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CaptainX3
08-15-17, 07:46 AM
Two Questions:
1. Is the self noise rating the quietest that your own sub will get at 5 knots and ultraquiet mode?

and

2. Why does the Trafalgar have VLS tubes on the bottom of the sub that shoot torpedos only?

Also, superb job once again. :up:


1. The self noise rating listed in the description is the sub's BASE rating as entered in the vessel file. This is before any modifiers. Ultra Quiet will reduce that number, while increasing speed will increase that number by 1db per knot.

2. I think Ramius did that because the game goes wonky when you try to give a sub an odd number of regular torpedo tubes.

Izrid
08-15-17, 09:55 AM
This is getting a bit much. Would really like to see better models/values, rather than using wrong models, painting them black and saying, "that'll do".

Getting close to removing this mod entirely and sticking with the stock game =/

CaptainX3
08-15-17, 12:41 PM
This is getting a bit much. Would really like to see better models/values, rather than using wrong models, painting them black and saying, "that'll do".

Getting close to removing this mod entirely and sticking with the stock game =/

Please do. No one is forcing you to use the mod. Bull**** like this is why modders quit and walk away.

Oh, and FYI, new models cannot be added to the game at this time, they're locked out. So are sub/ship textures. But hey, you apparently know everything, so by all means go make a mod with new models and textures.

phelan1777
08-15-17, 12:57 PM
This is getting a bit much. Would really like to see better models/values, rather than using wrong models, painting them black and saying, "that'll do".

Getting close to removing this mod entirely and sticking with the stock game =/

:wah:

Then mod the game and bring in all the textures and viewable aspects that will make the game better for you. Or you can appreciate the VOLUNTARY work that the members here have provided. Just a thought in consideration.

goldfish716
08-15-17, 01:01 PM
Nice work, thank you.

Question:
Are you able to give the 212a its X shape rudders or is this not possible?

It can be done. Although you would still see the non-moving parts of the conventional fins. Only the moving parts can be removed.

Also the x-fins won't move when steering, but they will look nice.

PacificWolf
08-15-17, 03:37 PM
Amazing job with the mod, keep it up.
Im so confused which boat i will use in my campaign. Choice is amazing, i think i will use them all, great mod.

Thank You CapitanX3

Izrid
08-15-17, 03:53 PM
Please do. No one is forcing you to use the mod. Bull**** like this is why modders quit and walk away.

Oh, and FYI, new models cannot be added to the game at this time, they're locked out. So are sub/ship textures. But hey, you apparently know everything, so by all means go make a mod with new models and textures.

Sure it's not your attitude? So friendly and welcoming

Izrid
08-15-17, 03:54 PM
:wah:

Then mod the game and bring in all the textures and viewable aspects that will make the game better for you. Or you can appreciate the VOLUNTARY work that the members here have provided. Just a thought in consideration.

Wasn't aware that there was so much hostility here. Noted.

CaptainX3
08-15-17, 05:54 PM
I believe it was your attitude that started it. Anyone who knows me here knows I'm more than happy to listen to suggestions and criticisms.

What I am NOT willing to do is stand by and be insulted by someone who has no clue how the game works. You jumped in here and basically called myself and the other modders lazy for not adding new models and such to the game, when it is literally all over here and Steam that this is not currently possible.

I'm reasonably sure that if you walked into ANYWHERE and told the people there they were lazy, you'd get the same reaction.

Izrid
08-15-17, 06:11 PM
Forgive me for not kowtowing, I was not aware it is required here.

Great mod, carry on.

Falkirion
08-15-17, 08:33 PM
1. See if the boats are in the unit reference (in-game)
2. See if they are in the vessels list. (in override)
3. See if you have the vessel files for those boats. (in override)
4. See if the vessels are named in the relevant mission/campaign file as a player ship. (in override)

With that info, we should be able to figure out your problem.

Can answer at least 3 off the top of my head from work
1. No, can't see them in game in the unit ref.
2. They are there in the vessel list in override.
3. The files are there in override.
4. Can't check atm, will have to have a look when I get home.

Thanks for the reply Goldfish

EDIT* Just noticed Cap had released an update that fixes it. They were missing from the campaign file.

GDFTigerTank
08-15-17, 08:51 PM
Forgive me for not kowtowing, I was not aware it is required here.

Great mod, carry on.

You seem to be new here. Suggest you wise up a little and read/learn about what goes on here and about some of the current issues and limitations with modding this game before attacking people that are quite obviously going way above and beyond the call of duty to deliver extra content for free to this community.

Yet somehow you seem to have EXPECTED people to support your uninformed opinions and then got butt hurt when they didn't... :hmmm:

YOU ROCK CAPTAINX3! THANKS FOR ANOTHER GREAT UPDATE! :Kaleun_Thumbs_Up:

wastel
08-16-17, 12:01 AM
thx for the 212a x fin Infos. i then think its better not to change the model.

On the other Hand, is it possible to move the front dive planes to the sub tower? :-).

something like this should work, or?

Again..awesome mod. hoped that the 2004 campaign mod would be merged in, but i think the modder of the 204 campaign is not so cooperative.

cheers

wastel

Izrid
08-16-17, 03:40 AM
You seem to be new here. Suggest you wise up a little and read/learn about what goes on here and about some of the current issues and limitations with modding this game before attacking people that are quite obviously going way above and beyond the call of duty to deliver extra content for free to this community.

Yet somehow you seem to have EXPECTED people to support your uninformed opinions and then got butt hurt when they didn't... :hmmm:

YOU ROCK CAPTAINX3! THANKS FOR ANOTHER GREAT UPDATE! :Kaleun_Thumbs_Up:

I have. This is great and there are no problems, bugs or criticisms at all.

Carry on.

Jimbuna
08-16-17, 05:27 AM
Cool heads everyone, these are exciting times, best to savour and enjoy them.

Pants
08-16-17, 09:32 AM
Just Downloaded this great mod sir. and hi jim long time no see sir o7

goldfish716
08-16-17, 12:30 PM
On the other Hand, is it possible to move the front dive planes to the sub tower? :-).

Yes it's quite doable. Donno it if will look right, but it can be done.

Falkirion
08-16-17, 07:19 PM
Latest update to the mod has brought in the missing subs. Thanks Captain! Great job with everything!

goldfish716
08-16-17, 07:21 PM
Ok, I did some model work on the 212. No x-fins, but moved the bowplanes to the sail and added a more accurate prop.

wastel
08-16-17, 11:14 PM
Thx! You guys Rock!

martin.va
08-17-17, 10:51 AM
Hello, I have a problem with Tubes 7 and 8 on SSN November. They just do not want to fire a torpedo. Can you help me, please?

goldfish716
08-17-17, 04:48 PM
Hello, I have a problem with Tubes 7 and 8 on SSN November. They just do not want to fire a torpedo. Can you help me, please?

Works for me. You may have an issue due to running two incompatible mods, or 1 mod that is outdated or incorrectly updated.

I would delete the override folder and put in a fresh one. That should solve the problem.

GDFTigerTank
08-18-17, 10:03 AM
Ohio SSGN is like Moby Dick timewarped to 1984. Fan-frickin-tastic. So glad that bug with her got fixed.

CaptainX3
08-18-17, 10:55 AM
Mod updated! Just a small update for 1.07b compatibility plus a few other tweaks and bug fixes.

ChaosphereIX
08-18-17, 04:26 PM
thx for the hard work CaptainX

minor issue: Yasen is still too slow. Should be 35knots, not 28 [that is for effective silent speed, just like the Seawolf can go 20knots silently]

Is one of the contributors going to re-balance the warhead weights to KG equivalent of TNT? I could try, but I am terrible at math...

CaptainX3
08-18-17, 07:52 PM
thx for the hard work CaptainX

minor issue: Yasen is still too slow. Should be 35knots, not 28 [that is for effective silent speed, just like the Seawolf can go 20knots silently]

Is one of the contributors going to re-balance the warhead weights to KG equivalent of TNT? I could try, but I am terrible at math...

Dammit, I had it set at 35... if I find who is sneaking around and changing files I'm gonna kick their ass LOL.

I'll make sure it's fixed in the next update.

PacificWolf
08-19-17, 04:47 AM
Any Chance to fix Typhoon periscope depth?
At 50 ft conning tower is slightly above waterline and the sub is detected by radar.

ChaosphereIX
08-19-17, 05:43 AM
Typhoon seems to be a huge problem. Has been for many patches now. Stay deep in it or dont play it, really.

Also, the Russian campaigns are still broken for me. I get to a certain point, i win a mission, and then results screen / news screen is just blank.

Shame...

aaken
08-19-17, 05:59 AM
Typhoon seems to be a huge problem. Has been for many patches now. Stay deep in it or dont play it, really.

Also, the Russian campaigns are still broken for me. I get to a certain point, i win a mission, and then results screen / news screen is just blank.

Shame...Try to put campaigndebugonload=true in the config file so i can have a better idea of whats going on. I did a complete check with eventsDebugOnContinue=true and i don't get broken links or references, at least after yesterday update.

Inviato dal mio SM-A300FU utilizzando Tapatalk

Wewolf
08-19-17, 06:18 AM
Hello,

Its possible to add 2 additional torpedo tube for the Sierra? As far as I know she have 8 tubes, even in her model. However, she have only 6 in-game.

aaken
08-19-17, 06:39 AM
Hello,

Its possible to add 2 additional torpedo tube for the Sierra? As far as I know she have 8 tubes, even in her model. However, she have only 6 in-game.

According to deepstorm.ru website Sierra has 4 533 mm tubes and 2 650 mm tubes.

ChaosphereIX
08-19-17, 07:32 AM
from all my research it was the Sierra II that had 6 tubes, not the Sierra I

Sierra I had 8 tubes, 4x65cm, 4x53cm. It had the Victor III bow sonar.

Sierra II had 6x53cm due to the enlarged bow sonar from the Akula taking up too much space.

They also had room for 40 weapons in the torpedo room.

Here is a decent article as an example:

http://www.hisutton.com/Russian%20SIERRA%20Class%20Titanium-hulled%20attack%20sub.html

Grondag
08-19-17, 01:23 PM
Just wanted to say I really enjoy the mod! :up:
It's been a while since a game has kept my interest long enough to incur the wrath of my wife... :yeah:

I managed to merge the Red Storm Rising free roam mod with this one, and it is unbelievably fun! Not sure if you've already looked into officially merging these, but it's really nice to just roam about for a while racking up tonnage before doing a SEAL insertion and final TLAM attack.

martin.va
08-19-17, 01:35 PM
Works for me. You may have an issue due to running two incompatible mods, or 1 mod that is outdated or incorrectly updated.

I would delete the override folder and put in a fresh one. That should solve the problem.

The problem may be that I have a mod 1.04.
Can you tell me where I can download a new one ?. thank you.

Ramius
08-19-17, 02:59 PM
The problem may be that I have a mod 1.04.
Can you tell me where I can download a new one ?. thank you.

If you mean version 1.04 of the game, then you either need to get Steam to update it, or if you can't do that then you need to buy the game :haha:

I dunno
08-19-17, 03:38 PM
Excellent mod, really enjoyable! Took an Ohio SSGN into 1968 for some absurd fun.:Kaleun_Thumbs_Up:

martin.va
08-20-17, 02:27 AM
If you mean version 1.04 of the game, then you either need to get Steam to update it, or if you can't do that then you need to buy the game :haha:

And is there no way to get it for free? I never paid for the game and I do not want to change it. :o

Ramius
08-20-17, 04:52 AM
And is there no way to get it for free? I never paid for the game and I do not want to change it. :o

Can't help you there .

Onkel Neal
08-20-17, 08:52 AM
And is there no way to get it for free? I never paid for the game and I do not want to change it. :o

Never paid for the game, eh? You're in the wrong forum.:nope:

CaptainX3
08-20-17, 10:21 AM
And is there no way to get it for free? I never paid for the game and I do not want to change it. :o

Nope. The mod stays up to date with the game. If you want to use mods, you'll need to buy the game legitimately via Steam.

Coming onto a forum and publicly admitting you stole the game isn't a terribly bright idea, either.

FireflyActual
08-20-17, 03:54 PM
Hey guys, just downloaded the mod, works like a treat. The only problem I have is that despite doing more than a dozen missions and sinking 500k+ tonnes of shipping (including 3 carriers and a Los Angeles-class SSN) there are no notifications about how the war is going. I feel like my actions have little to no impact on the course of the war. Is that part of the mod WIP or is that how it's supposed to work? I've read most of the thread but wasn't able to find any info on that.

Another point of note, I've just received a mission to sink a VLS-equipped sub with SSN escort. It doesn't say where the sub's departing from (presumably Holy Loch, but I could think of other places) or where it's headed. How on Earth am I supposed to find it without having to rely on aerial or satellite recon? :hmmm:

Aktungbby
08-20-17, 05:37 PM
FireflyActual!:Kaleun_Salute:

Aktungbby
08-20-17, 06:20 PM
:Kaleun_Salute:Grondag! & Wewolf!:Kaleun_Salute:...after a silent run since 2008!

FireflyActual
08-20-17, 08:46 PM
FireflyActual!:Kaleun_Salute:

Hello! I may be new to the forums but I've lurked around these parts way back in my SH3 days. Thanks to Cold Waters I'm getting to enjoy pixelated submarines again. :)

Jimbuna
08-21-17, 05:05 AM
Hello! I may be new to the forums but I've lurked around these parts way back in my SH3 days. Thanks to Cold Waters I'm getting to enjoy pixelated submarines again. :)

Well you've certainly made an excellent choice.

Welcome :salute:

FireflyActual
08-21-17, 10:58 AM
Well you've certainly made an excellent choice.

Welcome :salute:

Thank you! :)

Back on topic, I found this bug today. I got a mission to sink a resupply convoy from Reykjavik to Bergen. I sank every ship in it and got this screen (image resized 50% from 1440p):

http://i.imgur.com/6uIkcUX.png

I believe this was supposed to be an award screen. After I pressed space I got a newspaper blurb and received orders normally.

aaken
08-21-17, 11:40 AM
The campaign was 68 or 84? Did you start the campaign that gave you this error after the last update or was it a saved campaign started before last update?

kilroy26
08-21-17, 08:14 PM
I downloaded the russian subs mod and I love it however I have ran into an issue while playing the 1984 campaign as the russians.

I have been ordered to return to the Soviet coast to rearm and repair but I see no point on the map to sail to. I tried heading to my home port of Murmansk to no avail. I've looked everywhere on the tactical map for said Soviet coast point but have had no luck. The game seems unable to move past the mission as ten days(in-game) have gone by since Ive received the order.

If anyone knows of a way to help me out it is greatly appreciated.

FireflyActual
08-22-17, 05:00 AM
The campaign was 68 or 84? Did you start the campaign that gave you this error after the last update or was it a saved campaign started before last update?

It's an '84 campaign. I started and still run it in 1.06b, haven't upgraded to 1.07 yet.

aaken
08-22-17, 05:43 AM
I downloaded the russian subs mod and I love it however I have ran into an issue while playing the 1984 campaign as the russians.

I have been ordered to return to the Soviet coast to rearm and repair but I see no point on the map to sail to. I tried heading to my home port of Murmansk to no avail. I've looked everywhere on the tactical map for said Soviet coast point but have had no luck. The game seems unable to move past the mission as ten days(in-game) have gone by since Ive received the order.

If anyone knows of a way to help me out it is greatly appreciated.You have to return to your home base, so Murmansk. It's the first time I hear such a bug. Maybe you started it in a previous version of the mod. Since i changed some things in the events in last update it's possibile that you have sort of compatibility issues.

PacificWolf
08-22-17, 08:59 AM
Thanks to Cold Waters I'm getting to enjoy pixelated submarines again. :)

That's the spirit!

PacificWolf
08-22-17, 09:02 AM
It's an '84 campaign. I started and still run it in 1.06b, haven't upgraded to 1.07 yet.

That might be the problem, mod is updated to version 1.07b if Im not mistaken.

aaken
08-22-17, 09:29 AM
That might be the problem, mod is updated to version 1.07b if Im not mistaken.In the last 2 updates of the mod a few changes were incorporated in the campaign files. Loading a saved campaign generated in previous versions will most probably result in these type of errors, I think

FireflyActual
08-22-17, 09:58 AM
That's the spirit!

You can't imagine how happy I was to see this title being announced, it's been years since I've last played SH3. :)

That might be the problem, mod is updated to version 1.07b if Im not mistaken.

Whoops... Does this mean my campaign is buggered? :(

In the last 2 updates of the mod a few changes were incorporated in the campaign files. Loading a saved campaign generated in previous versions will most probably result in these type of errors, I think

I had a completely clean installation of the mod with no other changes made to the game. I downloaded the file, extracted it, copied the whole override folder into StreamingAssets and went from there. I had no prior save files except for the one I had for my vanilla Los Angeles campaign (which I'd already finished and I haven't replayed it since), I created one for the Red campaign as I started it about a week ago.

On another note, I recently had the pleasure of sinking a 668i. 3 of my torps missed, only the fourth one managed to find its target (in addition to one of his own, it was a knife fight in a phone booth :D). Having said that, I wish for a tiny bit more historical accuracy in the '84 campaign - iirc the first 668i was commissioned in 1988. Then again, my UGST torpedoes aren't exactly historical either, as they were introduced in the 1990s... Perhaps I should dig into the mod files to check if I can change them to USET-80s.

PacificWolf
08-22-17, 12:10 PM
Perhaps I should dig into the mod files to check if I can change them to USET-80s.
You can change the parameters of torps and change the loadout of the sub itself:yep:

PacificWolf
08-22-17, 12:19 PM
Typhoon seems to be a huge problem. Has been for many patches now. Stay deep in it or dont play it, really.

Also, the Russian campaigns are still broken for me. I get to a certain point, i win a mission, and then results screen / news screen is just blank.

Shame...
Well found a solution for that, i just need to run full speed on tac map (LMB) and Im no longer on scope depth, choosing 25 kyd combat, sometimes im detected but it's manageable to dodge most of the torps and sometimes they didn't pick me up as a target.

Anyway great mod, we can play Russian subs and fight for the Motherland:)

Pants
08-23-17, 12:11 PM
Loving the mod but i have a little issue for me only, is there a way to increase the running time of your torpedo's?

PacificWolf
08-24-17, 01:07 PM
Loving the mod but i have a little issue for me only, is there a way to increase the running time of your torpedo's?

Yup there is, just need to incerase range:)

Pants
08-24-17, 05:20 PM
why tty sir :Kaleun_Salute:

CaptainX3
08-24-17, 06:18 PM
Mod updated!

ChaosphereIX
08-24-17, 09:19 PM
thanks so much Captain, and the other contributors, for the continual improvement to the mod

I barely have to "fix" anything before starting into the game anymore, before it would take about an hour...

Will get playing and let you know how things go.

Last patch, the Rus Campaigns stalled for some reason after about 25 missions - no longer spawning in task force fleets, for example, to sink. Dunno if this is fixed in new iteration.

Again, thanks.

CaptainX3
08-26-17, 02:37 PM
Mod updated!

aaken
08-26-17, 02:59 PM
The soviet campaigns have been completely overhauled. Let me know if you find bugs.
Cheers
Aaken

FireflyActual
08-26-17, 03:20 PM
The soviet campaigns have been completely overhauled. Let me know if you find bugs.
Cheers
Aaken

Will do, thanks!

ChaosphereIX
08-26-17, 07:38 PM
thanks for the work modders

will stress test the Russian Campaigns today...lets hope I can actually finish one...

GeneralGamer
08-27-17, 07:43 AM
Great Mod and thanks for the constant updates!!!:salute:

Tobz
08-27-17, 10:57 AM
Hi great subs, the Yasen front with and Trafalgar rear would make a better Astute than the Akula you got now.:)

PacificWolf
08-27-17, 01:28 PM
Another great update Cap.
Carry on :Kaleun_Cheers:

Aktungbby
08-27-17, 02:23 PM
Tobz!:Kaleun_Salute:

PacificWolf
08-27-17, 02:58 PM
Well found bug in campaign:
https://i.imgur.com/3zlwqyi.jpg

aaken
08-27-17, 03:40 PM
Nicely spotted! Will correct in next update (and maybe add different music )

PacificWolf
08-27-17, 03:42 PM
Nicely spotted! Will correct in next update (and maybe add different music )

Boy oh boy different music will be awesome:Kaleun_Thumbs_Up:

Hjalfnar
08-28-17, 05:02 AM
Hey! I asked this already on Discord, but it is still quite unclear: Are german Type 206 boats in? Only 209 and 212 are noted in the list, but they are far to modern and (in case of 209) were never in service in the Deutsche Marine. Type 206 was the most modern type of submarine the Deutsche Marine had in service during the cold war, as the Type 205 was plagued with various problems. Would be somewhat strange if these ones are not in, but the (too) modern subs. oO

LeopardDriver
08-28-17, 05:05 AM
Good point. If CaptainX wants, I would make the 206 as well.

Cheif_D
08-28-17, 10:59 PM
Hi, thank you for the awesome job, the additional submarines give the game a lot more depth (get it?) ill see myself out...... anyway, I hate to be a greedy bastard but is there anyway you can remove the mounts for the horizontal stabilizers on the sail of the 688(i)? I know you probably used the sail from the normal 688 for the design. This problem also appears on the Seawolf. The 688(i) is also missing the stabilizer fins on the rudders too (the propper design is similar to the ohio) I ask you for these changes because you work so much faster and do a better job then killerfish at making their own game! Thank you sir! :Kaleun_Applaud:

wastel
08-29-17, 12:00 AM
Hello,

206 is a nice idea.

But one overall question.
Is it possible to restrict some missions to a special sub type? e.g. no one would order an 206 or even 212 to attack Murmansk with TLAM's. Can this be canceled from the Sub missions list?

Or is the missions list of the campaign always valid for any playable Sub?

If so...well

Wastel

CaptainX3
08-29-17, 01:01 AM
Good point. If CaptainX wants, I would make the 206 as well.

I'd be fine with that, as long as you're uploading your changes to the GitHub. That's the only place we accept contributions now.


Hello,

206 is a nice idea.

But one overall question.
Is it possible to restrict some missions to a special sub type? e.g. no one would order an 206 or even 212 to attack Murmansk with TLAM's. Can this be canceled from the Sub missions list?

Or is the missions list of the campaign always valid for any playable Sub?

If so...well

Wastel

There's no way I know of to restrict certain campaign missions to only certain playable subs. It might be possible somewhere in the files, but I've never spotted coding to do so. As far as I know, there are only 3 options when it comes to the campaigns:

1. Only play subs that are equipped with VLS systems and land attack missiles.

2. Play any sub but ignore the TLAM missions when they're given to you.

3. Remove TLAM strike missions from the campaigns completely.

It is possible to "turn off" the TLAM mission in the campaign files so there's no chance you'll get it. I'll have to look again at which file it is but it would be a simple change.

aaken
08-29-17, 01:50 AM
You probably would only need to change the mission probability to 0 in the campaign_data file

ChaosphereIX
08-29-17, 03:41 AM
or remove TLAM from the sub weapon inventory

you will never get TLAM missions if you cannot equip the weapon

wastel
08-29-17, 08:04 AM
thats an outstanding hint! :Kaleun_Salute:

XPETIT
08-29-17, 04:53 PM
Hi,

First, I want to thank you for this great mod. I have spend lot of hours to enjoy with it.

Like I m french, I dreamed about the sub class Triomphant and futur Barracuda. So after see what you have done I have made 2 versions to symbolized the class Triomphant. One from Shipjack and one from Los Angeles (i didn't succeed to delete the dome on the front and the array on the right side.....Any idea?).

I have also modify the weapons. Now french uses the heavy torpedo F21 (near mk48) and M51 in remplacement of M45).

I would to add pictures but cant put simply the files...****.

Im surprise that there not in the game the fabulous russian torpedo SKVAL (250knt!!).

Again, thanks for the mod. If you like my little add, how can I send it?
:up:
Xavier

goldfish716
08-29-17, 07:09 PM
I have a Triophant model already worked up. It's just been on my back-burner. If you message me with your text, I will try and get it in.

Also, we may have the PD issue on the Typhoon fixed, for anyone still waiting on that, it should be out soon.

LeopardDriver
08-30-17, 12:47 AM
Also, I have the French Barracuda. Just some finishing work and will upload it soon.

PacificWolf
08-30-17, 09:01 AM
Also, we may have the PD issue on the Typhoon fixed, for anyone still waiting on that, it should be out soon.

That's great news, keep up the good work:Kaleun_Cheers:

DarkShark22
08-30-17, 02:10 PM
I discovered a bug: for some reason, the game won't let me reload my weapons when I'm using the Oscars...
Any advice?

LeopardDriver
08-30-17, 02:22 PM
Things like that happen when you update the boat within a running campaign.

aaken
08-30-17, 04:02 PM
I discovered a bug: for some reason, the game won't let me reload my weapons when I'm using the Oscars...
Any advice?It has been reported and solved in next update. In the meanwhile you can fix it doing as follows :
in the override/vessels directory locate rus_ssgn_oscar and rus_ssgn_oscar1

in [weapon systems] there is TorpedoNumbers=20,0,4,4,4 or something like that. These are the reload of the TorpedoTypes specified in the line immediately above. The number of torpedo reloads must match the type of torpedoes in the releoad. This is the problem. Since in both subs there are 4 types of torpedo reloads, substitute TorpedoNumber line with

TorpedoNumbers=20,0,4,4

Veronica
09-04-17, 08:45 AM
Will the mod be updating its UI to the updated Model that just got released on August 31st and will the Oscar 1 and 2 be updating their waterflow when surfaced to fit the size of the sub because right now the only visual effect aligned properly when moving is the cavitation from the props the water flow/waves off the bow, and the spray from the props when sufaced while moving at max speed isnt aligned correctly for the oscar 1 and oscar 2.

Aktungbby
09-04-17, 10:09 AM
Veronica!:Kaleun_Salute:

CaptainX3
09-04-17, 01:24 PM
Mod updated!

Paultergeist
09-04-17, 08:06 PM
Hi there,

Firstly, great mod - brilliantly executed with the resources available so credit to all who have contributed.

I have the issue where I cannot load any save file for campaigns 3 to 5, however, the files do exist in the Killerfish Games\Cold Waters\savegame\campaign003 folder. This isn't an issue specific to this mod - I've found it a problem for any mod that adds a campaign beyond the stock two, e.g. the 2004 campaign mod also adds extra campaigns to the list.

As a work around, I am currently moving the AutoSave.txt and campaign1984RED.txt file to the campaign002 folder (as I don't really play the 1968 campaign) and would like to know if there is a line in a .txt file which I can alter to have the game recognise the campaign 3 to 5 save folders? It's a bit of a non issue as I can work around it, but it would be great not having to move the file every time I start the game :)

Thanks in advance and any help or direction to other threads as it is greatly appreciated.

Update:
Autosave worked for Polar Glory (campaign005), but, when loading it the helm, depth and sensor control windows weren't visible and would not appear even when toggling them with shortcuts. Possible bug?
I'll add that I really like the position they are in over the vanilla locations - great choice!

PacificWolf
09-05-17, 10:46 AM
Boy oh boy, new campaign music is great. Thank You CapitanX3:Kaleun_Salute:

Gerd Kelbling
09-06-17, 09:08 AM
Hello!

Thank you fopr this GREAT Mod!!!
I love the Russian Subs.
But will there come a Hotel-Class Sub?

Thanks again!

PacificWolf
09-06-17, 11:01 AM
Found little bug with Oscar ruder, only one is working.

Ramius
09-06-17, 04:19 PM
Hello!

Thank you fopr this GREAT Mod!!!
I love the Russian Subs.
But will there come a Hotel-Class Sub?

Thanks again!

I've got the file done for a start on that class, but put it on hold so we could sort out issues with all the other stuff in the mod first before we added any more new stuff.
I will get around to finishing it (and others).

Ramius
09-06-17, 04:20 PM
Found little bug with Oscar ruder, only one is working.

This is a known bug with the base game files.

ChaosphereIX
09-06-17, 07:49 PM
repost from steam, just FYI

Fantastic work thanks Captain et al.

Will get play testing asap.

Edit:

1. All campaigns freeze on trying to select LA Flt 2 and 3 subs. Have tried to find an extra comma or spelling mistake in the vessel files...

2. New Italian sub is missing from some lists.

3. Many subs have dumbfire torps as first in list, so that is all they fire at you in campaign [US Mk16 for example]. This may be a base game problem.

4. Oscar classes should have the wp_65-76 "Whale" torpedo instead of the 53-65M as their wake homing carrier killer. This was the torpedo type the Kursk had onboard when it sank. It is the whole reason some Russian submarines have the 65cm torpedo tubes, such as the Oscar.

5. On loading a save file, the bars for nav etc. that are part of 1.07 are completely gone. No tabs even.

Many other minor oddities, but I will keep those mostly to myself [ie the Swiftsure has a test depth of 1600, vs 1800 for the Churchill...despite IRL the opposite should be the case - the whole reason for changing the hull design in 2nd Gen UK subs was to increase quietness and depth]. I fix these things patch after patch, it is routine now :P

goldfish716
09-07-17, 12:34 PM
Many other minor oddities, but I will keep those mostly to myself [ie the Swiftsure has a test depth of 1600, vs 1800 for the Churchill...despite IRL the opposite should be the case - the whole reason for changing the hull design in 2nd Gen UK subs was to increase quietness and depth]. I fix these things patch after patch, it is routine now :P

You should hop on github and make small changes like that.

PacificWolf
09-07-17, 02:37 PM
Another minor bug with Oscar class, the screws are spinning like they were not centered. Especially visible when they turn very fast (32 kt).

Ramius
09-07-17, 02:47 PM
Another minor bug with Oscar class, the screws are spinning like they were not centered. Especially visible when they turn very fast (32 kt).

Thanks,
We changed the playable Oscar to use the Delta IV props (number of blades I think), so I just checked the Delta IV and they are off centre on that too when at a higher speed. Unfortunately again this is a model issue :(

EnjoyableSTIG
09-07-17, 03:03 PM
I think all of the screws in the game do this at high speed. Some are just more obvious than others.

PacificWolf
09-08-17, 11:23 AM
Found another little bug, Borei class has no shaft to drive the screw.

goldfish716
09-08-17, 05:50 PM
Visually, I decided it wasn't worth trying to put a shaft there (on the Borei). You can always put a torpedo in as a shaft, but I didn't like the look of it.

Just imagine power is transferred via the side booms to a tip driven prop.

CaptainX3
09-09-17, 07:52 PM
Mod updated!

ChaosphereIX
09-09-17, 09:05 PM
thanks for the update Captain, your hard work on this amazing mod is much appreciated!

Is there any way I can send you a list of minor suggestions [mostly in vessel file, campaign file, weapons file, etc.] for future updates without cluttering up this forum?

If not, I can just post the comments here if you want.

Again, thanks :Kaleun_Salute:

CaptainX3
09-10-17, 04:51 AM
You could join the Discord server, which would allow you to talk to myself and the other mod contributors directly about your ideas. We have our own channel for the mod itself there now. Just keep in mind that not all of your suggestions will always be accepted. Sometimes things are set a certain way for a certain reason, even if it's not realistic. It's good to let us know if something is wrong, but we might not always change it for whatever reason LOL.

Oh, and FYI for anyone who might be curious... devs have told us that textures will be opened in the next update. We'll be able to fully texture all units within the game, meaning that subs can be textured and colored properly and the US ships from the Russian campaign can be retextured to make them look a lot better. There's lots more coming so stay tuned.

Ruslan
09-10-17, 08:08 AM
It is possible to add in mod project 945A "Condor" ???? - is the NATO classification — "Sierra -II"

https://ru.wikipedia.org/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Sierra_II_class_SSN.svg

https://ru.wikipedia.org/wiki/%D0%9F%D0%BE%D0%B4%D0%B2%D0%BE%D0%B4%D0%BD%D1%8B%D 0%B5_%D0%BB%D0%BE%D0%B4%D0%BA%D0%B8_%D0%BF%D1%80%D 0%BE%D0%B5%D0%BA%D1%82%D0%B0_945%D0%90_%C2%AB%D0%9 A%D0%BE%D0%BD%D0%B4%D0%BE%D1%80%C2%BB

Ramius
09-10-17, 11:33 AM
It is possible to add in mod project 945A "Condor" ???? - is the NATO classification — "Sierra -II"

https://ru.wikipedia.org/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Sierra_II_class_SSN.svg

https://ru.wikipedia.org/wiki/%D0%9F%D0%BE%D0%B4%D0%B2%D0%BE%D0%B4%D0%BD%D1%8B%D 0%B5_%D0%BB%D0%BE%D0%B4%D0%BA%D0%B8_%D0%BF%D1%80%D 0%BE%D0%B5%D0%BA%D1%82%D0%B0_945%D0%90_%C2%AB%D0%9 A%D0%BE%D0%BD%D0%B4%D0%BE%D1%80%C2%BB

The only difference between them is a few knots, so not worth it imo.

Ruslan
09-10-17, 02:37 PM
The only difference between them is a few knots, so not worth it imo.

There are differences.Was added new weapons(мissiles),detection sensors and reduce their noise sub,caliber torpedo tubes.Additionally, the cabin of the boat looks a little different.


ps:It's like comparing 688 and 688 i :Kaleun_Salute:

ChaosphereIX
09-10-17, 11:09 PM
yeah the Sierra II was an evolutionary improvement on the Sierra I

different tube layout
better sonar
quieter sub
better capabilities

We have Akula I and Akula II, so why not Sierra I and Sierra II?

ChaosphereIX
09-10-17, 11:12 PM
You could join the Discord server, which would allow you to talk to myself and the other mod contributors directly about your ideas. We have our own channel for the mod itself there now. Just keep in mind that not all of your suggestions will always be accepted. Sometimes things are set a certain way for a certain reason, even if it's not realistic. It's good to let us know if something is wrong, but we might not always change it for whatever reason LOL.

Oh, and FYI for anyone who might be curious... devs have told us that textures will be opened in the next update. We'll be able to fully texture all units within the game, meaning that subs can be textured and colored properly and the US ships from the Russian campaign can be retextured to make them look a lot better. There's lots more coming so stay tuned.

great, joined the discord

Skyhigh
09-11-17, 04:30 PM
The Dutch subs have hud/default1 in their files

This means that the program will give an error when loading as there appears not to be a default1.

StillFabry
09-14-17, 10:35 AM
Very intresting MOD!!!!
And, periscope MASK and RADAR work well in all type of submarine, not like other mods.
But i think there are some things not so good. For example U can play USS and Russian SUBS in all 2 campaing (i dont like), some subs look very different theme of standard game subs (more darker or very different skin from original game)
GRAT MOD!!!!! but to much confusional, alot of similar sub (and dont like they are more dark in pick phase and very different from standard skin sub). Aot of New confusional weapons. And u can use all SUB in all campagin (there are no difference in 1968 1984 or USA or Russian) can be the best mod of all time, but for now is to much messy

CaptainX3
09-14-17, 09:02 PM
Very intresting MOD!!!!
And, periscope MASK and RADAR work well in all type of submarine, not like other mods.
But i think there are some things not so good. For example U can play USS and Russian SUBS in all 2 campaing (i dont like), some subs look very different theme of standard game subs (more darker or very different skin from original game)
GRAT MOD!!!!! but to much confusional, alot of similar sub (and dont like they are more dark in pick phase and very different from standard skin sub). Aot of New confusional weapons. And u can use all SUB in all campagin (there are no difference in 1968 1984 or USA or Russian) can be the best mod of all time, but for now is to much messy

Many of our users requested the ability to use any sub in any campaign. Some people like playing Russian subs in the US campaign and vice versa. The option is there for those who want it, just scroll past to the Russian subs if you don't want to use a US sub.

The "dark" subs you mention is actually a bug within the vanilla game that we cannot fix. Sometimes when scrolling through subs, and then scrolling backwards, you'll end up with a solid black texture instead of the normal black texture. Nothing we can do there.

The new weapons and new subs are as historically accurate as we can make them. We cannot add new sub models to the game, they're locked, so we have to make do with what we have.

If the mod is too messy for you, that's great, don't use it.

CaptainX3
09-16-17, 09:49 AM
Mod Updated!

OrangeFr3ak
09-16-17, 01:59 PM
It'll be nice to see the PLAN's Wuhan, Ming and Song submarines!

PLAN 09V
09-16-17, 02:29 PM
It's great to see the addition of the Chinese subs. I would like to point out a little problem to help making them more accurate.

First of all, the PLAN never named their subs by the different dynasties in the Chinese history. Names like Han, Shang and Xia were all given by NATO.

They were also not named with just Arabic numerals like 091, which a lot of military fans think is accurate enough. The most official designations for them would be a combination of Arabic numerals and Roman numeral. All PLAN nuclear submarine designations starts with 09, and then the last number will be in Roman numeral, like 09I, 09II, 09III and 09IV.

However, it would be a different story with the Chinese conventional/AIP subs. Most of the time their designation doesn't include Roman numerals.

I can't wait to see the addition of 09IV ballistic sub and conventional subs like 039 series.

If you have any question regarding these subs, feel free to let me know.

CaptainX3
09-16-17, 03:38 PM
It's great to see the addition of the Chinese subs. I would like to point out a little problem to help making them more accurate.

First of all, the PLAN never named their subs by the different dynasties in the Chinese history. Names like Han, Shang and Xia were all given by NATO.

They were also not named with just Arabic numerals like 091, which a lot of military fans think is accurate enough. The most official designations for them would be a combination of Arabic numerals and Roman numeral. All PLAN nuclear submarine designations starts with 09, and then the last number will be in Roman numeral, like 09I, 09II, 09III and 09IV.

However, it would be a different story with the Chinese conventional/AIP subs. Most of the time their designation doesn't include Roman numerals.

I can't wait to see the addition of 09IV ballistic sub and conventional subs like 039 series.

If you have any question regarding these subs, feel free to let me know.

Most of the subs in the mod use the NATO designations for ease of identification. The Typhoon, Akula, and Alfa class Russian subs certainly aren't called that in Russia LOL. But, it's easier to identify a Xia class than a Type 92 class. Even if the creator didn't do this, I personally would, because I want the class name I can easily identify.

As for the sub names and numbers, I'll point out that info to the sub's creator, and if he wishes to change it he can.

CaptainX3
09-16-17, 09:35 PM
ATTENTION EVERYONE:

Beta 1.08 was released a couple hours ago. This update breaks the mod due to changes in some files. We're aware of the problem and working to fix it. In the meantime, either don't update the beta until we get a fix released or opt out to return to the normal 1.07e version of the game. A fix will be released as soon as we can manage it.

PLAN 09V
09-16-17, 09:39 PM
Most of the subs in the mod use the NATO designations for ease of identification. The Typhoon, Akula, and Alfa class Russian subs certainly aren't called that in Russia LOL. But, it's easier to identify a Xia class than a Type 92 class. Even if the creator didn't do this, I personally would, because I want the class name I can easily identify.

As for the sub names and numbers, I'll point out that info to the sub's creator, and if he wishes to change it he can.


After playing these Chinese subs for testing, I found that the shapes/colors/weapons/systems are not very accurate. About the shapes, I apologize that I am not good at describing them, but there are plenty of images you can find online to correct the shapes. I would like to point out 5 major problems that I see here.

1. There's at least two version of 09I in real life, the first batch of two boats (1970s) are in light blue+light brown color, capable of using Yu-1, Yu-2, Yu-3 and Yu-4 torpedo, sonar suite was Type 603, these two boats have no anechoic tiles. Noise level of these two boats were terrible.

The second batch of 3 boats were built after 1980. They came with black anechoic tiles, plus other noise reduction effort, bringing it's noise level to a slightly better level, but still cannot compare with US/USSR subs of the same period. For this batch, the sonar suite was replaced by H/SQ2-262B, Yu-1I, Yu-4I/II were added. In the 1990s, YJ-82 missile, Yu-3I/II/III and Yu-5 torpedos were also added.

Similar upgrades were applied to Type 09II.

In the game the baseline 09I has the wrong shape, wrong color, wrong sonar, and missing the Yu-1/2/4 torpedoes. YJ-82 should not exist in the 1980s. Similar problems with 09II as well.

2. 09II should have 6 torpedo tube instead of 4 in the game. There were two technical status of 09II. Before the major upgrades, 09II has no anechoic tiles, painted in light blue+light brown, sonar was Type 604. After the upgrade, black anechoic tiles were added, the sonar was changed to H/SQ2-262B.

3. Baseline 09III should be equipped with H/SQG-207 sonar(not H/SQC-207, wrong name in the game), adding Yu-3I/II/III, Yu-5 and Yu-6 torpedos, plus YJ-82 missile, noise level should be close to Victor III.

With 09IIIA, Yu-9 torpedo should be added, noise level would be slightly louder than early Los Angeles class. Sonar was upgraded with a classified type similar to AN/BQQ-10 of Sea Wolf/Virginia.

On 09IIIB we should see the addition of the latest Yu-10 torpedo, it's also able to use part of the YJ-18 family, including baseline YJ-18(tube launch anti ship missile), YJ-18A(VLS launch anti ship missile), and the YJ-18B(VLS launch land attack cruise missile). CJ-10 should not be included. Noise level of 09IIIB is slightly better than early Los Angeles, sonar suite was upgraded to a classified type similar to Sonar 2076 of Astute. H/SJG-208 towed array is also added.

There should be major shape changes with 09IIIB, conning tower has an improved design similar to Sea Wolf/Virginia, VLS missile bay should be located right behind conning tower.


4. CY-1 and its entire series of anti-sub missile never entered service with PLAN, none of their subs should be carrying them. PLAN subs were not equipped with anti-sub missiles until some of the most recent modifications.

Baseline 09III has no capability of using any anti-sub missile (at least before upgrade), if you wanna put something for the improved models, the closest thing would be Yu-8 anti-sub missile.


If dev wish to add more Chinese torpedos and missiles in the next upgrade, I can write an introduction for them.

The Bandit
09-17-17, 12:34 AM
After playing these Chinese subs for testing, I found that the shapes/colors/weapons/systems are not very accurate. About the shapes, I apologize that I am not good at describing them, but there are plenty of images you can find online to correct the shapes. I would like to point out 5 major problems that I see here.

1. There's at least two version of 09I in real life, the first batch of two boats (1970s) are in light blue+light brown color, capable of using Yu-1, Yu-2, Yu-3 and Yu-4 torpedo, sonar suite was Type 603, these two boats have no anechoic tiles. Noise level of these two boats were terrible.

The second batch of 3 boats were built after 1980. They came with black anechoic tiles, plus other noise reduction effort, bringing it's noise level to a slightly better level, but still cannot compare with US/USSR subs of the same period. For this batch, the sonar suite was replaced by H/SQ2-262B, Yu-1I, Yu-4I/II were added. In the 1990s, YJ-82 missile, Yu-3I/II/III and Yu-5 torpedos were also added.

Similar upgrades were applied to Type 09II.

In the game the baseline 09I has the wrong shape, wrong color, wrong sonar, and missing the Yu-1/2/4 torpedoes. YJ-82 should not exist in the 1980s. Similar problems with 09II as well.

2. 09II should have 6 torpedo tube instead of 4 in the game. There were two technical status of 09II. Before the major upgrades, 09II has no anechoic tiles, painted in light blue+light brown, sonar was Type 604. After the upgrade, black anechoic tiles were added, the sonar was changed to H/SQ2-262B.

3. Baseline 09III should be equipped with H/SQG-207 sonar(not H/SQC-207, wrong name in the game), adding Yu-3I/II/III, Yu-5 and Yu-6 torpedos, plus YJ-82 missile, noise level should be close to Victor III.

With 09IIIA, Yu-9 torpedo should be added, noise level would be slightly louder than early Los Angeles class. Sonar was upgraded with a classified type similar to AN/BQQ-10 of Sea Wolf/Virginia.

On 09IIIB we should see the addition of the latest Yu-10 torpedo, it's also able to use part of the YJ-18 family, including baseline YJ-18(tube launch anti ship missile), YJ-18A(VLS launch anti ship missile), and the YJ-18B(VLS launch land attack cruise missile). CJ-10 should not be included. Noise level of 09IIIB is slightly better than early Los Angeles, sonar suite was upgraded to a classified type similar to Sonar 2076 of Astute. H/SJG-208 towed array is also added.

There should be major shape changes with 09IIIB, conning tower has an improved design similar to Sea Wolf/Virginia, VLS missile bay should be located right behind conning tower.

4. 603, 604 and H/SQ2-262B are not hull mounted sonar, they are mast mounted. While H/SQG-207, along with 09IIIA/B's sonar, are hull mounted passive sonar.

5. CY-1 and its entire series of anti-sub missile never entered service with PLAN, none of their subs should be carrying them. PLAN subs were not equipped with anti-sub missiles until some of the most recent modifications.

Baseline 09III has no capability of using any anti-sub missile (at least before upgrade), if you wanna put something for the improved models, the closest thing would be Yu-8 anti-sub missile.


If dev wish to add more Chinese torpedos and missiles in the next upgrade, I can write an introduction for them.

Very little can be done with the shape (and until a short time ago the color) of these subs due to modding constraints on the game (i.e. not being able to add any sort of 3d model which didn't ship with the game due to the limitations of the Unity engine).

Textures are a different story now though, as of beta 1.08 3rd party textures are able to be recognized by the game and applied to models. This is a game changer.

As far as the weapons and systems go, somebody who actually works on / contributes to the mod can tell you more but I'll try to give you an answer. Please don't be offended by this but usually for them to change stuff they need a little bit more than just your word on it. Again this is not meant to say that your information is incorrect or that I don't believe you but please provide some sources for what you are saying and it will be much more likely to get rectified / included in the mod.

CaptainX3
09-17-17, 08:48 PM
ATTENTION EVERYONE:

Because v1.08 is still a beta and does have bugs, we're not going to update the public download of the mod until 1.08 goes completely live. Those still using game version 1.07e should be fine as is.

For those of you who are on the beta and the mod is not working, you can go to the URL below to download a copy of the mod that works on 1.08. Simply click on the green "Clone or Download" button and choose Download Zip.

Be forewarned that you'll be downloading a copy of the mod that has our latest changes, which means not everything is exactly as we plan in the final version. You'll definitely see some subs with texture changes already, and other changes. That link allows you to download from the same place that the mod developers access files from, so you're getting the very latest version... new changes and bugs included LOL.

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

Strychninez
09-17-17, 11:34 PM
Thanks mate - was waiting for the 1.08!

jacobaubertin
09-18-17, 01:15 AM
ATTENTION EVERYONE:

Beta 1.08 was released a couple hours ago. This update breaks the mod due to changes in some files. We're aware of the problem and working to fix it. In the meantime, either don't update the beta until we get a fix released or opt out to return to the normal 1.07e version of the game. A fix will be released as soon as we can manage it.

I figured this was exactly what happened, lol! No problem, Boss. Take all the time you need. This mod is, like another user said, "mandatory."

Husi3
09-19-17, 09:42 AM
first , GREET MOD:up::salute::up:
Hm :wah: , on the german 212A class i see no masts. No Periscop, radar and no ESM. :cry:

Sorry for my bad english :haha:

Greetings

CaptainX3
09-19-17, 09:32 PM
first , GREET MOD:up::salute::up:
Hm :wah: , on the german 212A class i see no masts. No Periscop, radar and no ESM. :cry:

Sorry for my bad english :haha:

Greetings

Yep, I see why in the file. Thanks for the report :)

CaptainX3
09-20-17, 10:19 AM
MOD UPDATED!!

PLAN 09V
09-20-17, 01:00 PM
MOD UPDATED!!

Downloaded it, but can't start the game anymore. It wouldn't let me run this game with this latest mod, but it will run with older mods or with just the deflaut.

It keeps telling me that I am missing this file "usn_mk54_description"

PacificWolf
09-20-17, 01:11 PM
Seawolf and Virginia claas have a bug with screw and propellant. The screw is to big.

jack33
09-21-17, 03:40 AM
[Model]
ModelFile=ships/usn_ssn_skipjack/usn_ssn_skipjack
Material=ships/usn_ssn_narwhal/usn_ssn_narwhal_mat
MaterialTextures=terrain/sand
MeshPosition=0,0.0029,-0.803
MeshProp=usn_ssn_skipjack_prop
MeshPosition=0,0.0029,-0.803
MeshRotation=0,0,24.715
MeshProp=usn_ssn_skipjack_prop
MeshRotation=0,0,0

CaptainX3
09-21-17, 09:38 AM
Downloaded it, but can't start the game anymore. It wouldn't let me run this game with this latest mod, but it will run with older mods or with just the deflaut.

It keeps telling me that I am missing this file "usn_mk54_description"

The latest version of the mod is made for the 1.08b beta. If you're not on that beta, you'd want to download the previous version of the mod from GitHub until 1.08b goes live. Or you can subscribe to the beta in Steam itself.

CaptainX3
09-21-17, 09:39 AM
Seawolf and Virginia claas have a bug with screw and propellant. The screw is to big.

Yeah, the devs changed the screw sizes of a couple subs, that one snuck by us. We'll try to get a new update out as soon as we can with all files adapted to 1.08b properly.

SaltmineMinion
09-21-17, 04:27 PM
For realism buffs:

The Dutch Walrus class subs are undergoing a refit programme as of 2016, HNLMS SS Zeeleeuw will be the first to complete the refit in 2017, followed by SS Dolfijn in 2018, and SS Bruinvis in 2020. Last to be refitted is the SS Walrus, scheduled to have finished the refit in 2022

https://magazines.defensie.nl/materieelgezien/2016/06/mg201607life-extension-ozb

For the game the 2016 Refit will change the torpedoes and the sonar.

As part of NATO's Sonar Safety Project: Installation of Mine Avoidance Sonar.

New Sonar Intercept Array: Uses active sonar signals from other ships to form a underwater picture.

Torpedoes: Mk48 torpedo guidance system upgraded from mod 4 (analogue) to the digital mod 7 (Mk48 ADCAP).



And some other interesting reading on Dutch subs:

https://marineschepen.nl/schepen/walrus.html

And its predecessor

https://marineschepen.nl/schepen/zwaardvis-1972.html

snowmaninurface
09-21-17, 09:12 PM
Hey I'm not sure if anyone else has a problem with the sails of the 688s and the fairwater planes?
The sail on all 3 versions of the 688s and all the other subs based on the 688s seems like the sails have gotten shrunk and moved back a ways or maybe just moved backwards on the hull quite abit. So now the fairwater planes are fore of the actual sail on all subs based on the 688 hull. And for the seawolf and both versions of the Vir class, the nose bit doesn't sit on the front of the sail like it's suppose to, instead, it just kinda floats infront of it.

Another thing with all vessels based on the 688 is that the top rudder is alot larger than the bottom rudder. But the top rudder has a big gap between itself and the hull where it's suppose to go. the lowest part of the bottom rudder is flush with the bottom of the hull. This look makes alot of sense with the virginia as that's how it really looks (minus the big ass gap)

Oh and also I have some fairwater plane alignment issues with the 84 sturgeon, 84 permit, ohio ssbn, ohio ssgn, george washington ssbn, ethan allen ssbn, and the USS StaynAlive too :wah:

And of course I have the issue everyone else has reported with the propulsor being too small or the screw inside it being too big.

The Bandit
09-21-17, 10:04 PM
Hey I'm not sure if anyone else has a problem with the sails of the 688s and the fairwater planes?
The sail on all 3 versions of the 688s and all the other subs based on the 688s seems like the sails have gotten shrunk and moved back a ways or maybe just moved backwards on the hull quite abit. So now the fairwater planes are fore of the actual sail on all subs based on the 688 hull. And for the seawolf and both versions of the Vir class, the nose bit doesn't sit on the front of the sail like it's suppose to, instead, it just kinda floats infront of it.

Another thing with all vessels based on the 688 is that the top rudder is alot larger than the bottom rudder. But the top rudder has a big gap between itself and the hull where it's suppose to go. the lowest part of the bottom rudder is flush with the bottom of the hull. This look makes alot of sense with the virginia as that's how it really looks (minus the big ass gap)

Oh and also I have some fairwater plane alignment issues with the 84 sturgeon, 84 permit, ohio ssbn, ohio ssgn, george washington ssbn, ethan allen ssbn, and the USS StaynAlive too :wah:

And of course I have the issue everyone else has reported with the propulsor being too small or the screw inside it being too big.

This is caused by the new beta. The Permit and Sturgeon models were re-worked in the last one and now all the other boats (Skipjack, 688, Narwhal) received the same attention. These adjustments of the model are being coupled with the position data for the old models (because that's what's included in the mod override folder).

I'd say that CaptainX3 and the boys will get it taken care of. In the meantime its possible (but quite tedious) to fix yourself by copying and pasting over the new data from the respective vessel.txt files in the default folder into their counterparts in the override folder (i.e. get the Meshposition data from the usn_ssn_skipjack.txt file in default and paste it over the data of the counterpart usn_ssn_skipjack.txt file in override).

ChieftainYan
09-22-17, 11:00 AM
oh, just wondering why the model seems out of places on the mod. Now i know the answer thanks!XD

Gerd Kelbling
09-22-17, 12:18 PM
I love your Mod,but PLEEEEEEASEEEEE no more Shark-Teeth on Russian Subs.....:huh::huh::oops::oops:

Matt_in_Middletown
09-23-17, 07:24 PM
The rework they did also ganked up the placement of the ramp on the seawolf and Virginia as well as the rudder placement on a few boats.
Still loving the mod.

CaptainX3
09-23-17, 08:36 PM
Yep, the quick updates have broken a lot of things. We're working on getting everything fixed, but some of the mod devs have real life stuff to attend to, so it's going slowly. Don't worry though, we will get an update out soon.

snowmaninurface
09-23-17, 09:02 PM
This is caused by the new beta. The Permit and Sturgeon models were re-worked in the last one and now all the other boats (Skipjack, 688, Narwhal) received the same attention. These adjustments of the model are being coupled with the position data for the old models (because that's what's included in the mod override folder).

I'd say that CaptainX3 and the boys will get it taken care of. In the meantime its possible (but quite tedious) to fix yourself by copying and pasting over the new data from the respective vessel.txt files in the default folder into their counterparts in the override folder (i.e. get the Meshposition data from the usn_ssn_skipjack.txt file in default and paste it over the data of the counterpart usn_ssn_skipjack.txt file in override).

Yeah I don't know jack about modding and copying over code and stuff so it's probably better to not start messing with crap I know nothing about haha.

snowmaninurface
09-23-17, 09:03 PM
Yep, the quick updates have broken a lot of things. We're working on getting everything fixed, but some of the mod devs have real life stuff to attend to, so it's going slowly. Don't worry though, we will get an update out soon.

Perfectly understandable, great mod never the less! Keep up the great work!

Matt_in_Middletown
09-24-17, 09:31 AM
Yep, the quick updates have broken a lot of things. We're working on getting everything fixed, but some of the mod devs have real life stuff to attend to, so it's going slowly. Don't worry though, we will get an update out soon.

No worries.
And perfectly understandable.
And again, thanks for the mod!
(Making the Stayin Alive do 65 knots, hilariously ludicrous. I did it just for laughs.)

Aktungbby
09-24-17, 05:47 PM
Matt_in_Middletown!:Kaleun_Salute:

Sarruji
09-25-17, 08:31 AM
I've been making my own custom boat but I can't seem to get the masts to show. Any advice?:salute:

Aktungbby
09-25-17, 08:52 AM
Sarruji!:Kaleun_Salute:

Jimbuna
09-25-17, 01:02 PM
Welcome to SubSim Sarruji :salute:

CaptainX3
09-25-17, 11:10 PM
MOD UPDATED!

Everything should be working properly with the 1.08c game version now.

wojkun
09-26-17, 02:02 AM
hello,

I have issue with 1.07c :

ERROR: "file://E:SteamLibrary/Steamapps/common/Cold Waters/ColdWaters_Data/StreamingAssests/default/language_en\weapon\usn_mk45_description.txt" not found

ChaosphereIX
09-26-17, 03:22 AM
thx for the updates CaptainX, will playtest soon

:Kaleun_Salute:

jimbo39
09-26-17, 06:49 AM
Your mod makes a GREAT Game/Sim even BETTER!

Cheers and Thank You for all your hard efforts!

:Kaleun_Cheers:

jack33
09-26-17, 07:51 AM
thank´s for tue update, the seawolf is wonderfull

CaptainX3
09-26-17, 09:03 AM
hello,

I have issue with 1.07c :

ERROR: "file://E:SteamLibrary/Steamapps/common/Cold Waters/ColdWaters_Data/StreamingAssests/default/language_en\weapon\usn_mk45_description.txt" not found

The mod has been updated for 1.08c, it won't work on 1.07 anymore.

Pei898
09-26-17, 11:09 AM
oh my god! The Alfa 2 is a blast to play, guess i will spend a long long time with that ship. Thanks for the update man i love it!

wojkun
09-26-17, 11:28 AM
The mod has been updated for 1.08c, it won't work on 1.07 anymore.

i see, thank u for info

Aktungbby
09-26-17, 04:11 PM
jimbo39!:Kaleun_Salute: & wojkun!:Kaleun_Salute:

Trasherrr
09-27-17, 03:10 AM
The mod has been updated for 1.08c, it won't work on 1.07 anymore.

Is it possible to get the MOD version for 1.07?
I'd like to play CW at my work and I dont want to update the game again cause of new workplace restrictions. :wah:

jimbo39
09-27-17, 07:25 AM
Concur with Pei898...The Alfa II is a BLAST to play with!

Do my best Stellan Skarsgaard - "GOT HIM...Match Bearings and Fire!"...."Don't argue with me and fire the weapon!"

MANY MANY THANKS!

CaptainX3
09-27-17, 08:56 AM
Is it possible to get the MOD version for 1.07?
I'd like to play CW at my work and I dont want to update the game again cause of new workplace restrictions. :wah:

Click on the GitHub link in the main post. When the GitHub page comes up, click on the part that says "Releases". On that page, I believe the farthest one down still worked on 1.07.

montgomerypython
09-27-17, 04:40 PM
my three toolbars for helm/dive/sensors all appear in a line across the bottom of the screen and obscure the torpedo toolbar. I've gone into the text file and made the changes and it doesn't change anything. what have I done wrong? i'll post here what I have changed the text to. any help would be appreciated. I'd rather have them in a vertical line next to the minimap and not obscure the torpedo screen as that makes the game unplayable. thanks!

[HUD LAYOUT]
//All positions in screen pixels
//From element's default anchored screen corner/position
BottomLeftPanelPos=0,0
//Toolbar position 0,0, (1 to anchor to minimap or 0 for no anchor)
//Default toolbars overlap and enabled via tabs/keys
//ToolbarsPos=0,0,0
//ForceAllToolbarsOn=FALSE
//HelmToolbarOffset=0,0
//DiveToolbarOffset=0,0
//SensorToolbarOffset=0,0
//Force all toolbars on in bottom horizontal row
//ToolbarsPos=0,0,0
//ForceAllToolbarsOn=TRUE
//HelmToolbarOffset=361,-346
//DiveToolbarOffset=700,-346
//SensorToolbarOffset=1039,-346
//Force all toolbars on in vertical stack to the right of the mini-map
ToolbarsPos=0,0,0
ForceAllToolbarsOn=TRUE
HelmToolbarOffset=331,-200
DiveToolbarOffset=331,-270
SensorToolbarOffset=331,-340
BottomRightPanelPos=0,0
UpperRightStatusIcons=0,-3
UpperCentreBearingTapePos=0,-2
BottomCentreWaypointInfoPos=0,153
UpperRightTacMapZoomReadoutPos=0,-45

Aktungbby
09-27-17, 04:58 PM
:Kaleun_Salute:montgomerypython!:Kaleun_Salute: & Trasherr!

MR_AUS
09-27-17, 09:15 PM
my three toolbars for helm/dive/sensors all appear in a line across the bottom of the screen and obscure the torpedo toolbar. I've gone into the text file and made the changes and it doesn't change anything. what have I done wrong? i'll post here what I have changed the text to. any help would be appreciated. I'd rather have them in a vertical line next to the minimap and not obscure the torpedo screen as that makes the game unplayable. thanks!

[HUD LAYOUT]
//All positions in screen pixels
//From element's default anchored screen corner/position
BottomLeftPanelPos=0,0
//Toolbar position 0,0, (1 to anchor to minimap or 0 for no anchor)
//Default toolbars overlap and enabled via tabs/keys
//ToolbarsPos=0,0,0
//ForceAllToolbarsOn=FALSE
//HelmToolbarOffset=0,0
//DiveToolbarOffset=0,0
//SensorToolbarOffset=0,0
//Force all toolbars on in bottom horizontal row
//ToolbarsPos=0,0,0
//ForceAllToolbarsOn=TRUE
//HelmToolbarOffset=361,-346
//DiveToolbarOffset=700,-346
//SensorToolbarOffset=1039,-346
//Force all toolbars on in vertical stack to the right of the mini-map
ToolbarsPos=0,0,0
ForceAllToolbarsOn=TRUE
HelmToolbarOffset=331,-200
DiveToolbarOffset=331,-270
SensorToolbarOffset=331,-340
BottomRightPanelPos=0,0
UpperRightStatusIcons=0,-3
UpperCentreBearingTapePos=0,-2
BottomCentreWaypointInfoPos=0,153
UpperRightTacMapZoomReadoutPos=0,-45

Having same issue. Sensors panel covers one or 2 of the torp tubes.
Have tried moving the // around, but nothing happens. Even deleted some of the code, same result, nothing.

Could someone copy/paste the code working or even upload the working file(s). Thanks.

MR_AUS
09-27-17, 09:29 PM
See:
https://i.imgur.com/fjfZT89.jpg

Aktungbby
09-27-17, 11:58 PM
MR_AUS!:Kaleun_Salute:

MR_AUS
09-28-17, 04:44 AM
Cheers Aktungbby!:Kaleun_Salute:

jack33
09-28-17, 08:25 AM
See:
https://i.imgur.com/fjfZT89.jpg
Monitor resolution is not apropiate at this configuration(sorry my english)

CaptainX3
09-28-17, 12:12 PM
ATTENTION EVERYONE: I have uploaded a new version of the mod that fixes the UI problem for smaller screen resolutions.
I apologize for the mess up. If you have this issue, just re-download the mod and install the new override folder and it'll be fixed.

ETR3(SS)
09-28-17, 01:01 PM
Wowzers, great work here! Something of note that I noticed, the weapons complement on the Ohio SSBN makes for one giant torpedo room.:o Think more along the lines of a dozen MK 48s only. Also they had the BQQ-6 sonar.:salute:

CaptainX3
09-28-17, 03:08 PM
Wowzers, great work here! Something of note that I noticed, the weapons complement on the Ohio SSBN makes for one giant torpedo room.:o Think more along the lines of a dozen MK 48s only. Also they had the BQQ-6 sonar.:salute:

Uhh yeah, I spotted that about 15 minutes ago. I dunno how the hell it has ended up with 60 weapons, but that's definitely not supposed to be the case.

However, just so everyone knows (and I am not changing this policy so don't bother asking), in the next mod update, the sub loadouts are changing.

Because of the nature of campaign gameplay, ALL playable subs have been given a MINIMUM loadout of 20 weapons, to prevent the player from having to return to port constantly. We realize this is not 100% realistic, however realism must take a back seat to gameplay in this instance.

MR_AUS
09-28-17, 05:36 PM
Thanks CaptainX3, you are a legend! In game screen with HUDs works perfectly now.
Your mods make this awesome game even better.

On a side note, if you have the chance (no big deal), could you re model the Collins Class Sub (Australia), the in game model does look similar, but not quite the right shape. It does perform well though!
Some pics of the Collins here:
https://www.google.com.au/search?rlz=1C1CHBF_en-GBAU744AU744&biw=1600&bih=769&tbm=isch&sa=1&q=collins+class+submarine&search_plus_one=form&oq=collins+class+submarine&gs_l=psy-ab.3..0i67k1j0l3.68201.69547.0.70098.9.9.0.0.0.0.3 47.1545.0j1j3j2.6.0.dummy_maps_web_fallback...0... 1.1.64.psy-ab..7.1.347....0.XrF6GINXLWM

Cheers,
MR_AUS
:Kaleun_Cheers:

CaptainX3
09-28-17, 05:37 PM
Thanks CaptainX3, you are a legend! In game screen with HUDs works perfectly now.
Your mods make this awesome game even better.

On a side note, if you have the chance (no big deal), could you re model the Collins Class Sub (Australia), the in game model does look similar, but not quite the right shape. It does perform well though!
Some pics of the Collins here:
https://www.google.com.au/search?rlz=1C1CHBF_en-GBAU744AU744&biw=1600&bih=769&tbm=isch&sa=1&q=collins+class+submarine&search_plus_one=form&oq=collins+class+submarine&gs_l=psy-ab.3..0i67k1j0l3.68201.69547.0.70098.9.9.0.0.0.0.3 47.1545.0j1j3j2.6.0.dummy_maps_web_fallback...0... 1.1.64.psy-ab..7.1.347....0.XrF6GINXLWM

Cheers,
MR_AUS
:Kaleun_Cheers:

We can't add new models to the game because the devs have them locked. I believe the model the Collins is using is the closest we could come to the real world thing.

CaptainX3
09-28-17, 06:22 PM
MOD UPDATED!

MR_AUS
09-28-17, 07:13 PM
Ok, thats cool. Hopefully the devs can unlock them sometime in the near future. This game has lots of potential.
Hahah, just thought of adding something like the Seaquest DSV, that would be nuts!

Matt_in_Middletown
09-29-17, 04:07 AM
"Edited the Ohio Class SSBN and SSGN to remove some of their weapon storage - 60 weapons was way too much. "

There is no "kill" like overkill. (Lol)

"Removed the prop shroud on the Alfa II just to see how it looks without it with its double props. "

I thought the shroud looked cool.
But, we'll see.

QBNewton
09-29-17, 07:07 AM
I unziped and copy the override folder into the streamingAsset folder. However when I launch the game, i get an error : Can not find file usn_mk45_description.txt
I have the last version 1.07d
am i the only to experience such problem ?

CaptainX3
09-29-17, 08:54 AM
I unziped and copy the override folder into the streamingAsset folder. However when I launch the game, i get an error : Can not find file usn_mk45_description.txt
I have the last version 1.07d
am i the only to experience such problem ?

You need to update the game to the latest version, which is 1.08c

ETR3(SS)
09-29-17, 11:28 AM
I unziped and copy the override folder into the streamingAsset folder. However when I launch the game, i get an error : Can not find file usn_mk45_description.txt
I have the last version 1.07d
am i the only to experience such problem ?Welcome aboard QBNewton!

You need to update the game to the latest version, which is 1.08c
In order to update to that version you'll need to opt-in to the beta releases.

OrangeFr3ak
09-29-17, 09:03 PM
Will the PLA Navy's Type 035 'Ming' and Type 039 'Song' submarines be added in future?

Ramius
09-30-17, 10:16 AM
In order to update to that version you'll need to opt-in to the beta releases.

No you don't. 1.08c is the latest official version

rdfox76
09-30-17, 01:38 PM
So this seems like it's an odd bug I've found. I've got the latest version of both Cold Waters (discounting betas) and the mod itself, and everything works... EXCEPT for one thing. If I go into the Unit Reference and try to look at the unit after (right-arrow) the Echo II, or the unit before (left-arrow) the Sierra, the Unit Reference shows an Echo II model with a flat black background, doesn't update the text, and just sort of stalls out there until I click the "Back" button to go back to the main menu.

I'm pretty sure that it's not just an issue with the Unit Reference, as I had a campaign freeze on me going into combat once, just showing the blank ocean background, and never popping up the UI or anything; I had to resort to Task Manager to shut down.

It doesn't seem to dump any sort of crash reports or anything like that, and I'm sure it's not interaction of mods or anything; this is a fresh, clean install of both Cold Waters and of the mod itself. My only guess is that there's something corrupted or otherwise broken in the Alfa II, since I think that's pretty much the only Soviet/Russian sub I haven't seen in the Unit Reference, but I thought I'd mention where it borks in both directions, just in case I'm wrong about what unit makes it choke. Any suggestions?

Ramius
09-30-17, 02:33 PM
Welcome aboard QBNewton!


In order to update to that version you'll need to opt-in to the beta releases.

So this seems like it's an odd bug I've found. I've got the latest version of both Cold Waters (discounting betas) and the mod itself, and everything works... EXCEPT for one thing. If I go into the Unit Reference and try to look at the unit after (right-arrow) the Echo II, or the unit before (left-arrow) the Sierra, the Unit Reference shows an Echo II model with a flat black background, doesn't update the text, and just sort of stalls out there until I click the "Back" button to go back to the main menu.

I'm pretty sure that it's not just an issue with the Unit Reference, as I had a campaign freeze on me going into combat once, just showing the blank ocean background, and never popping up the UI or anything; I had to resort to Task Manager to shut down.

It doesn't seem to dump any sort of crash reports or anything like that, and I'm sure it's not interaction of mods or anything; this is a fresh, clean install of both Cold Waters and of the mod itself. My only guess is that there's something corrupted or otherwise broken in the Alfa II, since I think that's pretty much the only Soviet/Russian sub I haven't seen in the Unit Reference, but I thought I'd mention where it borks in both directions, just in case I'm wrong about what unit makes it choke. Any suggestions?

The issue in the Reference was to do with the Juliet, and i've fixed that.
You can download an updated version from GitHub.

JazzGuru
10-01-17, 04:52 PM
Okay, so first post here, and I would initially like to thank you for making this amazing mod! The game (which I learnt to play thanks to Captain Jive Turkey) is incredible! However, I seem to haver found a rather curious bug, which might be caused ty the base game - I cannot tell. If you choose the Alpha II as your sub, whenever you enoucnter anothe Alfa in a battle, your sub appears in its original colours. This is, in itself, not so much of a big deal, but then, when you go back to Holyloch, there is the possibleiilty that the whole game will lock up, if you are interrupted during your rearm/repair porcess. When this happened to me, I had previously appeaed in a battle area, but with no visible sea floor. I couldn't press ESC to get to the menu, or anything. I had to alt+ctrl+del to get out of the game...

Apart from this, it is an azmzing mod, and I hope to make a donation to you, when I next get paid... ;)

Jimbuna
10-02-17, 02:02 PM
Welcome to SubSim JazzGuru :salute:

JazzGuru
10-03-17, 07:48 AM
Thanks... :) :Kaleun_Thumbs_Up:

Aktungbby
10-03-17, 10:03 AM
JazzGuru!:Kaleun_Salute: QBNewton!:Kaleun_Salute: & rdfox76!:Kaleun_Salute:

jonasherdt
10-04-17, 12:04 PM
where can i find this mod version to be compatible with 1.07 version of the game?

Aktungbby
10-04-17, 12:39 PM
jonasherdt!:Kaleun_Salute:

ETR3(SS)
10-04-17, 01:56 PM
where can i find this mod version to be compatible with 1.07 version of the game?
1.07? It's my understanding that 1.08c is the current version.

jonasherdt
10-05-17, 04:03 AM
1.07? It's my understanding that 1.08c is the current version.

i only have 1.07

alex2011
10-05-17, 05:57 AM
i only have 1.07 because i havent bought it yet on steam...i am waiting for a sale in order to get it....

me too last update compatible with 1.08


anyway the astute class have antenna bug when sub is submerged

http://oi63.tinypic.com/e7xjpc.jpg

ETR3(SS)
10-05-17, 12:00 PM
i only have 1.07 because i havent bought it yet on steam...i am waiting for a sale in order to get it....Pretty much just admitted to pirating the game there buddy, which is a big no no on Subsim.

Ramius
10-05-17, 01:24 PM
me too last update compatible with 1.08


anyway the astute class have antenna bug when sub is submerged



And another :arrgh!:

But being a pirate aside, its not a bug, its a known issue that I will get around to fixing at some stage.

OrangeFr3ak
10-05-17, 07:08 PM
Would the PLA Navy's Kilo submarines be added? The Type 035 'Ming' and Type 039 'Song' submarines would be fun to control too.

Fenrir007
10-06-17, 01:50 PM
First time poster. Found Cold Waters a few weeks ago along with this mod and loving it so far. Is there a chance we'll see other advanced derivative subs like the Akula III (Gepard) or Sierra II?

Jimbuna
10-07-17, 06:13 AM
Welcome to SubSim Fenrir007 :salute:

DarkShark22
10-07-17, 06:43 AM
I just updated the mod and Im very happy with the improvements! Especially
with the new MOSS decoys which make it easier to kill subs with their own torpedoes :up:

any chance of adding the Hotel class SSBN or the U-2540 Wilhelm Bauer?

Trasherrr
10-08-17, 07:10 AM
Click on the GitHub link in the main post. When the GitHub page comes up, click on the part that says "Releases". On that page, I believe the farthest one down still worked on 1.07.

forgot to thank you.
thank you! :up:

digantajash
10-08-17, 08:47 AM
Its showinng mk45 description text missing and many more.my version in 1.04d

CaptainX3
10-08-17, 09:45 AM
Its showinng mk45 description text missing and many more.my version in 1.04d

The mod will not work on anything except game version 1.08c

Aktungbby
10-08-17, 10:53 AM
Fenrir007!:Kaleun_Salute:]

CaptainX3
10-08-17, 12:23 PM
First time poster. Found Cold Waters a few weeks ago along with this mod and loving it so far. Is there a chance we'll see other advanced derivative subs like the Akula III (Gepard) or Sierra II?

We've got so many sub classes in the mod now that it's becoming an issue with scrolling through all of them for some people. I've put a hold on any further classes for the time being, except for stuff that is truly unique.

MR. Wood
10-08-17, 05:22 PM
Any Chance on a rework on a few of the models the original Upholder was sweet now it just looks like a kilo on crack lol When are the files to make new textures going to be open to kick ass guys like you who can make metal look sexy :Kaleun_Salute:

ETR3(SS)
10-08-17, 08:35 PM
Its showinng mk45 description text missing and many more.my version in 1.04dMaybe because you haven't bought the game.

Typhoon7
10-08-17, 10:31 PM
Perhaps this was already addressed and I'm pulling a TLDR on myself...so forgive me.

When I first start up the game with the mod installed (1.08), and go to the campaign menu, there are two lines of text on the bottom and are overlapped with each other. That's one minor issue.

The next issue is that when I actually started up the campaign, and I'm on the strategic map, I intercept an enemy surface group or sub, and the game immediately freezes and drops frames to <1 sec. And it doesn't stop doing this until I move the cursor to move my boat away from the enemy group. Then the frames jump right back up to normal. Plus, it doesn't engage the mission that would normally occur when you "touch" the enemy group.

For full disclosure's sake, for the campaign, I had chosen an Ohio SSGN to use. Could this be the issue? I suppose I haven't tried using some other boat.

Am I an anomaly? I love this mod and can't wait for more updates. :up:

Aktungbby
10-09-17, 12:23 AM
Typhoon7!:Kaleun_Salute:

IanH755
10-09-17, 08:43 AM
We've got so many sub classes in the mod now that it's becoming an issue with scrolling through all of them for some people.

That's currently my biggest issue with the Mod, scrolling through all 143 sonar profiles trying to find the one I'm after :D

As a hobby user rather than a "play every day" guy my interface knowledge is lacking so is there a way of only searching Subs or ships or Civilian rather than having 1 huge list of everything where you have to scroll through every type of vessel?

Typhoon7
10-09-17, 10:59 AM
... so is there a way of only searching Subs or ships or Civilian rather than having 1 huge list of everything where you have to scroll through every type of vessel?

Update 1.08 in the core game has a new feature where you can sort the broadband data by Subsurface, Surface Warship, and Merchant ship types. Is this what you mean?

IronDuke2
10-11-17, 12:29 PM
Every mod i try to install ends up with some sort of error especialy the missing mk 45.txt file. How can this problem be fixed?(without some sort of verification)

SAIIIRAI
10-12-17, 10:38 AM
Every mod i try to install ends up with some sort of error especialy the missing mk 45.txt file. How can this problem be fixed?(without some sort of verification)
Same problem here, the game won't start because of this mk.45 file, I already had the previous version of the mode and everything was OK, is there any solution to this problem?

Ramius
10-12-17, 10:54 AM
Every mod i try to install ends up with some sort of error especialy the missing mk 45.txt file. How can this problem be fixed?(without some sort of verification)

Same problem here, the game won't start because of this mk.45 file, I already had the previous version of the mode and everything was OK, is there any solution to this problem?

Yea, update the game via steam. The mod needs the latest version of it to run.

IanH755
10-14-17, 07:23 AM
Update 1.08 in the core game has a new feature where you can sort the broadband data by Subsurface, Surface Warship, and Merchant ship types. Is this what you mean?

Yeap, I didn't know these were "clickable" for quick sorting. It's still a big list to go through but at least now it's easier!

Barleyman
10-14-17, 10:37 AM
Perhaps this was already addressed and I'm pulling a TLDR on myself...so forgive me.

When I first start up the game with the mod installed (1.08), and go to the campaign menu, there are two lines of text on the bottom and are overlapped with each other. That's one minor issue.

That happens to me as well with the realism mod. Interesting side effect!

LCDR Chris
10-14-17, 12:47 PM
I have tried to install but when i place the override folder in the streaming assets folder and i launch the game it says that the file usn_mk45_description.txt is missing from the default folder placed in the streaming assets one. I have added the folder and the game to the exceptions list of my anti-virus program and i did delete and replaced the override folder several times with no result.I have also tried to create a mk45 description file (a simple copy of mk48 description renamed) and placed it to the position asked by the app but that didn't solve it as it kept asking for more missing files. What should i do? I really want this mod.

Thanks in advance.:salute:

Aktungbby
10-14-17, 01:02 PM
LCDR Chris!:Kaleun_Salute: & SAIIIRI!:Kaleun_Salute:

Ramius
10-14-17, 01:37 PM
I have tried to install but when i place the override folder in the streaming assets folder and i launch the game it says that the file usn_mk45_description.txt is missing from the default folder placed in the streaming assets one. I have added the folder and the game to the exceptions list of my anti-virus program and i did delete and replaced the override folder several times with no result.I have also tried to create a mk45 description file (a simple copy of mk48 description renamed) and placed it to the position asked by the app but that didn't solve it as it kept asking for more missing files. What should i do? I really want this mod.

Thanks in advance.:salute:

update the game via steam. The mod needs the latest version of it to run.

ETR3(SS)
10-14-17, 02:27 PM
Looking at Steam again and how it does updates just to make sure before I say something here. How are people not getting updates to the game? I understand not updating to a beta as you have to opt in to that. So what is the official public release then? If it is in fact 1.08c and they aren't getting updates the only logical conclusions are that they are in offline mode (but why as they are getting mods anyways) or pirating the game.

Ramius
10-14-17, 04:49 PM
I find it strange how its nearly always first post questions saying its not working - yet they don't go to the place where they "bought" the game from :hmmm:

Barleyman
10-14-17, 07:32 PM
I find it strange how its nearly always first post questions saying its not working - yet they don't go to the place where they "bought" the game from :hmmm:

Well, TBH since Steam implemented the returns policy they went from "we haz teh money muhahaha" to actually being somewhat helpful :arrgh!:

CaptainX3
10-14-17, 08:23 PM
MOD UPDATED!

CaptainX3
10-15-17, 09:24 PM
MOD UPDATED!

EnjoyableSTIG
10-15-17, 09:34 PM
>EnjoyableSTIG, you do not have permission to access this page.

why am I receiving this message when I try to download the mod? I haven't downloaded anything from Subsim for a few weeks...

CaptainX3
10-15-17, 10:44 PM
Try the direct link in the main post, that's where the Subsim file comes from anyway LOL

dingdingjoke
10-18-17, 03:10 AM
Hey folks, first time posting here on subsim.
:Kaleun_Salute:
Been enjoying Russian Subs mod a lot!

Just a quick question about my favourite sub, the Narwhal
I noticed that from a few versions ago, the Narwhal's been plagued with mis-aligned rudder and Screw

Strange I don't see anyone talking about it.

Cheerss!

Ramius
10-18-17, 06:08 AM
Hey folks, first time posting here on subsim.
:Kaleun_Salute:
Been enjoying Russian Subs mod a lot!

Just a quick question about my favourite sub, the Narwhal
I noticed that from a few versions ago, the Narwhal's been plagued with mis-aligned rudder and Screw

Strange I don't see anyone talking about it.

Cheerss!

Thanks for pointing that out. I've sent the fix to Github, so will be in the next update.

Méhlv
10-21-17, 12:24 PM
Nvm

MR. Wood
10-21-17, 04:14 PM
The Upholder class had a beautiful model right before the last major update I wanna say 2 updates back any chance of getting that back. Anyone think about making a USS Parch 80s model.

XPETIT
10-21-17, 05:29 PM
I,

Like I said, i had created a Triomphant class in 2 versions. I put a picture of the one I think is best.
http://xavier.petit.pagesperso-orange.fr//images/Triomphant/Triomphant%2011.jpg

Find more in my net site here : http://xavier.petit.pagesperso-orange.fr// (http://xavier.petit.pagesperso-orange.fr//images/Triomphant/Triomphant%2011.jpg)

I hope It will be include in all futur update...

Greetings.
Xavier PETIT

XPETIT
10-21-17, 05:54 PM
I

Here you can find the URL to download override directory with tromphant include.
http://xavier.petit.pagesperso-orange.fr//fichiers/override.zip

And here the good URL for my net site.
http://xavier.petit.pagesperso-orange.fr//
Thanks a lot CaptainX3. And I hope you could keep it in your futur update.

Greetings.

Xavier.

Chekii_Breeki
10-22-17, 06:55 AM
it says that i am missing /default/language_en\weapon\usn_mk45_description.txt please help

DarkShark22
10-22-17, 07:31 AM
it says that i am missing /default/language_en\weapon\usn_mk45_description.txt please help

It means that you will need to update the game via steam. The current version of the mod is compatible with version 1.08d(or e, I don't know) of the game.

boppitdoppit
10-22-17, 03:52 PM
Every time I download the mod and paste it into my game I get the same error saying im missing usn_mk45_description in my language_en folder
I add that in and then it says that im missing another description in my language_en folder. I don't know what to do about it please help!

CaptainX3
10-22-17, 04:25 PM
The Upholder class had a beautiful model right before the last major update I wanna say 2 updates back any chance of getting that back. Anyone think about making a USS Parch 80s model.

If you're referring to the model with the top rudder fins and such, when the devs updated a bunch of sub models for 1.08, some of the fins like the ones used on the Upholder were re-spaced. This has caused those fins to be spaced too far apart, so when we tried to add them to our subs, either one side or the other floated in midair, and we couldn't fix it. Because of this, some of the extras on the models were removed.

Every time I download the mod and paste it into my game I get the same error saying im missing usn_mk45_description in my language_en folder
I add that in and then it says that im missing another description in my language_en folder. I don't know what to do about it please help!

Update your game to 1.08c in Steam (or buy it if you're not using a legitimate copy). The mod will not work on older versions.

Rufus Shinra
10-22-17, 05:07 PM
I

Here you can find the URl to download override directory woth tromphant include.
http://xavier.petit.pagesperso-orange.fr//fichiers/override.zip

And here the good URl for my net site.
http://xavier.petit.pagesperso-orange.fr//
Thanks a lot CaptainX3. And i hope you could keep it in your futur update.

Greetings.

Xavier.
Fellow French here, first of all, great job on Le Triomphant, but I feel its performances are a tad exagerrated here. IRL, it has 18 torpedoes and missiles (so, 22 with the tubes themselves), not 42 or so and its speed of 40 kts is a bit astounding: it should be reduced to something like 32 (the official speed is 25, but we all know the difference between official speeds and real ones), given that it is designed first and foremost for absolute stealth rather than speed.

Also, would it be possible to switch the TASM payload to TLAM, to simulate Scalp Naval? After all, our Navy doesn't have a TASM equivalent.

LogicalLobster
10-23-17, 06:08 AM
Why does the Gotland and other known super quiet subs have 130db selfnoise? Seems way high?

CaptainX3
10-25-17, 05:05 PM
Why does the Gotland and other known super quiet subs have 130db selfnoise? Seems way high?

SELF NOISE SCALE

Under 75: Undetectable by any sensor
75-100: Barely detectable by top sensors
101-119: Extremely Quiet
120-130: Very Quiet
131-140: Quiet
140-159: Semi-Noisy
160 And Up: Noisy

The Improved Virginia is the quietest sub in the mod (Not counting the Red October) at 104db. Nothing will be set lower than that in the mod.

Diesel subs are known to be ultra quiet in real life when on battery, but that's not feasible for gameplay, unless you just want a cheat sub. We've balanced noise levels for all subs as best we can.

REDDQ
10-25-17, 06:43 PM
unless you just want a cheat sub
No need, Red October and Imp Virginia already fill that role :P

Seriously though, I think the question was about why Gotland has self noise rating on a Romeo level.

LogicalLobster
10-25-17, 07:00 PM
No need, Red October and Imp Virginia already fill that role :P

Seriously though, I think the question was about why Gotland has self noise rating on a Romeo level.


Yea exactly.. Ok dont make the aip subs literally undetectable.. but why have a ton of nuclear subs be way quieter than them? That makes no sense.

How is it balanced for big fast nuclear subs to be below 130, but a small slow gotland would be unbalanced at that noise level?

CaptainX3
10-25-17, 10:15 PM
Yea exactly.. Ok dont make the aip subs literally undetectable.. but why have a ton of nuclear subs be way quieter than them? That makes no sense.

How is it balanced for big fast nuclear subs to be below 130, but a small slow gotland would be unbalanced at that noise level?

So you're suggesting that we make the nukes noisy and the diesels quiet? That makes no sense either.

Or are you saying we should make all subs quiet? Kinda kills gameplay, don't you think?

In gameplay terms, nukes are quieter than most diesels. We gave no plans to change self noise levels, but you're welcome to do it in your own copy of the mod.

LogicalLobster
10-26-17, 02:37 AM
So you're suggesting that we make the nukes noisy and the diesels quiet? That makes no sense either.

Or are you saying we should make all subs quiet? Kinda kills gameplay, don't you think?

In gameplay terms, nukes are quieter than most diesels. We gave no plans to change self noise levels, but you're welcome to do it in your own copy of the mod.

I know I can change it and im not trying to argue with you, or get you to change your mod.. I just really want to understand your reasoning.



Why not make subs reflect their actual noise level, at least in relation to eachother? Why can a nuke sub be 104, and a aip sub be at best 130, when in reality the aip boats are quieter? Having Aip subs be way louder than a ton of nukes just makes the entire thing arbitrary and not based on reality at all.

Rufus Shinra
10-26-17, 01:42 PM
Question for @CaptainX3: how quiet do you think Triomphant and Vanguard SSBN should be given that they were quiet enough to accidentally bump into each other in the middle of the Atlantic?

CaptainX3
10-26-17, 11:12 PM
I know I can change it and im not trying to argue with you, or get you to change your mod.. I just really want to understand your reasoning.



Why not make subs reflect their actual noise level, at least in relation to eachother? Why can a nuke sub be 104, and a aip sub be at best 130, when in reality the aip boats are quieter? Having Aip subs be way louder than a ton of nukes just makes the entire thing arbitrary and not based on reality at all.

The reasoning behind it is because the game was never intended to have modern, quiet diesels. It's a Cold War era game featuring older, louder diesels and newer, quieter nukes.

Because of the way sound is modeled in the game, we either have to stick to the nukes being quieter than the diesels, which is how the game is supposed to work, or basically ever modern diesel would be as quiet as the Virginia class, meaning that there's no skill involved in gameplay, it's pure luck as to who detects who first.

Numbers in the mod were based off of the devs original numbers for vanilla subs, and we expanded from there. If we changed the numbers to ultra realistic, then modern diesels would be completely undetectable, because it is well known most of them are completely silent at under 5 knots while running on batteries.

The only thing we could do is lower the noise levels of diesels but increase the sonar suites of the nukes so much that they'd be cheats, because very few people are going to accept that a Kilo can defeat a Virginia in conventional warfare. Since snorkeling and battery levels are not yet modeled in the game, there's no way to make diesels work as they should. To match realism, either they have to be silent, or they have to be modeled as if they're running fast enough to actually be detectable.

Basically, we've done the best we could with what we have to work with, and we're going to stick with the original vanilla game premise that modern nukes are quieter than modern diesels, even if this isn't quite 100% realistic. It's a balance between realism and gameplay, and in terms of modding, gameplay will always win, at least in my mods. If all of the subs are as quiet as the Virginia, what's the point of having nearly 100 subs? You'd end up with identical stats with nothing but different looking models. It would get quite boring quite quickly.

CaptainX3
10-26-17, 11:15 PM
Question for @CaptainX3: how quiet do you think Triomphant and Vanguard SSBN should be given that they were quiet enough to accidentally bump into each other in the middle of the Atlantic?

I did not design the U.K. Subs, that was done by someone who was actually in the British navy, so you'd have to ask him.

Again, it's the same problem... if we make all of the subs super quiet, there's no skill involved, it's nothing but luck. That might be the case in real life, but it makes for lousy gameplay. Might as well just play a slot machine.

One sub type has to be better than the other. In the case of the mod, the nukes are better and the diesels are at a disadvantage.

CaptainX3
10-27-17, 09:04 AM
MOD UPDATED!

dsroyall56
10-27-17, 08:39 PM
Great update as always, but requiring the Override folder to be deleted every time you put out an update is a PITA on any modern Windows system. That's because only the built-in administrator account can delete items in the Program Files(x86) directory tree. Not even an account marked as an administrator can do it. Steam defaults to putting everything in that directory tree, and, while it lets you install games on other drives, I haven't had good experience with that.

I trust no one here is silly enough to use the built-in administrator account for everyday use, that's literally unsafe hex. :k_confused:

ETR3(SS)
10-28-17, 05:01 AM
Great update as always, but requiring the Override folder to be deleted every time you put out an update is a PITA on any modern Windows system. That's because only the built-in administrator account can delete items in the Program Files(x86) directory tree. Not even an account marked as an administrator can do it. Steam defaults to putting everything in that directory tree, and, while it lets you install games on other drives, I haven't had good experience with that.

I trust no one here is silly enough to use the built-in administrator account for everyday use, that's literally unsafe hex. :k_confused:There's a pretty simple way around that, don't install in the Program Files(x86) directory. I install all my games on my D: drive to avoid any problems with windows. And if you don't have multiple drives/partitions, installing Steam to C:\Games is the next best thing.

Another option is to use JSGME. Its versatility makes it my program of choice for adding mods to many of my games. It's easy to install and uninstall and you can have as many copies installed as you want where you want.

Caffeine
10-30-17, 02:59 PM
Hello folks.
As Cold Waters has been also released on the Mac OS X platform, I would like to ask if the mod works on it?
I feel (guess) it will not but nothing as ask to be sure.
Thanks

XPETIT
10-30-17, 07:10 PM
Hi,

Captain X3, I didnt find Triomphant in your new update?? Could you Add it?
If not, I couldnt add it each time you make an update....

Thanks.

Xavier.:salute:

CaptainCruise
10-30-17, 11:22 PM
I find it strange how its nearly always first post questions saying its not working - yet they don't go to the place where they "bought" the game from :hmmm:


OMG!! This is unbelievable!! Just reading this thread how many times has it happened? The same post over and over by guys...:arrgh!:... who just joined the forum and have less than 4 posts to their name. This is wrong in so many ways. If it was up to me they would be permanently banned from ever downloading another mod file from here. They won't buy the game but they'll gladly download stuff, and bitch and moan when they can't. I'm like seriously p******D off right now.

CaptainCruise
10-31-17, 12:05 AM
Ok, thats cool. Hopefully the devs can unlock them sometime in the near future. This game has lots of potential.
Hahah, just thought of adding something like the Seaquest DSV, that would be nuts!


How about this one....

http://www.subsim.com/radioroom/picture.php?albumid=1139&pictureid=9670

CaptainCruise
10-31-17, 04:17 AM
Hiya CaptainX3,

I found a minor bug with the Albacore sub. It's missing the prop. When I looked in the file, I saw the prop was named "skipjack/prop5". When I checked the Skipjack file, there is no "prop5" reference. It's just named "Skipjack/prop" Its set up as a contra rotating prop, so what I tried was just deleting the "5" from the two files and it seems to have worked, but I don't know if its the prop you intended to use. They are the big props like on the LA and they have the same pitch, not contra rotating. Here are some screenshots...


http://www.subsim.com/radioroom/picture.php?albumid=1139&pictureid=9676

CaptainCruise
10-31-17, 04:23 AM
And with the new props I added....

As you can see they look like they are the same pitch. They don't look bad, maybe a bit big for this boat. You know the ship models better than I do.

Just wanted to let you know. It's not a big deal. Everything else works fine. Thanks.

http://www.subsim.com/radioroom/picture.php?albumid=1139&pictureid=9675