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Old 06-12-17, 09:31 PM   #1
Deepmoc
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Quote:
It might not be save game compatible. I'd recommend starting a new campaign. __________________
It occurs with a new campaign... Have done a mission.. then save.. ending the game then load savegame an then there it was..

BUT i have it not testet now with the new beta now..
Can be there the Error Source
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Old 06-16-17, 12:36 AM   #2
Aktungbby
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Default welcome aboard!

zippaway!
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Old 06-12-17, 09:21 AM   #3
CaptainX3
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Originally Posted by zippaway View Post
do you have to be at a depth to fire the VLS and could you add AA missles to shoot down aircraft or is that possible?
150 feet or less, moving at 5 knots or less.

I'm not aware of any AA missiles modeled in the game, so I doubt I could implement that without the devs help.
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New Playable Subs & More - A Mod For Cold Waters

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

"We'll settle this the old Navy way... the first guy to die loses!"
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Old 06-14-17, 03:52 AM   #4
zippaway
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Default just a ?

are you going to add the surface vessels as playable?
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Old 06-14-17, 03:45 PM   #5
CaptainX3
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Originally Posted by zippaway View Post
are you going to add the surface vessels as playable?
I don't have the slightest idea how to do that. I read someone else is playing with this, but I'm not gonna just swipe their work LOL.

EDIT: I just talked with the person trying to do this, and they're not having any luck, because the player's ship is always classified as a submarine. So, we'll have to wait for the devs on that one. But being that it's a submarine game, I wouldn't assume they'll do it.
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New Playable Subs & More - A Mod For Cold Waters

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

"We'll settle this the old Navy way... the first guy to die loses!"
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Old 06-14-17, 07:24 PM   #6
CaptainX3
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Mod updated.
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New Playable Subs & More - A Mod For Cold Waters

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

"We'll settle this the old Navy way... the first guy to die loses!"
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Old 06-15-17, 02:47 AM   #7
Capt Jack Harkness
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Is there any kind of system for charging the batteries in the diesel subs or do they have unlimited endurance?
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Old 06-15-17, 07:36 AM   #8
CaptainX3
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Originally Posted by Capt Jack Harkness View Post
Is there any kind of system for charging the batteries in the diesel subs or do they have unlimited endurance?
Not that I could find. Apparently the devs didn't expect us to mod in playable diesel subs quite so fast LOL. I think I'd need their help to mod in something like that.
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New Playable Subs & More - A Mod For Cold Waters

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

"We'll settle this the old Navy way... the first guy to die loses!"
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Old 07-05-17, 12:43 PM   #9
wstlndwarrior
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Originally Posted by CaptainX3 View Post
The Playable Russian Subs Mod

This mod aims to add some playable Russian subs to the game, along with a few other tweaks and changes.

Here's the link to the zip file... simply unzip the override folder into Steam\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets and then run the game.

http://www.nscmod.com/downloads/RussianSubs.zip or http://www.subsim.com/radioroom/down...o=file&id=5234

If you'd like to talk to me directly, or send me files to add to the mod, the best way is to join the CW Discord server here: https://discord.gg/caD9q9c

SPECIAL NOTE: I am completely open to adding any other mod to this one to make it easier for users to play with the mods they love without a lot of hassle. However, in order to add another mod to this one, I must receive the explicit permission of the mod author before doing so. If you would like me to add someone else's mod to this one, send me a PM here or contact me via Steam and I'll check into it. Be aware that if an author says no, that's the end of it - I will NOT steal someone else's work to put it into this mod.

I am also happy to add any single missions to this mod under the same guidelines, and I'll incorporate them into the mission list properly.



Mod Features
  • Playable Subs Added:
    • USA
    • Los Angeles 688i Class SSN
    • Seawolf Class SSN
    • Ohio Class SSBN
    • Ohio Class SSGN (Conversion)
    • Guppy IIa Class SS
    • Tang Class SS
    • Barbel (Early) Class SS
    • Barbel Class SS

      Japan
    • Yushio Class SS

      Germany
    • Type 212 Class SSN

      Russia
    • Foxtrot Class SS
    • Kilo Class SS
    • Romeo Class SS
    • Tango Class SS
    • Whiskey Class SS
    • November Class SSN
    • Victor I Class SSN
    • Victor II Class SSN
    • Victor III Class SSN
    • Alfa Class SSN
    • Sierra Class SSN
    • Typhoon Class SSBN
    • Typhoon Class SSGN (Conversion)
    • Yankee Class SSBN
    • Delta III Class SSBN
    • Delta IV Class SSBN
    • Juliet Class SSG
    • Charlie I Class SSGN
    • Charlie II Class SSGN
    • Echo II Class SSGN
    • Oscar Class SSGN
    • Experimental Typhoon Class SSBN "Red October" (Silent Drive)
    • Experimental Typhoon Class SSBN "Red October" (Conventional Drive)
  • New Weapons
  • New Single Missions
  • New Sensors
  • "Red" Russian UI for Russian subs
  • Unique Damage Control images for the new subs
  • Unique sonar profiles for all US submarines
  • Working VLS systems for appropriate classes
  • Various other tweaks and fixes

Emergency Bugfix Update: July 4, 2017
  • Fixed the broken Russian weapon sprites.
  • Added wire guidance back to the USET 80 torpedo.
  • Dialed back the stats of the 212A, it was really overpowered. (SelfNoise changed from 25 to 70, ActiveSonarReflection changed from 4 to 15)
  • Dialed back the stats of the Seehecht torpedo, it was really overpowered. (Range reduced from 75,000 to 55,000)

Latest Update: July 3, 2017
  • Added visible Periscope, ESM, and Radar mast models for some of the classes. (See the Progress Report below.) SPECIAL NOTE: Most classes will require you to be at a depth of 40ft or less for the masts to break the surface.
  • New Class: Seawolf Class (USA) - Submitted by LeopardDriver
  • New Class: Type 212 Class SS (Germany) - Submitted by LeopardDriver
  • New Class: Tang Class SS (USA) - Submitted by Carthaginian
  • 3 New Single Missions
  • Complete overhaul the entire Single Missions list to make more organizational sense.
  • Complete overhaul of all single missions and the campaigns so that only period-appropriate subs are available. (Let me know if I missed anything please)
  • Fixed a bug where the Kilo propeller was not positioned properly on the model.
  • Fixed the bug with the Red October breaking the campaign.

Progress Report: Visible Masts
The following subs are now equipped with 3D visible masts. This is a work in progress and is very time consuming, but eventually all classes will have working masts. New classes will be added with each mod update.
  • Kilo Class SS
  • Los Angeles 688i Class SSN (Complete)
  • Seawolf Class SSN
  • Victor I Class SSN
  • Victor II Class SSN
  • Victor III Class SSN
  • Alfa Class SSN
  • Typhoon Class SSGN (Conversion)
  • Ohio Class SSGN (Conversion)
  • Ohio Class SSBN
  • Typhoon Class SSBN
  • Experimental Typhoon Class SSBN "Red October" (Silent Drive)
  • Experimental Typhoon Class SSBN "Red October" (Conventional Drive)

Known Bugs
  • There is nothing I can do about the Typhoon class being above the water when at periscope depth - I've been told that depth is hardcoded and can't be changed.
  • The Oscar's and Victor's bow planes move opposite they way they're supposed to. I can't fix this one.
  • When switching between the US and Russian VLS equipped subs, a "Vertical Launch System" text error appears near the torpedo tube display. This error repeats itself each time you switch subs. I cannot find a fix for it at this time. Closing the game and restarting will remove the error, or refrain from switching between US and Russian subs during the same game session for the time being.
  • A lot of the new classes use repeated damage control images, it'll take me some time to make all new ones for every class.

Special Thanks
  • Special Thanks to Ramius for figuring out how to make the masts work on the new classes!
  • Special Thanks to General Giap for sending me the files for tons of new classes, along with all of the things required to put them into the game. He saved me a ton of time and work and I am really grateful!
  • Special thanks to Jace11 for providing the Russian weapon sprites! Things look so much better now in the Russian UI.
  • Special thanks to scbypwr for providing the base coding for the US Sea Lance weapon.
Just wanted to say...I watched hunt for red october again since playing this game. I noticed your mod for the silent drive sub only allows for 13 kts. In the film Sean Connery's character asked the navigator to recompute for 26kts with the silent drive engaged. I just was wondering if that was taken into consideration. Also when you go to periscope depth your conning tower breaches. It's near suicidal to raise anything or go to 50 ft. Great MOD though!
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Old 07-05-17, 01:28 PM   #10
goldfish716
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I just want to say thanks to CaptainX3 for helping other users add content to the game. I would rather have unbalanced ships than turn away new contributions. I know your time is valuable. If you post a bitcoin or other crypto address I will happily tip you for the effort.
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Old 07-05-17, 02:38 PM   #11
Mitchmaker
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a Playable 212A ??? my god thats my baby, i love those boats....a hell to live on but a nightmare for everyone who was trying to hunt us.

thanks so much for that ....
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Old 07-05-17, 02:53 PM   #12
LeopardDriver
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Quote:
Originally Posted by Mitchmaker View Post
a Playable 212A ??? my god thats my baby, i love those boats....a hell to live on but a nightmare for everyone who was trying to hunt us.

thanks so much for that ....
My pleasure! And CaptainX3 and me are working out a viable place for it in the game. Also I will keep improving and updating it. Working masts will be next, also the signature picture and may an individual repair stations picture.

Glad to hear you like it, I love the 212, too!

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Old 07-06-17, 11:08 AM   #13
Mitchmaker
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Originally Posted by LeopardDriver View Post
My pleasure! And CaptainX3 and me are working out a viable place for it in the game. Also I will keep improving and updating it. Working masts will be next, also the signature picture and may an individual repair stations picture.

Glad to hear you like it, I love the 212, too!

I dont just like them, they are my love i served on them and they will be a part of me for the rest of my live. ^^ but yes indeed they are beautyfull. have you ever thought on wokring on a 206 class?
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Old 07-05-17, 05:01 PM   #14
CaptainX3
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Quote:
Originally Posted by goldfish716 View Post
I just want to say thanks to CaptainX3 for helping other users add content to the game. I would rather have unbalanced ships than turn away new contributions. I know your time is valuable. If you post a bitcoin or other crypto address I will happily tip you for the effort.
You're very welcome, and thank you for the offer. My job does take a lot of my time, so it's tough sometimes. I kinda feel the same way you do though, I'd rather add new classes and balance them when I can as opposed to turning away all new contributions.

It is a game, after all, and not meant to be an accurate simulation... I think most people are more concerned with fun than accuracy, and those who do want ultra realism can edit their own files however they want.
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New Playable Subs & More - A Mod For Cold Waters

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

"We'll settle this the old Navy way... the first guy to die loses!"
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Old 07-05-17, 04:58 PM   #15
CaptainX3
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Quote:
Originally Posted by wstlndwarrior View Post
Just wanted to say...I watched hunt for red october again since playing this game. I noticed your mod for the silent drive sub only allows for 13 kts. In the film Sean Connery's character asked the navigator to recompute for 26kts with the silent drive engaged. I just was wondering if that was taken into consideration. Also when you go to periscope depth your conning tower breaches. It's near suicidal to raise anything or go to 50 ft. Great MOD though!
Hehe watch the movie again... Sean Connery actually said "Recompute for 26 knots, and engage the propellers". This scene was right after the Caterpillar drive failed due to sabotage.

According to both lore and Wikipedia, the max speed of the Red October is 27 knots, about half that for the silent drive.

Also, there's nothing I can do about the conning tower on the Typhoon breaching the surface. The devs say periscope depth is hardcoded, it can't be changed by us modders. They never intended the Typhoon to be playable, so that's why it does that. I'm afraid we're stuck with it.
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New Playable Subs & More - A Mod For Cold Waters

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

"We'll settle this the old Navy way... the first guy to die loses!"
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