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Old 12-20-17, 11:24 PM   #556
nubbins
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hey cap, I don't know if it's something done by 1.09c or the newest iteration of the Github mod, but SSGNs and their escorts are killing themselves left right and center. It only ever happens on SSGN missions ("enemy SSGN transiting southwards" or "SSGN wolfpack ~200mi north of Iceland").

Right now I've seen Charlies, Juliets and Oscars all either spawn below test depth and implode as soon as I spawn in ("new contact" immediately followed by "breaking up" and pieces of the enemy sub floating around) or they make a dive immediately as the mission starts and go below test depth.

Their escorts go with them to their deaths as well.

I mean, I get the credit for "sinking" them anyways but it's a little too amusing and you should probably be made aware of this... this issue wasn't present in 1.08 nor in 1.09b with the last Github version.

edit: ok I'm not sure what's going on but the issue seems to extend to SSN patrols as well. Got intercepted by an undetected patrol and I just spawned in to be met with a "lost contact, contact breaking up" then a Victor III as "sunk" on the post-battle screen. Logic would assume that diesel patrols with Foxtrots and Kilos might be susceptible to the same bug.

edit2: another SSN patrol. The Victor III imploded near-instantly but the Victor I did not suffer the same fate. I think this behaviour must relate to specific vessels. I've run into a trio of Alfas previously without witnessing this bug.

edit3: this is getting out of hand. Ran into a Foxtrot in littoral waters (<300ft) off Andoya and he evidently spawned below the ocean floor, because his remains were floating around below a field of seaweed. I couldn't see the ground due to the obvious glitch but I'm pretty sure he was spawned in at ~600 ft in 250 ft water. I've sunk a lot of surface combatants so far in this campaign but if this goes on I'll have no subs left to fight. Which reminds me, I finished a UNREP mission and noticed that I "sank" a Foxtrot in addition to the ships. This "Foxtrot" did not appear on my sonar and was not visible, so I'm convinced it suffered the same fate as the others subs.

Also, I'm glad Tu-142s and Il-38s have returned to their random coastal patrols. In 1.08 it became so easy to accost Riga/Poti/Grisha-escorted UNREP groups near the coast because the Il-38 would only appear in insertion or land attack missions.

Last edited by nubbins; 12-21-17 at 12:58 AM.
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Old 12-21-17, 07:04 PM   #557
CaptainX3
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Mod Moved To Github - 12/21/2017
Because the developers of this mod are constantly making changes to the files, adding new stuff and fixing bugs, we're moving the official public download version of the mod to Github directly. This means that Github will now be the only place to download the latest version of the mod. This makes it much easier for everyone to have the latest version of the mod, because packaging and uploading separate public releases is not only a pain and a lot of work, but also causes the mod to end up out of date the instant the developers change something.

Please use the link below to go to Github to download the latest version of the mod by clicking the green "Clone or Download" button and choosing "Download ZIP".

You can see the latest updates to the mod on the Github page, listed next to the override folder, along with how recently the mod itself was changed. If you'd like to see the history of all recent changes, you can click the "### Commits" button right below the title text of the page and you'll see a list of every change submitted to the mod, which you can click on their numbers and see any notes left.

I know this isn't the ideal way to set this up, but packaging and creating public releases is very time consuming, which is why you haven't seen any new releases lately yet the mod has been updated constantly on Github. Making this change will make it much easier for everyone to have the latest updates to the mod much faster. I'd recommend checking the page about once a week for updates.



GitHub Download Link: http://github.com/CaptainX3/CW-Playable-Subs (Download the latest version of the mod by clicking the green "Clone or Download" button and choosing "Download ZIP".)
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New Playable Subs & More - A Mod For Cold Waters

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

"We'll settle this the old Navy way... the first guy to die loses!"
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Old 12-21-17, 07:15 PM   #558
CaptainX3
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Quote:
Originally Posted by nubbins View Post
hey cap, I don't know if it's something done by 1.09c or the newest iteration of the Github mod, but SSGNs and their escorts are killing themselves left right and center. It only ever happens on SSGN missions ("enemy SSGN transiting southwards" or "SSGN wolfpack ~200mi north of Iceland").

Right now I've seen Charlies, Juliets and Oscars all either spawn below test depth and implode as soon as I spawn in ("new contact" immediately followed by "breaking up" and pieces of the enemy sub floating around) or they make a dive immediately as the mission starts and go below test depth.

Their escorts go with them to their deaths as well.

I mean, I get the credit for "sinking" them anyways but it's a little too amusing and you should probably be made aware of this... this issue wasn't present in 1.08 nor in 1.09b with the last Github version.

edit: ok I'm not sure what's going on but the issue seems to extend to SSN patrols as well. Got intercepted by an undetected patrol and I just spawned in to be met with a "lost contact, contact breaking up" then a Victor III as "sunk" on the post-battle screen. Logic would assume that diesel patrols with Foxtrots and Kilos might be susceptible to the same bug.

edit2: another SSN patrol. The Victor III imploded near-instantly but the Victor I did not suffer the same fate. I think this behaviour must relate to specific vessels. I've run into a trio of Alfas previously without witnessing this bug.

edit3: this is getting out of hand. Ran into a Foxtrot in littoral waters (<300ft) off Andoya and he evidently spawned below the ocean floor, because his remains were floating around below a field of seaweed. I couldn't see the ground due to the obvious glitch but I'm pretty sure he was spawned in at ~600 ft in 250 ft water. I've sunk a lot of surface combatants so far in this campaign but if this goes on I'll have no subs left to fight. Which reminds me, I finished a UNREP mission and noticed that I "sank" a Foxtrot in addition to the ships. This "Foxtrot" did not appear on my sonar and was not visible, so I'm convinced it suffered the same fate as the others subs.

Also, I'm glad Tu-142s and Il-38s have returned to their random coastal patrols. In 1.08 it became so easy to accost Riga/Poti/Grisha-escorted UNREP groups near the coast because the Il-38 would only appear in insertion or land attack missions.
Haven't seen this bug yet, but I'll tell other users to see if they spot it. I've seen some reports of odd sub behavior in vanilla with the beta, which the devs are working on. I don't know of anything in the mod that would cause this, but we'll keep a lookout for sure.
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New Playable Subs & More - A Mod For Cold Waters

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

"We'll settle this the old Navy way... the first guy to die loses!"
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Old 12-21-17, 09:12 PM   #559
supraoptimo
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Seems like SEAL insertion missions in the 1986 campaign are bugged now. It goes into 3D mode, but you've got no HUD and no controls work, forcing you to Alt+F4 out of the game.
Not sure if it's the beta version or the mod, but I was in a modded submarine at the time and I'm pretty sure I did one of those missions just a couple days ago without errors.

Also, don't know if it's intentional or not (or fixable for that matter), but a number of your added neutral merchants have the same sonar profile as certain Soviet merchants. One of the Large Container Ships has the same profile as a Poltava, for example.
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Old 12-21-17, 10:31 PM   #560
CaptainX3
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1.09d just dropped a little while ago. It should address the bugs being reported.

Major Changes
- Start of combat sonarman greatly improved. Please check for any issues with initial contact assignment with detected or lost contacts, duplicate "S" contacts etc.

- INSERTION and LAND_STRIKE missions were crashing in previous 1.09 versions. Please verify that these mission types are working and if you have a campaign where they consistently crash on loading, please email us the save game.

- Subsequent missions could crash due to assignment of neutral flags in the previous mission. Please check multiple missions work fine in the same play session.
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New Playable Subs & More - A Mod For Cold Waters

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

"We'll settle this the old Navy way... the first guy to die loses!"
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Old 12-23-17, 11:30 PM   #561
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something is wrong with the mod. the enemy boats in the 1968 campaign are picking up my L.A. class from over 10k away. they shoot torps at me and i shoot back down their bearing then evade only to have my own torp double back and sink me!!! this has happened 5 times in a row. and in each case i was up against tango boats. Also im using the new 109d mod, this same scenario has never happened before with your mod. thought you might want to know Captainx. I do have to say i really really like your mod. Also would it be possible to have it where when you click on either subs or surface ships that there can be sub-sections on those for different countries? If not thats cool just an idea that i think would help with classification.
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Old 12-24-17, 12:30 AM   #562
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Quote:
Originally Posted by bandit484 View Post
something is wrong with the mod. the enemy boats in the 1968 campaign are picking up my L.A. class from over 10k away. they shoot torps at me and i shoot back down their bearing then evade only to have my own torp double back and sink me!!! this has happened 5 times in a row. and in each case i was up against tango boats. Also im using the new 109d mod, this same scenario has never happened before with your mod. thought you might want to know Captainx. I do have to say i really really like your mod. Also would it be possible to have it where when you click on either subs or surface ships that there can be sub-sections on those for different countries? If not thats cool just an idea that i think would help with classification.
The devs have been tweaking the AI over the last few game updates, I think they've overpowered it a bit. There isn't anything we can do from our end. We've been recommending everyone drop their difficulty by one level for the time being.

We've also been asking the devs for more sorting options for the subs and ships, but they haven't responded to that request yet. Unfortunately it's something they'll have to do from their end, we can't control it via modding.
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New Playable Subs & More - A Mod For Cold Waters

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

"We'll settle this the old Navy way... the first guy to die loses!"
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Old 12-24-17, 08:25 PM   #563
bandit484
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Quote:
Originally Posted by CaptainX3 View Post
The devs have been tweaking the AI over the last few game updates, I think they've overpowered it a bit. There isn't anything we can do from our end. We've been recommending everyone drop their difficulty by one level for the time being.

We've also been asking the devs for more sorting options for the subs and ships, but they haven't responded to that request yet. Unfortunately it's something they'll have to do from their end, we can't control it via modding.
I understand thats why i was trying to be as nice as i could when i posted to you. I absolutely love your mod it has made the game so much better bud!!!!
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Old 12-25-17, 01:33 AM   #564
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Old 12-27-17, 01:41 AM   #565
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Had a similar experience as nubbins. Subs spawn below floor in shallow areas.

Kind of humorous as they cant harm you.

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Old 12-27-17, 02:02 AM   #566
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Old 12-30-17, 10:19 AM   #567
Niume
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Hello What campaings are designed for like polar glory? And How to fix no HUD problem where the subs spawn and no hud or anything and is this mod working for beta version 1.09
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Old 12-30-17, 10:59 AM   #568
CaptainX3
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Quote:
Originally Posted by Niume View Post
Hello What campaings are designed for like polar glory? And How to fix no HUD problem where the subs spawn and no hud or anything and is this mod working for beta version 1.09
Polar Glory is just an alternative Soviet campaign where Russia has taken over other places at the start of the campaign.

The "No HUD" bug seems to be random at this time and neither us nor the devs have tracked down a cause yet.

Yes, the mod is updated and working for 1.09.
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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 12-31-17, 02:50 AM   #569
nubbins
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Finished a narwhal '84 campaign, and noticed that some enemy ships are inflicting pretty heavy damage upon themselves by running into their own torps.

I don't know exactly what's happening but as I followed my torp into a Kanin (I replaced mk48 with ADCAP on the narwhal because I hate snaking and I knew that she did get the torpedo eventually), she dropped a SET-65 off her starboard launcher and it more or less exploded immediately after hitting the water...by the time my ADCAP acquired, the Kanin was on fire with a sizeable gash starboard.

I suppose the Kanin was in the midst of a hard starboard turn and ran into the SET-65 (which is a slow weapon, and first dips then returns to the surface)? But then again, they usually arm a couple seconds after entering the water (turning from green to yellow) and this did not take that long. The Sovremenny in that same engagement took its own USET-80 in the starboard side, more or less exactly the same unfortunate accident as the Kanin.

Something tells me that this is more an issue for CW devs, but it never hurts to know. Using latest mod on 1.09e release.
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Old 12-31-17, 07:22 AM   #570
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I know the new AI may permit it to control surfaced launched torpedoes, but in the Red Storm Rising 1987 (Free Play), I noticed that air-dropped torps were very managed. Taking out the subs is not that difficult, but the MARPAT aircraft drops and it bypasses any sub defense tactics and comes straight in like it is following guidance.

Just my experience over two plays.
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