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Old 01-01-18, 03:31 AM   #571
Capt.Hunt
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what you're probably seeing is the MPA itself dropping its fish very precisely.
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Old 01-01-18, 04:17 AM   #572
Ramius
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Quote:
Originally Posted by Delgard View Post
I know the new AI may permit it to control surfaced launched torpedoes, but in the Red Storm Rising 1987 (Free Play), I noticed that air-dropped torps were very managed. Taking out the subs is not that difficult, but the MARPAT aircraft drops and it bypasses any sub defense tactics and comes straight in like it is following guidance.

Just my experience over two plays.
Same response I put in the topic you put to the devs...

Helix - wp_umgt-1 - WireGuided=FALSE
Hormone - wp_umgt-1 - WireGuided=FALSE
Hormone (68) - wp_at-1 - WireGuided=FALSE
Haze - wp_umgt-1 - WireGuided=FALSE
SH60B - usn_mk46 - WireGuided=FALSE
SH60F - usn_mk50 - WireGuided=FALSE
SH2F (early) - usn_mk46_early - WireGuided=FALSE
SH3D - usn_mk46_early -WireGuided=FALSE
SH2F (late) - usn_mk46 - WireGuided=FALSE
SH3D (late) - usn_mk46 - WireGuided=FALSE
TU-142 Bear - wp_umgt-11 - WireGuided=FALSE
IL-38 May - wp_umgt-1 - WireGuided=FALSE
P3A - usn_mk46_ealry - WireGuided=FALSE
P3C - usn_mk46 - WireGuided=FALSE
IL-38 May (68) = wp_at-2 - WireGuided=FALSE
BE-12 Mail - wp_at-2 - WireGuided=FALSE

This is a list of all aircraft currently within the MOD.
So, as you can see none of the torps used by the MODS aircraft are set for wire-guidance.
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Old 01-02-18, 10:10 AM   #573
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Hi there!

As I was scrolling through the files, I noticed that there are 2 submarines in the vessels file which aren't available to use in-game. I'm talking about the French or in this case Pakistani Agosta class(pak_ss_agosta.txt) and the British Porpoise class(uk_ss_porpoise.txt) submarines.

I tried to add them to a couple of single missions just to see if I could use them but I wasn't able to without breaking the game(so I deleted them from those missions and now I'm back where I started).

At this point, I don't know whether there is some kind of problem with these files, or that these subs aren't meant to be used in-game.
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Old 01-02-18, 10:28 AM   #574
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Quote:
Originally Posted by DarkShark22 View Post
Hi there!

As I was scrolling through the files, I noticed that there are 2 submarines in the vessels file which aren't available to use in-game. I'm talking about the French or in this case Pakistani Agosta class(pak_ss_agosta.txt) and the British Porpoise class(uk_ss_porpoise.txt) submarines.

I tried to add them to a couple of single missions just to see if I could use them but I wasn't able to without breaking the game(so I deleted them from those missions and now I'm back where I started).

At this point, I don't know whether there is some kind of problem with these files, or that these subs aren't meant to be used in-game.
It's just they haven't been finished yet. I know someone else is working on the Agosta and the Porpoise is another on my never ending to-do list
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Old 01-02-18, 03:59 PM   #575
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is it possible to tweak settings somehow to make sub move faster in campaing map? its hard to catch the resupply convoys in russian campaing
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Old 01-02-18, 07:51 PM   #576
CaptainX3
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Quote:
Originally Posted by Niume View Post
is it possible to tweak settings somehow to make sub move faster in campaing map? its hard to catch the resupply convoys in russian campaing
Yes, you can change the first sub listed in the vessel file, the campaign map seems to take the top speed of whatever sub is listed first in the vessel file as the top speed of the player sub, regardless of what class you're playing.

In the override\vessels folder open _vessel_list.txt. The fastest sub in the mod is rus_ssn_alfa2, so find that line in the file (line 55) and cut and paste it to the top of the file, and you'll see a HUGE difference in speed on the campaign map.

As a side note, this will cause the Alfa II to appear first in the reference section in the game, but that's not particularly important or game changing.
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Old 01-07-18, 09:46 AM   #577
Matt_in_Middletown
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Game starts, but only one mission is available in training, campaign, and single mission.
Can't get into the unit viewer.
Everything worked fine on 2Jan and 3Jan.
Was there some weird update KillerFish side of things?
I redownloaded the mod, and reinstalled the game, same thing.

Sidenote: Changing first vessel in Vessels Txt gets you either a notice that it can't find 'Vessels.txt" or "Unable to find rus_ssn_alfa2usn_ssn_losangeles"
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Old 01-07-18, 06:59 PM   #578
MR. Wood
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do a reintall of the game then reinstall the mod via steam easy to uninstall and reinstall
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Old 01-08-18, 09:29 AM   #579
Matt_in_Middletown
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Did that.
Same thing.
I removed the mod override folder, game played fine.
Put override back, menus messed up, etc again.

Did fresh install. Nada.
Here's what fixed it: Downloaded the latest release from Github circa 20 hours ago.
Issue is gone.
Weird.

Last edited by Matt_in_Middletown; 01-09-18 at 01:52 PM.
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Old 01-08-18, 12:59 PM   #580
MR. Wood
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Do a fresh install and copy files over then overwrite them should work
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Old 01-08-18, 03:26 PM   #581
Cdodders
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Default Playable ships

Im guessing the only weaponry available for ships are the torps and missiles?
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Old 01-08-18, 04:00 PM   #582
Ramius
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Quote:
Originally Posted by Cdodders View Post
Im guessing the only weaponry available for ships are the torps and missiles?
At the moment - yes.
I was messing around with the guns on the Iowa but it wasn't really working out the way I wanted them too
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Old 01-09-18, 10:41 PM   #583
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Am also seeing what Matt is seeing. The dreaded only-1-campaign-visible, dialogs-drawn-over-each-other occurrence that previously signified a mod's incompatibility with the base game.

I haven't touched any Cold Waters files since the last major update (1.09e in the game, 12/30 on the mod) so I was surprised to see the glitch today.
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Old 01-12-18, 02:00 PM   #584
Gerd Kelbling
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Hello!

First,I love this Mod,especially the Russian Subs.
Now I want to ask,if we get some Day Russian Voices,or ist this not possible?

Thanks and Greetings!
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Old 01-27-18, 11:00 AM   #585
MR. Wood
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Any updates coming soon, Any Chance on reworking some of the models like we had in the early version
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