SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   COLD WATERS (https://www.subsim.com/radioroom/forumdisplay.php?f=268)
-   -   Beta 1.01 available on Steam (https://www.subsim.com/radioroom/showthread.php?t=231735)

MekStark 06-10-17 09:25 AM

Beta 1.01 available on Steam
 
Beta 1.01 is available on Steam for testing purposes

changelog

"Version 1.01
10 Jun 17

General:
Unit Reference and Vessel Selection navigation arrows
Option: Hide Low Sol. Contacts, added "in 3D" to clarify
Soviet weapon sprites added
Updated Narwhal description
Fixed numerous typos

Combat:
Camera movement deactivated when in full screen tactical map
Zoom out key no longer leaves periscope view
Decoys no longer count as weapons when leaving combat
Leave combat nearby vessels simplified to check < 15KYD, not sinking and not a whale
Weapons.txt new variable: WireBreakOnLaunchProbability
Weapons.txt new variable: WireBreakSpeedThreshold, 10% per kn over threshold, checked every 5 sec
AI subs suffer wire break on launch
AI weapon systems disabled on sunk
Expanded depth mask width for ultra-wide displays
Missile pop-up improved
Firing VLS no longer subtracts from internal stores
MADDetectionRangeInYards=1000 added to config.txt
Fixed min-map proportions for various HUD scale values
Weapon warhead sizes reduced
config.txt added NearbyVesselMinDistance=15000 for leaving combat threshold
config.txt added NearbyWeaponMinDistance=10000 for leaving combat threshold
config.txt added NearbyAircraftMinDistance=10000 for leaving combat threshold

Campaign:
Noisemakers replenished on entering port
Hull damage auto-repaired on entering port (time = % damage * repairPenalty * difficultyModifier)
Added black mask behind map for non- 16:9 aspect ratios
Repairing Tubes in port restores tubes for use
Fixed a bug where noisemakers in play at end of combat break next mission/event flow
Fixed erroneous nautical mile range calculations for enemy recon planes and airbases
Might have fixed port/briefing buttons not responding (needs verifying)
Force task force de-activation immediatly after Action Report to prevent possible re-engagement
Pressing Continue Key (space) pauses strategic map
Submarine only groups do not get escorting aircraft
Combat start depths changed to 50,150,600
Fixed seneral campaign missions with bad parameters"

We'd like you to playthrough this beta version to verify all the things listed in v1.01 changelog above are working properly

To acess version 1.01 beta:
First for safety backup your modded files form StreamingAssets folder if you have any mods there, Steam beta might overwrite those!
Right click the Cold Waters in Steam library, go to properties and you should have new "BETAS" tab added, then select the beta you would like to opt into -leave the early access code field empty- and the new update should download (about 11MB). When you run the game next time the version number should read version 1.01

Stardog765 06-10-17 09:45 AM

Great job!
:Kaleun_Cheers:

Thresher 06-10-17 10:23 AM

Steam beta update did NOT modify/delete my override folder.

Thanks for the first update so fast! :Kaleun_Salute:

Navigator857 06-10-17 10:31 AM

Thanks for the continued work. Request next patch UN-Over Power the Soviets detection. They weren't that good in real life. :Kaleun_Cheers:


Jack

MekStark 06-10-17 10:38 AM

Quote:

Originally Posted by Thresher (Post 2490139)
Steam beta update did NOT modify/delete my override folder.

Thanks for the first update so fast! :Kaleun_Salute:

Thanks Tresher :up:

edit: yeah got multiple confirmations it doesn't interfere with StreamingAssets -though having one's mods backed up on constant basis is always a good thing ;) been there deleted that

YoYo 06-10-17 01:13 PM

Hmmm, no any changes in behavior of Tu-95?

MekStark 06-10-17 01:37 PM

Quote:

Originally Posted by YoYo (Post 2490182)
Hmmm, no any changes in behavior of Tu-95?

MADDetectionRangeInYards=1000 added to config.txt

YoYo 06-10-17 01:48 PM

Ahh, ok, thank You! :up:

StandingCow 06-10-17 02:00 PM

That was a quick update, fantastic!

clayton 06-10-17 05:14 PM

I just loaded the beta update and played a first campaign mission. Subs were going into North Atlantic, via northern passage above Iceland, and my mission was to interdict.
Started combat at 5 knots, 150ft. Juliet and Alfa were bearing 120, heading 240. I went to silent running, and a slow decent. The Juliet, which was closest, maintained a depth of around 250 ft. The Alfa was at 300+ ft and descending. Both were below the layer. Neither was using sonar at the time.
After a few more minutes, I lunched a torpedo each, and continued at silent, with a slow decent. Both enemy subs started pinging. The Juliet maintained depth, while the Alfa continued decent and a turn. Torpedo hit Juliet and destroyed it. Juliet never fired back. The Alfa crashed into the bottom, and with its nose planted into the sea bed at a 20 degree angle(head down, a__ up), fired off two torpedoes which impacted the ground immediately in front of it. Eventually my torpedo impacted the Alfa and killed it.
My realism settings were the default.

PL_Harpoon 06-10-17 06:17 PM

With the new config.txt options I think I may have found the best setting for MAD sensors.

I've set mine to 400 yards, then went to sensors.txt and changed sonobuoy sensitivity to 35 (from 40) and played two land strike missions.

In first one I ran into detection range of Krivak I, so I immediately fired a torpedo and slowly moved away. Soon after Il-38 came by, dropped a sonobuoy close to the wreck and after one pass dropped a few torpedoes close to my position. It was in shallow waters so I had to cavitate to dodge the torpedoes. After that he knew exactly where I was (probably from data from that sonobuoy) and was continuously dropping buys on my head (since I was already detected I tried to move away from the buoy as fast as possible) until a Helix came to continue the hunt. That's what I call AI doing proper ASW.

The second time I found the same ship, but this time I fired first. Unfortunately was too close and as soon as he slowed down he was able to detect me with active sonar. Still, a torpedo was already on its way, so I ran away, this time at flank speed (all the other ships were far away). After a few minutes I heard an aircraft in external camera (a bit cheaty, but let's say it was for science ;) ) so I quickly used reverse to slow down and then went for silent running. As before, the May dropped a buoy and then flew over my last known position. After that he started circling around (one time he even got so close I was almost sure he's gonna detect me, but he didn't), checking random places within a small radius from a position I was last detected and then returned to his normal search pattern.

BTW, If someone is willing to find the more realistic values, I found this intresting paper on MAD sensors: http://calhoun.nps.edu/bitstream/han...pdf?sequence=1
There's even a table with some detection ranges at page 42. Can't understand a lot here myself, but I think these are the ranges at which there's at least 50% chance of detection. If that's true, then the 400 yards value is quite close to real ones.

DevlinParson 06-10-17 07:41 PM

Quick patches after release- awesome!
Thanks for your hard work, really enjoying what you've done so far.

Killerfish Games 06-11-17 03:06 AM

Cheers,

We just patched 1.01 to 1.01b to add the following:

Combat
Mini-map "zoomable" area now matches mini-map size
Abandon ship now always available to leave combat, but no chance for survival if below escape depth
Stores now correctly display number of weapons if open when firing
Fixed a bug where ships would not get flagged as sunk causing them to still attack/move
Fixed an internal error when empty tube got knocked out
Knocking out an already KO'ed tube no longer generates generic tube damaged message


Campaign
Insertion missions fixed
Sonobarriers removed from ports since undetectable and not fun

If you have a moment to grab it and verify that it is working, please let us know as we're itching to get it out to the masses.

basti107 06-11-17 04:12 AM

Thank you for this patch. Great work.

One thing i really can not get used to is:

clicking e.g. a torpedo in full map view to select it, the sim switches to 3D view. Could you pls make this optional?

PL_Harpoon 06-11-17 07:13 AM

It only does that if that torpedo is already selected.
Clicking an object once will select it, then clicking it second time will switch the camera.


All times are GMT -5. The time now is 01:19 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.