapon\wp_ss-n-7_description.txt" not found.
2. ERROR: "file (...) ColdWaters_Data/StreamingAssets/default/language_en\weapon\wp_ss-n-15_description.txt" not found.
3. ERROR: "file (...) ColdWaters_Data/StreamingAssets/default/language_en\aircraft\usn_sh-2f_description.txt" not found.
4. ERROR: "file (...) ColdWaters_Data/StreamingAssets/default/vessels\usn_cg_belknap.txt" not found.
(I am wondering how come these files were reported missing from the default game folder and not from the mod's override folder.)
I created the 4 missing files inside the respective folders, then the game started.

BUT is still not playable for me due to following reasons:
- For single missions and training only the first mission appears in the list.
- Unit reference does not open.
- When trying to start the Russian campaign, only a Virginia class can be selected. After clicking Start the strategic map appears but without any icons on it, no introduction to campaign either. Game has to be killed via task manager.
- When trying to start the American campaign the selection of boats works until cycled through all of them once, then it is stuck at the Virginia class again, rest see above under Russian campaign start (no matter what class selected).

I would appreciate advice as I have not had any of the above problems with earlier versions of the 2004 mod, only update 9 seems to cause them.

- While going through the folders I have noticed that there is again no "awards" folder in the folder "campaign/images" - is that not where the awards pictures are stored? For the previous 2004 mod version I downloaded the "Quality awards for the Soviet side" mod here from Subsim and put that awards folder into the capaign/images-folder, which seems to work fine (then the Russian medals were visible when awarded in the Russian campaign, unlike only the big white square as I have reported in my earlier post).
domag0j
08-27-18 at 12:03 PM
sigh. this is the best mod out there. if i could just learn how to just resync for the latest update i would only play russians.
moha14881
07-12-18 at 04:00 PM
I hope I don't get size restrictions followed by download hangs that last forever.
moha14881
07-12-18 at 04:28 PM
Size choked down to 871kb. Nasty Joke.
domag0j
07-23-18 at 02:10 PM
ok. i've played this great mod a couple months ago. had great time plazing russian subs. but when 'vei updated both game and the mod, got a problem with sub speed on strategic map. it's damn slow. tried regular campaign seawolf in pacific it's almost 2 times faster then yasen on strategic map. can anyone help wit this?
domag0j
07-23-18 at 02:12 PM
ok. i've played this great mod a couple months ago. had great time plazing russian subs. but when 'vei updated both game and the mod, got a problem with sub speed on strategic map. it's damn slow. tried regular campaign seawolf in pacific it's almost 2 times faster then yasen on strategic map. can anyone help with this?
tigerbear988
08-11-18 at 11:20 AM
I love this mod. The only problem I had with it was that it was missing the awards.txt in the 004 and 005 campaign folders. I just copied the one from the 003 folder and it works fine.
E69_STARK
08-16-18 at 02:56 PM
I cant play, a problem with description.txt of a weapon
XaotikHelvetii
08-26-18 at 01:18 PM
I have installed everything correctly. I have played this mod before and uninstalled and recently reinstalled the game and it seems to be installed properly but when I go to start the campaign again ie I have already chosen which submarine I am going to command and click start a screen pops up and says *error can't find file - streamingassets...etc....etc...awards.file...I am completely lost because I can clearly see the awards file if I look in the mod
Pablo
08-10-19 at 09:44 AM
Hi!


I'm having trouble completing the SEAL insertion mission to Archangel'sk using a Seawolf-class submarine.


I receive the mission just south of Iceland, but after returning to Holy Loch to pick up the SEAL team, I can only reach as far as Andøya before the mission timer expires.


Am I missing something?


Thanks!
Pablo
08-11-19 at 08:49 AM
Hi!


I'm having trouble completing the SEAL insertion mission to Archangel'sk using a Seawolf-class submarine.


I receive the mission just south of Iceland, but after returning to Holy Loch to pick up the SEAL team, I can only reach as far as Andøya before the mission timer expires.


The problem appeas to be that my Seawolf still had almost all of its weapons load when the SEAL mission came in, so it took over a day to offload enough ordnance to bring the SEAL team onboard, with the whole process taking about 72 hours until I could leave port.



Is there any way to help this along?


Thanks!
alexsalato
08-14-19 at 05:21 AM
Soviet campaign still needs a lot of work. Most missions are failed with the objective never showing on the map and/or before reaching its supposed destination. Also the number of Trafalgar patrols is absurd.
drobertedward3
08-14-19 at 09:31 AM
can't run mod error on weapon description text I have the game on 1.15 version running the south China sea is that why it doesn't work?
JackSowrd
08-19-19 at 10:09 PM
hello, I'm also getting the problem with missing description.txt and etc files missing from my main directory. I add blank txts and it loads but then it hangs on the campaign map with no icons. I've tried troubleshooting this and complete reinstalling - no dice. I can see some other people having the same problem throughout the comment chain, does anyone know how to fix this problem? Playing a seawolf in the deep waters of the North Atlantic sounds awesome.
AlexMarkovichRamius
05-12-20 at 05:19 PM
Hello. Thank you for making this I have enjoyment.
Col. Caldwell
08-03-22 at 09:44 PM
Is this mod playable with the Dot mod?
HankDaTank92
04-06-24 at 05:25 PM
Can I use this with Dot Mod?


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