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Old 12-03-17, 11:08 PM   #541
Aktungbby
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Old 12-13-17, 09:29 AM   #542
MarktheGrey3
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Icon9 New Playable Subs and More Mod

Great Mod!!! Only it won't work with 1.09b.

I tried it and all I saw after picking the campaign was a blue-underwater on my monitor, and a frozen PC, so I had to delete it.

If/when the mod is updated, I will happily install the new version.
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Old 12-13-17, 05:54 PM   #543
Ramius
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Quote:
Originally Posted by MarktheGrey3 View Post
Great Mod!!! Only it won't work with 1.09b.

I tried it and all I saw after picking the campaign was a blue-underwater on my monitor, and a frozen PC, so I had to delete it.

If/when the mod is updated, I will happily install the new version.
Well, 1.09 only got released yesterday. In between work, testing the beta version and spending almost all of today fixing the mod (when I should have been doing other stuff), it's waiting to get put onto Github atm and then probably released.
So it shouldn't be too long
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Old 12-16-17, 01:28 AM   #544
NunyaBzness
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radar GitHub version 12/15/2017 on 1.09

Trying out the GitHub version (as of 2300 MST today) and things seem to be working fine. Running the SeaWolf... First mission out of the chute was a Moskva, Kresta II, Krivak 1, and a Victor 1. So many torpedos... LOL!

Fortunately, the Russian Navy is short a few boats and we're still running!
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Old 12-16-17, 03:18 AM   #545
Ramius
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Quote:
Originally Posted by NunyaBzness View Post
Trying out the GitHub version (as of 2300 MST today) and things seem to be working fine. Running the SeaWolf... First mission out of the chute was a Moskva, Kresta II, Krivak 1, and a Victor 1. So many torpedos... LOL!

Fortunately, the Russian Navy is short a few boats and we're still running!
Just be aware that Campaigns 3,4 and 5 do NOT work in that version.
I'm still trying to make them work - CaptainX or myself didn't make them originally so its taking me a bit longer to figure them out
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Old 12-16-17, 07:16 AM   #546
aaken
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I'll start working on the soviet campaigns next week. I hope to be finished before Xmas

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Old 12-16-17, 11:07 AM   #547
NunyaBzness
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Quote:
Originally Posted by Ramius View Post
Just be aware that Campaigns 3,4 and 5 do NOT work in that version.
I'm still trying to make them work - CaptainX or myself didn't make them originally so its taking me a bit longer to figure them out
Roger, I figured that, but I'm addicted to the HUD layout changes and sub choices... Thanks for your hard work!
My only gripe is that it takes FOREVER to scroll through all contact types... First world problems! LOL!
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Old 12-16-17, 05:02 PM   #548
JazzGuru
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It's great to know that I'll soon be able to start sinking stuff again!

With regards to certain campaigns needing to be updated, I was wondering if the free-roam campaign would feature all the new goodies, like the whales and the neutral vessels. It's good to hear that you guys are working to update them.

Thank you very much...
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Old 12-16-17, 05:30 PM   #549
Ramius
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Quote:
Originally Posted by JazzGuru View Post
It's great to know that I'll soon be able to start sinking stuff again!

With regards to certain campaigns needing to be updated, I was wondering if the free-roam campaign would feature all the new goodies, like the whales and the neutral vessels. It's good to hear that you guys are working to update them.

Thank you very much...
Yep, the free roam campaign (6) has been updated with all the new stuff
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Old 12-17-17, 01:59 AM   #550
bADbILL
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Default v1.07d Compatible version ?

Hi,

I just got this game and it errors out on some language file. Is there a fix or something I could do to get this working? I really wanted to try out a SSN-21 mod.

Thanks!
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Old 12-17-17, 09:33 AM   #551
Aktungbby
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Default welcome aboard!

bADbILL!
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Old 12-17-17, 06:24 PM   #552
NunyaBzness
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radar

Quick update:

1. No "significant" (game breaking) errors on the 1984 campaign so far.
2. I'm seeing some contact numbering overlap. Last encounter was a Krivak, Kresta, Amguema, and a Victor. Along with them was a single neutral ship. Two of the contacts were labeled Sierra 2.
3. Some of the neutral contacts are being reported as Biologic...
4. Contacts in the subcategories (subs, warships, and others) are sorted with the US contacts first and the "others" are arranged in an odd order. For the US campaign, it takes a lot of key strokes to get to "the right targets".

Not sure whether this is the beta or the mod, but I hope this helps...
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Old 12-17-17, 06:52 PM   #553
captinjoehenry
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Hey I just want to make a suggestion. Make a mission like The Escape of Red October but allow the player to use any sub they want. I have tried it and the sheer number of surface ships and subs in that mission make it a ton of fun to try and use a single sub to take all of them out so it would be great if something like that was fully supported instead of needing to create it myself.

The main reason I suggest this is that some of the subs in the mod are really really good and it can be boring to use them in the campaigns when they are constantly fighting prior gen subs so having a chance to take out something like the improver virginia class sub against an entire fleet of blisteringly modern subs and surface ship is a really really fun challenge.
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Old 12-18-17, 08:53 AM   #554
Ramius
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Quote:
Originally Posted by NunyaBzness View Post
Quick update:

1. No "significant" (game breaking) errors on the 1984 campaign so far.
2. I'm seeing some contact numbering overlap. Last encounter was a Krivak, Kresta, Amguema, and a Victor. Along with them was a single neutral ship. Two of the contacts were labeled Sierra 2.
3. Some of the neutral contacts are being reported as Biologic...
4. Contacts in the subcategories (subs, warships, and others) are sorted with the US contacts first and the "others" are arranged in an odd order. For the US campaign, it takes a lot of key strokes to get to "the right targets".

Not sure whether this is the beta or the mod, but I hope this helps...
I'll answer what I can..

2. I believe this has been seen a few times by people, including those not using the mod. So hopefully the devs will look into it.
3. Those will be the neutral ships that I added into the mod ages ago, they have always been classified as biologic - same as the props dont turn and they disappear when destroyed. Slow time I will be trying to make them the same as the new neutrals.
4.The way this now works is all new. I added them in the same way that they appear in the USNI Reference. Hopefully its something that can me tweaked.

Thanks for the comments though
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Old 12-20-17, 12:34 PM   #555
CaptainX3
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Quote:
Originally Posted by captinjoehenry View Post
Hey I just want to make a suggestion. Make a mission like The Escape of Red October but allow the player to use any sub they want. I have tried it and the sheer number of surface ships and subs in that mission make it a ton of fun to try and use a single sub to take all of them out so it would be great if something like that was fully supported instead of needing to create it myself.

The main reason I suggest this is that some of the subs in the mod are really really good and it can be boring to use them in the campaigns when they are constantly fighting prior gen subs so having a chance to take out something like the improver virginia class sub against an entire fleet of blisteringly modern subs and surface ship is a really really fun challenge.
Excellent suggestion, I'll put it in the next mod update!
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New Playable Subs & More - A Mod For Cold Waters

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

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