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Old 07-18-17, 04:28 AM   #181
The Bandit
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Quote:
Originally Posted by wastel View Post
How can new subs like the virginia be enabled in the campaigns?
Just open up the summary.txt file in the respective campaign folder and then add the vessel name of whatever sub you'd like to add to I think the "playable units field" (sorry doing this off memory as I don't have a machine with the game installed on it in front of me). I'd say it will probably be updated soon enough so that you won't have to do that on the next version but it should work for you in the meantime.
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Old 07-20-17, 04:57 PM   #182
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Quick question, does the Echo II have it's anti-ship missiles, or are there plans to add them in the future?
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Old 07-20-17, 05:40 PM   #183
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Quote:
Originally Posted by Raptor_Pilot View Post
Quick question, does the Echo II have it's anti-ship missiles, or are there plans to add them in the future?
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Old 07-22-17, 04:55 AM   #184
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Charlie-II doesnt carry either P-700 Granit AShMs or Granat LAMs or P-500 Bazalt AShMs.

The P-500 pic is not for Granat LAM but for the Bazalt AShM (or it's relatives, CBA to verify which one you got). Bazalt AShM as other AShMs has very limited land attack capability.

This is how S-10 Granat LAM looks like:
 


schematics:
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Old 07-22-17, 05:16 AM   #185
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yes, good catch - Charlie II uses the SS-N-9 Siren, the Charlie I uses the SS-N-7 Starbright. The Charlie II also doesnt have 12 missiles.

the mod cant be 100% accurate all the time - also what are their differences in game? One has longer range than the other...who cares.

It is a game, with a mod with limited capabilities.

In the end, wont change the game much to make the switch to the Starbright.
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Old 07-22-17, 06:24 AM   #186
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SS-N-7 is coming as I made it for the Papa
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Old 07-26-17, 04:49 PM   #187
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Any plans to include the Papa in this mod? That would be a challenging adversary.
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Old 07-27-17, 04:54 AM   #188
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i would like to try this mod but i've some porblems of getting it to work. everytime i start a campaign i get to see the boat i've choosen some in the water and then i just can't do anything. it is right after the intro history.
anyone knows of that issue?
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Old 07-29-17, 06:21 PM   #189
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MOD UPDATED!

This is a MAJOR update, so please let me know if you find bugs or issues.
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New Playable Subs & More - A Mod For Cold Waters

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

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Old 07-29-17, 06:41 PM   #190
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Good job guys!
I'm just about ready to dig in now!
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Old 07-29-17, 08:51 PM   #191
Ellu_llmatar_Juutilainen
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Default I died, and an empty window appeared

when i died(USSR campaign) it pops up a empty window with a sub in the background, no text, no continue button, have to close the game.
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Old 07-29-17, 10:10 PM   #192
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Quote:
Originally Posted by CaptainX3 View Post
MOD UPDATED!

This is a MAJOR update, so please let me know if you find bugs or issues.
Very cool! Can we see the change log?
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Old 07-29-17, 10:57 PM   #193
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Quote:
Originally Posted by MattyB83 View Post
Very cool! Can we see the change log?
First page of the thread.
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New Playable Subs & More - A Mod For Cold Waters

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

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Old 07-29-17, 11:16 PM   #194
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Quote:
Originally Posted by Ellu_llmatar_Juutilainen View Post
when i died(USSR campaign) it pops up a empty window with a sub in the background, no text, no continue button, have to close the game.
What kind of sub were you using, how did you die (all hands lost, captured after abandoning ship?)
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Old 07-29-17, 11:30 PM   #195
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Quote:
Originally Posted by CaptainX3 View Post
First page of the thread.
Thank you sir
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