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Old 09-22-17, 12:41 PM   #61
LTJGBeam
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Quote:
Originally Posted by Rickster1 View Post
cannot see this mod in download section
It's been moved to Missions and Maps folder in the COLD WATERS Download section.

http://www.subsim.com/radioroom/down...o=file&id=5258
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Old 09-22-17, 12:42 PM   #62
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Mod Update # 6b: Date:09/22/2017
Fixes for more model changes in the base models in 1.08c. I had to uninstall and reinstall COLD WATERS, update to Beta 1.08c, then add the 2004 Mod to get everything working correctly.
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Old 09-22-17, 02:40 PM   #63
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Mod Update # 6c: Date:09/22/2017 1240
Fixes for Seawolf model due to minor changes in the Narwhal base model in 1.08c. I had to uninstall and reinstall COLD WATERS, update to Beta 1.08c, then add the 2004 Mod to get everything working correctly.

Sorry I didn't catch this earlier today.
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Old 09-22-17, 10:29 PM   #64
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Mod Update # 6d: Date:09/22/2017 2220
Fixes for Los Angeles based Flt II & III models due to minor changes in the base model in 1.08c. This should be the last of the subs needing fixing. Next up the Surface Ships. That will take a while, but appears purely cosmetic...

Mod should be pretty stable again. Let me know if issues occur in this thread.
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Old 10-28-17, 07:53 AM   #65
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iv been using the new subs and the throttle controls using the Q & Z keys are really janky can you make it so they go up in 5 kt increments?
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Old 10-31-17, 08:30 AM   #66
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I am not sure this is supported anymore.
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Old 11-03-17, 09:54 AM   #67
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Old 11-15-17, 10:16 AM   #68
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Default New Seawolf look

I hope the author of the 2004 campaign does not mind that I took his Narwhal designed Seawolf and tweaked the Seawolf specific file to more closely look like an actual Seawolf class submarine. Download the single file, and place it in the folder that the current Seawolf file resides. That's it.

While the look is not precise it is much closer to the actual look and, if I do say so myself, looking pretty good during submarine selection at mission screen as well as while driving it in missions.

All of the credit goes to the original coder(s) and modder(s) of the 2004 campaign. Again, I merely tweaked it to more closely resemble a Seawolf class submarine.

I hope you like it.
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Old 11-15-17, 10:00 PM   #69
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Does this mod still work with the latest Cold Waters version?

ETA: Apparently it does?

Also, that is a really nice model update, I never thought to use the Permit hull but it works really well.

Personal request, can you make the pumpjet shroud smaller by using a smaller propeller model? It may look more "realistic".

Last edited by EnjoyableSTIG; 11-15-17 at 10:08 PM.
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Old 11-16-17, 03:30 AM   #70
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Quote:
Originally Posted by EnjoyableSTIG View Post
Does this mod still work with the latest Cold Waters version?

ETA: Apparently it does?

Also, that is a really nice model update, I never thought to use the Permit hull but it works really well.

Personal request, can you make the pumpjet shroud smaller by using a smaller propeller model? It may look more "realistic".
I'll look into the shroud when I have some man cave time, but that's probably going to be done best by a hard-core modded. All I did was take existing code and tweak it to more closely resemble the Seawolf class. Without certain textures and models it would be a task ill suited to me. I'm glad you like it.
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Old 11-17-17, 12:37 AM   #71
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Quote:
Originally Posted by PANCAKEOFDOOMS View Post
iv been using the new subs and the throttle controls using the Q & Z keys are really janky can you make it so they go up in 5 kt increments?
It does, for the most part, until you go from full speed to flank speed. If it does not for the sub you are driving, the next time you are in the appropriate sub-folder for vessels, change the speed parameters. You can also modify, or add if absent, the telegraph speeds. In doing so, you can accomplish, mostly, what you are asking for. That said, some subs were designed with differing speed adjustments so that, for example, when the captain or the X-O called out, say, ahead two-thirds, that incremental speed adjustment would be to 12-knots or 17-knots rather than 15-knots. So, I am guessing that the designers of this game wanted to keep such matters as close to reality as they could.
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Old 11-17-17, 02:31 PM   #72
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I have a bug to report:
I have started a Russian campaign, I was sent against subs, I got sunk by a torpedo. Then, a first notifying screen appears saying a Russian sub was sunk. I then click Continue and I get only blank screen parts where normally the text is located, normally I should get here a new mission or the end of campaign summary (if captured or camapaign loss). Impossible to click Continue, I had to kill the game with Task Manager in Windows.

Stupidly I didn't take a screenshot, but I hope this report helps.
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Old 11-18-17, 12:32 AM   #73
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For whatever reason, I don't think 2004 is being supported any longer. LTJG, I have not seen him in 2-3 months.
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Old 11-22-17, 03:18 AM   #74
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this mod is awesome, although I did notice a couple of minor bugs.

If you abandon ship and are rescued, it doesn't return you to Holy Loch or give you a new ship, you just stay in your crippled sub and move on to the next contact.

Also, it seems that the save function doesn't work.
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Old 11-23-17, 04:26 AM   #75
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