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Old 08-22-17, 08:59 AM   #301
PacificWolf
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Quote:
Originally Posted by FireflyActual View Post
Thanks to Cold Waters I'm getting to enjoy pixelated submarines again.
That's the spirit!
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Old 08-22-17, 09:02 AM   #302
PacificWolf
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Originally Posted by FireflyActual View Post
It's an '84 campaign. I started and still run it in 1.06b, haven't upgraded to 1.07 yet.
That might be the problem, mod is updated to version 1.07b if Im not mistaken.
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Old 08-22-17, 09:29 AM   #303
aaken
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Quote:
Originally Posted by PacificWolf View Post
That might be the problem, mod is updated to version 1.07b if Im not mistaken.
In the last 2 updates of the mod a few changes were incorporated in the campaign files. Loading a saved campaign generated in previous versions will most probably result in these type of errors, I think
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Old 08-22-17, 09:58 AM   #304
FireflyActual
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Quote:
Originally Posted by PacificWolf View Post
That's the spirit!
You can't imagine how happy I was to see this title being announced, it's been years since I've last played SH3.

Quote:
Originally Posted by PacificWolf View Post
That might be the problem, mod is updated to version 1.07b if Im not mistaken.
Whoops... Does this mean my campaign is buggered?

Quote:
Originally Posted by aaken View Post
In the last 2 updates of the mod a few changes were incorporated in the campaign files. Loading a saved campaign generated in previous versions will most probably result in these type of errors, I think
I had a completely clean installation of the mod with no other changes made to the game. I downloaded the file, extracted it, copied the whole override folder into StreamingAssets and went from there. I had no prior save files except for the one I had for my vanilla Los Angeles campaign (which I'd already finished and I haven't replayed it since), I created one for the Red campaign as I started it about a week ago.

On another note, I recently had the pleasure of sinking a 668i. 3 of my torps missed, only the fourth one managed to find its target (in addition to one of his own, it was a knife fight in a phone booth ). Having said that, I wish for a tiny bit more historical accuracy in the '84 campaign - iirc the first 668i was commissioned in 1988. Then again, my UGST torpedoes aren't exactly historical either, as they were introduced in the 1990s... Perhaps I should dig into the mod files to check if I can change them to USET-80s.
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Old 08-22-17, 12:10 PM   #305
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Quote:
Originally Posted by FireflyActual View Post
Perhaps I should dig into the mod files to check if I can change them to USET-80s.
You can change the parameters of torps and change the loadout of the sub itself
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Old 08-22-17, 12:19 PM   #306
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Originally Posted by ChaosphereIX View Post
Typhoon seems to be a huge problem. Has been for many patches now. Stay deep in it or dont play it, really.

Also, the Russian campaigns are still broken for me. I get to a certain point, i win a mission, and then results screen / news screen is just blank.

Shame...
Well found a solution for that, i just need to run full speed on tac map (LMB) and Im no longer on scope depth, choosing 25 kyd combat, sometimes im detected but it's manageable to dodge most of the torps and sometimes they didn't pick me up as a target.

Anyway great mod, we can play Russian subs and fight for the Motherland
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Old 08-23-17, 12:11 PM   #307
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Loving the mod but i have a little issue for me only, is there a way to increase the running time of your torpedo's?
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Old 08-24-17, 01:07 PM   #308
PacificWolf
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Quote:
Originally Posted by Pants View Post
Loving the mod but i have a little issue for me only, is there a way to increase the running time of your torpedo's?
Yup there is, just need to incerase range
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Old 08-24-17, 05:20 PM   #309
Pants
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why tty sir
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Old 08-24-17, 06:18 PM   #310
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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 08-24-17, 09:19 PM   #311
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thanks so much Captain, and the other contributors, for the continual improvement to the mod

I barely have to "fix" anything before starting into the game anymore, before it would take about an hour...

Will get playing and let you know how things go.

Last patch, the Rus Campaigns stalled for some reason after about 25 missions - no longer spawning in task force fleets, for example, to sink. Dunno if this is fixed in new iteration.

Again, thanks.
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Old 08-26-17, 02:37 PM   #312
CaptainX3
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Mod updated!
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CaptainX3


New Playable Subs & More - A Mod For Cold Waters

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

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Old 08-26-17, 02:59 PM   #313
aaken
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The soviet campaigns have been completely overhauled. Let me know if you find bugs.
Cheers
Aaken
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Old 08-26-17, 03:20 PM   #314
FireflyActual
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Quote:
Originally Posted by aaken View Post
The soviet campaigns have been completely overhauled. Let me know if you find bugs.
Cheers
Aaken
Will do, thanks!
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Old 08-26-17, 07:38 PM   #315
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thanks for the work modders

will stress test the Russian Campaigns today...lets hope I can actually finish one...
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