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12-11-17, 08:41 PM | #1 |
Cold Waters Developer
Join Date: Aug 2012
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Version 1.09 Beta Now Available
This is a significant update which adds neutral shipping along with other fixes and improvements to the base game. Note that it will lilely break most mods, so be sure to disable any mods or custom content before enabling 1.09 beta.
To opt in to the beta: Right click the Cold Waters in Steam library, go to properties and you should have new "BETAS" tab added, then use the pulldown to select the beta you would like to opt into -leave the early access code empty- and the new update should download. When you run the game the version number should read version 1.09. Version 1.09 Beta 12 Dec 2017 General "Default Commander Name" now uses language dictionary value Fixed typo in sensor_display_names.txt and sensors.txt "Spin Trough" config.txt added ForceCampaignMissionNumber=FALSE for debugging specific mission instance of ForceCampaignMissionType PeriscopeDepthInFeet=45 variable now supported in vessel files, default value if omitted is 45 Added Mail and Haze to Strike from the Sea and Narvik Caper Single Missions Added support for vessels at anchor near ports Missiles cannot target anchored ships in close proximity to docks Added support for multiple rudders on vessels Seaweed patches added in shallow waters Fixed prop location on Kilo default/campaign/campaignXXX/language_en/events/content/patrol_outcome_end.txt to handle court martial ending Added SHIPDOCK positions to all ports Removed red TLAM circle from Strike from the Sea Single Mission as TLAMs auto home added as of version 1.08c OtherVessels removed from Single mission files and added to default/campaign/maps/norwegian_sea_traffic.txt VesselsAndTraffic=campaign/maps/norwegian_sea_traffic added to all Single Missions and campaign_data.txt files to reference neutral traffic and lists of ships available for Signature Analysis Oil rig positions added to default/campaign/maps/norwegian_sea_world_objects Added new text files default/campaign/maps/norwegian_sea_world_objects_68.txt and default/campaign/maps/norwegian_sea_traffic_68.txt New vessels and oil rigs added: civ_fv_trawler civ_ms_freighter_a civ_ms_freighter_b civ_ms_super_p civ_ms_encounter civ_ms_sl7 civ_oilrig civ_spar_rig Combat Recognition manual displays correct sonar frequencies Helmsman now calls correct speed if entering Silent Running above 5 knots Sonarman now calls out faded contact bearing at mission start if initial contact is lost AI take snapshots toward incoming torpedoes with torpedo and/or ASW missile spreads Snapshots with missiles, range spread Snapshots with torpedoes, bearing spread Snapshot probability tied to game difficulty (40%, 70%, 100%, 100%) Torpedo snapshot number fired tied to quality of enemy solution against player AI surface vessels now more aggressive with using torpedoes Decreased radius of depth charge, depth bomb and naval shell blast zones by 50% Fixed a bug where sinking a contact not currently detected threw a script error Fixed some physics issues with depth bomb trajectories Fixed an error with ship fires burning script Despawn ships that cannot be assigned a valid start position (due to terrain) Damage decals updated Ships docked at ports randomised and can be sunk Campaign Whales now correctly spawn in campaign missions Improved campaign mission generation for more mission variety campaign_data.txt added DefaultMissionTypes=SSN_WOLFPACK,SS_WOLFPACK to fall back to these types when a valid mission cannot be found Fixed ASUW_STRIKE and RESUPPLY_CONVOY missions which were not being generated correctly Enemy occupied locations now correctly calculated for mission types requiring them Fixed SS_WOLFPACK_2 missions (84, 68 campaigns) which lacked waypoint data Removed non-player CONVOY missions from 68 and 84 campaign_data.txt as they broke mission generation Event texts use correct file values for headers: "THE SECRETARY OF THE NAVY<n>WASHINGTON" and "ACHIEVEMENTS TO DATE" Events new variable: ForwardDate=7,14 sets date forward by range for all intro and conclusion events to simulate passage of time Added Mail to INSERTION and LAND_STRIKE missions Fixed bad mission files for INSERTION missions in 84 campaign: Narvik, Reykjavik, Bergen, Trondheim Added air patrols for INSERTION missions in 84 campaign: Narvik, Reykjavik, Bergen, Trondheim New player mission checks if location based and too close to current player position to prevent auto-failing mission campaign_data.txt added CivilianTraffic=campaign/maps/norwegian_sea_traffic default/campaign/maps added norwegian_sea_traffic.txt files for 84 and 68 campaign default/campaign/campaignXXX/language_en/events/content/patrol_outcome_end.txt added for court martial ending of campaign
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12-11-17, 09:40 PM | #2 |
Ocean Warrior
Best of SUBSIM Chairman Join Date: Dec 2008
Location: Milwaukee, WI
Posts: 3,207
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I'm not much of a beta-testing type of gamer anymore, but I have to say that I'm impressed with the change list. Can't wait for the release. You've made a special game here....
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12-12-17, 07:36 PM | #3 |
Stowaway
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Tried the surefire old tactics I've used at the very passive Soviets and now I got greeted by 2 spreads of 3 x USET-80's against my launch transient. While evading, the Charlie and Victor III fired SS-N-16's at me too. One of the USET-80's latched on me that I was unable to evade. USS Jacksonville ended up in a deep grave.
This is from just one test but it looks like this patch have changed the play field considerably. Excellent |
12-12-17, 08:30 PM | #4 |
Watch
Join Date: Jun 2017
Posts: 26
Downloads: 1
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Bug,
Damage textures are slightly darker than the rest of the sub making them stick out.
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Last edited by jrolson; 12-15-17 at 09:09 PM. |
12-12-17, 10:22 PM | #5 |
Watch
Join Date: Sep 2017
Posts: 26
Downloads: 14
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Looks great so far. Seaweed makes it look more realistic and gives a better sense of your speed across the sea floor. And yes, you can drive through the seaweed without it damaging your sub. Have yet to see any oil rigs or civilian ships.
I have the Russian Playable Subs mod installed and it does cause a couple of things not to work. So far have found the helm/dive/speed controls etc. tabs don't work as well as the XO report tab at the mission loading screen seems not to work. Removed it and there were no issues at this stage.
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12-13-17, 02:37 AM | #6 |
Loader
Join Date: Nov 2017
Posts: 90
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awesome so far, I love the inclusion of Neutrals and Biologics, although, do they have to be the same color as unknown contacts on the map? that threw me off the first couple of times I saw them. The only significant bug I noticed is that the 1984 campaign now seems to start in 1985. Not a big deal, but the Article about the Soviet reaction to Able Archer '83 references it as having taken place "last November." If the paper is dated February of '85, last November would have been '84.
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12-13-17, 08:56 AM | #7 |
Stowaway
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Also, as I was watching a whale approach the Oscar in the above fight, it sang making the scene very eerie.
Here is a screen as the Oscar launches it spread just after the whale have passed. |
12-13-17, 02:14 PM | #8 |
Nub
Join Date: Aug 2017
Location: California
Posts: 2
Downloads: 4
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removing mods or disabling them
ok , Im a newbie mod user, I got the new beta , and I know it said it would crash some mods, can someone please tell how to remove or disable the mods, so that I can get back to enjoying this game ,
Thanks Hacksaw |
12-13-17, 03:02 PM | #9 |
Loader
Join Date: Nov 2017
Posts: 90
Downloads: 9
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the easiest way top remove mods is to delete the Override folder.
I just had a couple of crashes in the Campaign. The game goes to a view of the ocean and freezes. The first time occurred immediately following the completion of a TLAM strike at Archangelisk. When I reloaded the autosave it put me back in the same mission, minus all the weapons I expended in the first attempt, causing me to autofail. The second time occurred after I aborted that mission and started moving my sub out of the white sea. Edit: I had it happen a third time on a SEAL deployment in the same area. Looks to be a problem with encounters in that area. Last edited by Capt.Hunt; 12-13-17 at 03:50 PM. |
12-13-17, 09:16 PM | #10 |
Navy Dude
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Very different and challenging. Like it so far! I'll have to do a video tomorrow hopefully.
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12-13-17, 10:09 PM | #11 |
Watch
Join Date: Dec 2009
Posts: 21
Downloads: 34
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I bought mainly because KF pushed this patch. Game feels pretty complete to me now- too busy evading counterattacks to worry about whether AI is evading in Z plane
Looking forward to the Chinese content, the eventual OPFOR campaign DLCs, Fleet Command-style RTS sequels, etc |
12-13-17, 10:28 PM | #12 |
Skipper
Join Date: Oct 2004
Location: AZ & DC
Posts: 487
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Well, it locked up with whatever my Override folder said so I disabled that entirely.
Went into the 1984 and crawled across the Norwegian Sea until I hit an encounter at Norway's northeast cape. I think it was 30 seconds from contact to belly-up on a downward spiral. Instead of my normal 10kyds out, I went with 25kyards for situation analysis. No time to evaluate beyond 22%, which is a "yonder that way" when I got my first chance to look at the screen. At that time, two missile torpedoes landed on top of me. Having just hit 16kts, I was at 0kts from the first and 5 seconds later...swimming with the fishes. I don't think I will play that hardcore simulator again. Will there be a game version coming out? |
12-14-17, 12:25 AM | #13 |
Watch
Join Date: Nov 2017
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1984 campaign in elite difficulty changed from total turkey shoot where the enemy rarely even shoots back(and main threat are the helicopters) to war overnight!
How big of a work would it be to make the surface ships make less drastic maneuvers when they're evading a torpedo? I would get a lot less kills if they mostly ran away and made minor course changes while dropping decoys, instead of making hard turns and letting the much more maneuverable Mk 48 slam their sides. |
12-14-17, 01:01 AM | #14 |
Sailor man
Join Date: Apr 2017
Location: Below the thermocline
Posts: 45
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Hopefully there will be an update to More Playable Subs then.
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12-14-17, 02:52 PM | #15 |
Navy Dude
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While it's great that the AI is more aggressive now with counter fire. The amount from some of the post (2 spread of 3 torps plus SSN-16) is a bit alarming if it was from the same source. Don't think anyone will fire of 1/3 of your load out on a possible target.
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