SUBSIM Radio Room Forums

SUBSIM: The Web's #1 BBS for all submarine and naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Killerfish Games > COLD WATERS
Forget password? Reset here

Thread Tools Display Modes
Old 06-19-2017, 04:47 AM   #46
Join Date: Jan 2013
Posts: 24
Downloads: 47
Uploads: 0

Petition for what, right for everyone gave suggestion? I vote against it!

Firstly, after trying Your product, seeing Your success on steam, activity in community and maintenance, main suggestion/request - DONT ABANDON GAME, just dont ever finish it, EVER! Continue Your work and You will have loyal customers base

Big long term goal - multiplayer. People will get bored quickly playing vs same stupid AI, multiplayer support would keep people geting this game. Misions PVE/PVP, or even open world map with players and AI swimming around from different sides US, Soviets, China, UK - WW3, and people attacking on same groups or each other. Omg, I will pee myself thinking more about this. This could be as DLC.
Like myself, played for a week now - done all missions and campaign, now only option is to repeat what already did - not really exciting.

AI and difficulty levels.
If no multiplayer, then need to work out with AI intelligence and make it act differently on different difficulty levels. Current difficulty levels makes game longer, but not more difficult/challenging. And AI not only buged but and stupid.
About AI behavior, allow to be modable if its possible, so different current and future ships would have different "doctrines".

Mission generator
With selectable and random options. I believe its a must for offline game.

Difficulty levels
Disable 3d for Elite difficulty and SNS COMP Or atleast SNS COMP and F1-4 views. Once You will make interior (forgot how others call it), this could be done.

IDing Targets and extra panel
I believe need make more difficult to ID targets and make it more player decision - currently its matter of clicking arrows in signature tab untill lines match up, or click I while on Periscope. For me its most exciting part of modern sub games is to deciding correct ID with evaluating all info I know.
New panel for Active and ESM interception with frequencies, so player could atleast know (decide) what platform+bearing targets is Surf, Air or Sub. Plus, making signature/sonar frequencies less obvious - providing range to choose from and comparing with other data to decide on ID, instead of giving 100% accurate ID.
This could vary between different difficulty levels.
Currently ESM is useless, only to risk get detected by radar.

I think it main thinks I would love to see, not mentioning already Your planed features. Anyways, love You guys KillerFish Games for what You have done and continue to make.
Who ever proposes AntiAir capabilities again, I will put a fraking torp between Your eyes whenever i meet You on seas. Submarines main defense is stealth, not just shooting everything they see. Currently Air only uncontrolled excitement i get in game - game needs such things, it would be really boring making Subs OP. Plan approach correctly if Air is annoying!
AI beeing stupid is other thing.
Leemon is offline   Reply With Quote
Old 06-19-2017, 08:23 AM   #47
Join Date: Jul 2011
Posts: 3
Downloads: 34
Uploads: 0
Support ** All Stop!**

Well I'm enjoying the game thus far. However, could we have a keyboard shortcut for the command "All Stop!" to set propulsion to “Zero”. The reason being that I like to create “Voice Attack” profiles for games and “Cold Waters” lends itself quite well to giving orders via a voice command software.

I'm able to set-up voice commands for the rudder, diving planes and ballast for varying degrees such as “Hard Right rudder, dive planes down 20 degrees” because there is the ability to reset all the parameters to Zero using the “Level & Centre” command “X” as the first script instruction and then setting the rudder and planes to whatever you want from that baseline.

Sadly, I am unable to do this with propulsion as there is no way of setting a speed related baseline as the first command in the script. The addition of an “All Stop” command would solve this and allow me to create voice commands such as “Ahead 1/3” and “All ahead Flank”. This would, potentially, improve my ability to play the game, but is would definitely increase the immersion.

Ta Everso
Spiggs is offline   Reply With Quote
Old 06-19-2017, 11:57 AM   #48
captgeo's Avatar
Join Date: Dec 2008
Location: Belleville,Ontario,Canada
Posts: 545
Downloads: 105
Uploads: 0

Been a VERY long time since I have made a post................sounds like a pretty buggy game................think I will wait a bit before I part with any money for this title,.....+ I do not care for Steam at ALL.
captgeo is offline   Reply With Quote
Old 06-19-2017, 12:49 PM   #49
Join Date: Sep 2016
Posts: 209
Downloads: 20
Uploads: 4


There are bugs but at it's current state it's very much a playable and enjoyable game.

As for the main topic, I have one more little request (well it's actually two):

give real sensors to torpedoes. Instead of using fixed values create (or give us the ability to create) sonar system for torpedoes. That way they could be affected by everything else, like thermal layers, ambient noise etc.
Also, give the option (a toggle in game options perhaps) for the game to treat torpedoes like other vessels (meaning no magical instant solutions).
PL_Harpoon is offline   Reply With Quote
Old 06-19-2017, 04:09 PM   #50
Join Date: Mar 2017
Location: Hamburg, germany
Posts: 145
Downloads: 55
Uploads: 0

Don't know if this was requested yet, but could we get the option to swtich between imperial and metric units?
cookiemonste is offline   Reply With Quote
Old 06-19-2017, 05:41 PM   #51
Sailor man
Join Date: Jun 2017
Posts: 45
Downloads: 5
Uploads: 0

Bought this game after seeing it reviews on youtube.

It is almost a spiritual successor to Red Storm Rising but it needs some polish and some things added.

For starters, can we have a DLC pack please that includes the Seawolf and Virginia classes, and the British subs? What about the Ohio etc?

Next, the game manual or in game help needs to be way more detailed- those of you who will remember the manual for RSR will remember how thick and detailed it was. It included a full blown run down on your own weapons and their statistics. As it stands it is a bit sparse but I can forgive the developers that.

Definitely need the ability to set course using waypoints or just dialling in a bearing. Steering your own sub and watching it underwater is cool, but some of us would prefer to let the crew do the routine stuff.

The biggest thing that needs an overhaul is the sonar section. There should be a full blown waterfall display that indicates bearing changes, that you can watch as well as changing acoustic conditions- RSR had a map for this displaying good and poor water conditions. It would also be nice to be able to select a sonar array to focus on- IE passive vs tower array.

As it stands it is a solid game that you can't fail to enjoy, but we are relying way too much on F1 viewpoint to drive and operate the ship, the other screens need to be updated to make them far more user friendly.

We don't get any warnings that there are aircraft overhead- can't the crew report this? Ditto sonobuoys dropping in? They just appear with no report from the crew?

It would also be nice to have at least an estimated position on anti-surface weapons, as it stands they become invisible the moment they are launched, unless you use the magic eye camera again, you have no idea if they have missed or how far long their track they are? In reality they could at least be plotted with some accuracy using nothing more than a map and stopwatch?

Don't wish to sound negative totally, I bought the game and I am happy with it, but it could become one of the best simulators ever with some thought I think.
ollie1983 is offline   Reply With Quote
Old 06-19-2017, 05:55 PM   #52
Join Date: Jan 2016
Posts: 9
Downloads: 13
Uploads: 0

I love the game so far. I agree with the above poster. I'm hoping to see some very modern submarines in the future. I love especially playing the early submarines in the game, but i'd like to see the other side of the spectrum with very modern submarines (even the 688i or Seawolf would be ok with obviously the most modern Russians subs as AI too). Wouldn't mind paying via DLC too, as long as it's not too expensive.
wilky210 is offline   Reply With Quote
Old 06-19-2017, 06:03 PM   #53
CTR2 Jack Frost
Navigator857's Avatar
Join Date: Mar 2007
Location: Still on Bridge aboard the USS Iowa BB61
Posts: 200
Downloads: 228
Uploads: 0

My main request has already been mention. I more SH4 type menu. I find the reason I keep getting my ass handed to me is I'm having to spend all my time spamming planes, ballast, rudder.....Captain of a boat doesn't physically drive the boat, he gives orders. With a menu we can give the order "Right Full Rudder" or "Dive to Periscope Depth/300 feet" etc.. I think that would make the game a little more enjoyable to a lot of us who can only play for about 15 minutes before a silent torpedo slams into my hull (the only notice of this being the Damage Control saying my reactor is damaged). Thanks and keep up the good work!

Navigator857 is offline   Reply With Quote
Old 06-19-2017, 06:09 PM   #54
Join Date: Sep 2016
Posts: 209
Downloads: 20
Uploads: 4


Yeah, the devs already mentioned they are working on a solution.
BTW, original RSR had a very elegant way of doing this. Just press a button and type in desired depth/course. I found it much better than Sonalyst's mouse button spamming.
PL_Harpoon is offline   Reply With Quote
Old 06-19-2017, 06:50 PM   #55
Sailor man
Join Date: Jun 2017
Posts: 45
Downloads: 5
Uploads: 0

Don't get me wrong- I enjoy the thrill of physically steering the ship sometimes when trying to evade an incoming torpedo, but it's a big handful when all you are doing is trying to evaluate a sonar contact or do other bits.

The sensors part of the game is the area which needs strengthening, it is no where near detailed enough to make it practical. The signature ID part should be on a separate tab, and I'm constantly having to look at the conditions page just to ensure I don't run into the seabed.

I have no hesitation in recommending people buy the game as it stands though, its a good title, and the devs are already putting in changes. Already we have a working enemy vessel guide now.

EDIT- and if we get the Seawolf can we have swim out torpedos?

Last edited by ollie1983; 06-19-2017 at 07:27 PM.
ollie1983 is offline   Reply With Quote
Old 06-19-2017, 07:26 PM   #56
Gefallen Engel U-666
Aktungbby's Avatar
Join Date: Jul 2013
Location: where I'm at presently
Posts: 13,829
Downloads: 18
Uploads: 0

Default welcome aboard firsttime posterS!

wilky210! & ollie1983! & welcome back Spiggs! after a six year silent run!
"Only two things are infinite: The Universe and human stupidity; And I'm not too sure about the Universe..." Philip K. Dick
Aktungbby is offline   Reply With Quote
Old 06-19-2017, 08:18 PM   #57
Join Date: Jun 2014
Posts: 9
Downloads: 120
Uploads: 0

Please for the love of god, voices that alert you to all the things you see on screen in updates above the signature panel as well as alerting you to torps incoming, torps detonating, all that jazz. The updates are working well so far
mhj1992 is offline   Reply With Quote
Old 06-19-2017, 09:32 PM   #58
The Bandit
Sonar Guy
Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 38
Uploads: 1

I may be going against the grain here but I'm all for the manual controls. I don't mean to sell what the devs are doing short but, this game isn't Sub Command / Dangerous waters and it isn't part of the silent hunter series. DW you basically put the ship on auto-pilot while you did your thing in the realistic sonar and TMA plotter (which if you knew what you were doing you could do better than the computer), for silent hunter, aside from the stunning visuals (which truly cold waters has matched and surpassed lo these 10+ years later) you had the whole crew simulation and 3d stations and walking through the boat.

Cold Waters doesn't have all of that stuff to do if you put the boat on auto-pilot, but I feel that it's disingenuous to what the game is to expect that from the devs. "Gee, this game isn't Dangerous Waters, but if you could make it more like that, that'd be great."

Now for my list of demands

1. In Campaign mode, maybe think about introducing some more generic objectives. I may be going a bit too old-school here, but recently I've digested "Silent Victory" and the "Hitler's U-boat war" books by Clay Blair Jr. and I have a few observations. Obviously things have changed since WW2, but for the most part the majority of the patrols that US Submarines were sent on were fairly straightforward in nature. "Go here, sink what you find, report in and head back when you're out of fish." (Obviously I can admit the war in the Pacific mainly targeting Japan's poorly escorted and regulated merchant fleet is a little different than taking on the Soviet Navy in the Barents Sea) I feel CW is missing a bit of this, the mission objectives are always very specific tasks to accomplish and always have specific outcomes (pass/fail). While this is very effective at moving the campaign / story / picture along it does lead to making you feel that you've got the world on your shoulders.

I guess what I'm getting at is, much like the Silent Hunter games, missions tied to particular geographic locations, or probably more sensibly a "patrol box" area. In some ways the campaign already makes us do this now "Go to the Denmark Strait to prevent an Oscar II from breaking out into the North Atlantic" but what I'm proposing is "Take up station in the Denmark Strait and maintain barrier patrol between Iceland and Greenland", in this case maybe the Oscar comes through, maybe you get an ELF message tasking you with going after the Oscar, or maybe nothing happens at all and you get a new tasking later.

Another opportunity here would be maybe for "reconnaissance / stealth missions" (also I have to apologize, the vast majority of my game-play is in the 1968 campaign so I most likely am overlooking stuff that you guys have in the 84 campaign). While I think going back to a "peace time / Blind Man's Bluff) may not exactly be suited to the game / AI, it may be an interesting challenge to come up with something covert where you're objective it just to listen and classify what's there, then try to escape unnoticed vs. going full on bull in a china shop and tearing the whole place up. This could range from say a mission tasking you to figure out what ships are leaving Murmansk, or maybe a different one where you have to try to locate the "main body" of a Soviet Fleet centered around Kirov or Kiev and then reporting in so that it can be attacked / countered by something greater than just a single submarine.

2. Work on changing the "frequency" for some platforms. At this rate in my 68 campaign, I've sunk so many Novembers that they've got to be pumping some of them out and scraping the barnacles off because they just can't be building new ones this fast. Conversely I can count on one hand the number of times I've seen a Foxtrot class, even the mighty Victor is more common. Can understand a bit with the Romeos because they had very low production numbers and the Whiskey is pretty abundant too.

3. Major pie in the sky and maybe a little bit too far reaching. Rather than considering getting into a full blown crew simulation as a few have mentioned maybe a series of optional (as in you can turn this off if its not your cup of tea) random buffs / debuffs to blur some lines. I'm meaning stuff like

"Overdue for refit: If things were different, your boat would be high and dry getting her bottom scraped and repainted. As it is, wartime considerations have meant postponing your refit and now you lose 5-10% of your top speed due to drag caused by marine growth."

"Brand New boat / Fresh out of dry dock: Your boat now meets and exceeds all design specifications for her class. Enjoy top speed and maybe even a little more!"

You could do the same with some of the departments, like Weapons / Engineering / Sonar for faster/ slower reload / repair times and shorter / longer detection ranges or more / less accurate TMA (all within a reasonable few % range up or down). What I would suggest though, rather than having negatives (Your Weps det. sucks) have unknowns (Rookie weps det.) which may be anything in the range of bad to good. Lastly, make all this assigned randomly so rather than leveling up / upgrading certain areas / unlocking abilities, much like I assume goes on in the real Navy, you have to work with the equipment and personnel you're given and no two boats are exactly alike. This would make the game a bit more fuzzy (instead of knowing for sure "I can do X thing because I'm in a Skipjack class!" you're wondering "Can MY Skipjack class sub do X thing?"
The Bandit is offline   Reply With Quote
Old 06-20-2017, 08:09 PM   #59
Join Date: Jun 2014
Posts: 9
Downloads: 120
Uploads: 0

PLEASE address the time compression issue: What I mean by that, is that when an event such has a torp launch happens, time compression should turn off so that you dont unwittingly allow a torp to get too close due to TC and kill you
mhj1992 is offline   Reply With Quote
Old 06-20-2017, 08:19 PM   #60
Delgard's Avatar
Join Date: Oct 2004
Location: AZ & DC
Posts: 481
Downloads: 43
Uploads: 0

I see the manual controls, as they currently are, reflecting the commands of the Commander or the XO/OOD.

I did notice that "hull-popping" was not modeled, so I tend to have a fast elevator. But, that is my not staying closer to realism.

There are other scenario possibilities, but the game has moved along rather quickly as it is.

I also know how to make adjustments via the "Override", which can really change the challenge. I like that feature. I can dial in the program for me and/or realism.
Delgard is offline   Reply With Quote

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT -5. The time now is 04:48 AM.

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Copyright © 1995- 2019 Subsim