View Full Version : [REL] Playable Russian Subs
The Bandit
10-31-17, 04:55 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
There used to be a prop 5, which, as you may have guessed was the 5 bladed screw that the Skipjacks (and quite a few other boats) were initially fitted with through the mid-to-late 1960s. This is the so-called "Speed Screw" which could push the Skipjacks up to 33 knots (and the USS Thresher to just a shade under) but which also caused a vibration issue which made them quite a bit louder vs their 7 blade successor.
CaptainCruise
10-31-17, 08:34 PM
There used to be a prop 5, which, as you may have guessed was the 5 bladed screw that the Skipjacks (and quite a few other boats) were initially fitted with through the mid-to-late 1960s. This is the so-called "Speed Screw" which could push the Skipjacks up to 33 knots (and the USS Thresher to just a shade under) but which also caused a vibration issue which made them quite a bit louder vs their 7 blade successor.
OK. There are several other 5 bladed contra-rotating wheels in there. I tried the ones from the Alfa II and they look pretty good....
http://www.subsim.com/radioroom/picture.php?albumid=1139&pictureid=9678
These seem to be a better fit. I also tried the VictorIII and VicII, and maybe one or two others. I didn't wanna drag this out all night so I left the Alfa wheels. But now there is one other issue with the Albacore. None of the three masts show at all. You can hear them being raised and see the effects from them working, just no visuals at all. I have a feeling the problem is right in front of me in that vessel.txt file, I'm just not sure where to look. Its probably a easy fix, except I have no experience with this. I'm kinda learning "on the job" as I go. If I don't get it soon I'll leave the fix for the experts. :up:
*EDIT* After messing around for awhile, I can't find how to fix the masts. The only thing I did manage to create was the worlds first all Albino attack boat. :O Don't ask......this thing was as white as a Rocky Mountain virgin snowfall!! ACK!! The Yeti would have been right at home cruisin' in this bad boy on Saturday nights. lol OK, so I'm not a modder. I'll let the mod creator, CaptainX3, or one of you guys fix this one. It was fun giving it a try.
Take a look at the horizontal stern planes....not the X planes. Does it look like they are missing??
"CC"
This is another on my to do list.
It is supposed to have 2 different sized props (number of blades) and one of the last updates messed it up.
The afterplanes are not supposed to be there, but they are part of the base model and can not be removed, that's why they are there.
CaptainCruise
11-01-17, 10:17 PM
This is another on my to do list.
It is supposed to have 2 different sized props (number of blades) and one of the last updates messed it up.
The afterplanes are not supposed to be there, but they are part of the base model and can not be removed, that's why they are there.
OK, good deal. As Bandit mentioned, the file I found read as "prop5" which doesn't seem to exist. Taking out the 5 fixed it, but the "fix" was those twin big curved 7 blade wheels that are not correct. The Alfa2 wheels are 5 blade and looked more to scale but are probably not accurate. He said the boat had what was called a "Speed Screw" but it caused problems with noise and vibration.
Its not that big a deal so don't get yourself crazy trying to rush. Other than the visuals for the masts, everything works. I gave it a shot but I couldn't figure out the masts. Tried comparing similar files looking for a clue but I came up empty. I'll bet it was right in front of me too.
Thanks for the fix.
"CC"
:subsim:
JamesRamius
11-03-17, 05:15 PM
Hey, 1st post so please excuse any naivety I have!
I absolutely love this mod and have pretty much used it straight from the outset of me buying CW. As a Brit, I especially love to play the Royal Navy subs.
My particular favorite is the Astute and I'm pretty sure there's a bug with the masts - they seem to sit too high in the fin and 'overextend' - their bases coming out the top of the model when fully extended.
Is there any fix I can do on my end to edit how the masts sit in the fin? I know the modders will have a backlog of new additions and fixes lined up so any suggestions for me being able to fix it for myself and save them the worry?
Finally, is there a way for me to add TASMs to a sub's loadout without it messing up the UI? I recently tried simply implementing 'us_tasm' into the weapons section of the Astute's .txt file but my in experience showed and it broke the UI and prevented me from launching any weapons. This is just to add more realism for my benefit as the block IV tomahawks the RN use are multirole weapons.
If these questions has been asked before I apologise - I'm pretty new to modifying game files. I love this mod and I just want to learn how to manage it for myself.
Thanks in advance to anyone with advice or guidance!
Hey, 1st post so please excuse any naivety I have!
I absolutely love this mod and have pretty much used it straight from the outset of me buying CW. As a Brit, I especially love to play the Royal Navy subs.
My particular favorite is the Astute and I'm pretty sure there's a bug with the masts - they seem to sit too high in the fin and 'overextend' - their bases coming out the top of the model when fully extended.
Is there any fix I can do on my end to edit how the masts sit in the fin? I know the modders will have a backlog of new additions and fixes lined up so any suggestions for me being able to fix it for myself and save them the worry?
Finally, is there a way for me to add TASMs to a sub's loadout without it messing up the UI? I recently tried simply implementing 'us_tasm' into the weapons section of the Astute's .txt file but my in experience showed and it broke the UI and prevented me from launching any weapons. This is just to add more realism for my benefit as the block IV tomahawks the RN use are multirole weapons.
If these questions has been asked before I apologise - I'm pretty new to modifying game files. I love this mod and I just want to learn how to manage it for myself.
Thanks in advance to anyone with advice or guidance!
The mast issue is on my to do list and has been for a while. problem is, is i move them inside the fin then the pd depth will change to something stupid like 35 feet and then people will moan about that too.
As for TASM's - Yes you can add them but I would suggest you might want to read about Block IV's first as they are NOT ASM capable.
Wm Scott Turrall
11-04-17, 11:26 AM
CaptainX -- love the mods -- really enjoy watching JiveTurkey play your mods -- I have one issue-- I started the Wrath of Brezhnev (latest patch) and found out it was missing a mission from the Campaign folder 4 -- I just copied the file from a previous version and Bob's your Uncle -- however I have run into a loop where it won't change the mission from "go get repaired and rearmed" -- I tried to free roam thinking it was a timer issue -- nope ran nearly 6wks game time and went back to port 4 x still get the --"better luck next time go back and re-arm..." any suggestions and/or could you look into this...cheers
Scott
AquilaTerra
11-04-17, 10:11 PM
Very nice mod, a big thank you modders! :Kaleun_Salute:
redhell
11-05-17, 03:47 AM
Found this mod, and needless to say, that playing the game without it is out of the question!
Great work and congrats, and if I may , a request...
One of the best (if not the best) Deep water diesel/AIP submarine, the 214 class is missing for the game. Please add it. (If possible also the Greek Papanikolis subclass)
Andredippenaar
11-06-17, 03:35 PM
new playable subs mod not working files missing
new playable subs mod not working files missing
Same response to this as everyone else gets = buy the game then !! ( or update it via steam if you already have).
Spartaner251
11-06-17, 06:06 PM
awesome mod ! finally meeting alfas (on casual difficult)
one request: could the newest world map be added in the mod ? or what do i have to erase from the mod folder to get the "good" map back ?
CaptainX3
11-06-17, 06:09 PM
awesome mod ! finally meeting alfas (on casual difficult)
one request: could the newest world map be added in the mod ? or what do i have to erase from the mod folder to get the "good" map back ?
Wait... what map??? I didn't see any map change. What happened???
Spartaner251
11-06-17, 06:21 PM
Wait... what map??? I didn't see any map change. What happened???
in the vanilla variant of the game is a more detailed (water depths ?) world map, that i would like to have for the mod too
CaptainX3
11-06-17, 06:49 PM
in the vanilla variant of the game is a more detailed (water depths ?) world map, that i would like to have for the mod too
Modders don't have the ability to change the campaign map, so nothing in the mod would be blocking that change. We've wanted to be able to change campaign maps for awhile, but that's still in the locked code.
CaptainX3
11-06-17, 06:50 PM
... unless the change was implemented in the form of labels in the campaign file. Those we can change I believe. I'll look into it.
XenonSurf
11-06-17, 07:35 PM
Sorry if this has been posted already, I start a single mission with the Seawolf and as soon as I fire my MK48 it breaks the wire. At 5 knots and with a straight waypoint.
irgendwer1
11-06-17, 07:41 PM
moin
captain u schould try to deactivate ur mod or copy the campaignmap.txt(or whatever i cant remember the name but u will find it if u look for it) from the default/campaign path. i tried it sometimes with verious versions of ur mod (us subs only) and it always worked pretty fine so there shouldnt be a prob.
btw nice work on some subs like the discojive :Kaleun_Cheers: and good inputs/copy-paste-modify for own requirements
sry 4 spelling failures and grammarthings, english inst my native language
XenonSurf
11-06-17, 09:19 PM
Must I start with a new campaign after installing mod? I have just loaded my vanilla 1984 campaign but I'm unable to fire torpedos or load/unload them, the R key on a selected tube does nothing.
Thanks and cheers,
redhell
11-07-17, 01:36 AM
About the more detailed map:
From folder
...\ColdWaters_Data\StreamingAssets\default\campai gn\maps
Copy the image files,
into (replace old files) folder:
...\ColdWaters_Data\StreamingAssets\override\campa ign\maps
and you are done ! :) :Kaleun_Salute:
Spartaner251
11-07-17, 03:58 AM
About the more detailed map:
....
and you are done ! :) :Kaleun_Salute:
Thanks, I'm going to try this when I'm back home from work!
works perfect ! thank you very much redhell
DarkShark22
11-11-17, 01:25 PM
Hi there,
I think I have a bug in single mission 28 (earn your keep). I can't customize my loadout before the mission and when I restart the game and try to do it again, the game freezes.
Hi there,
I think I have a bug in single mission 28 (earn your keep). I can't customize my loadout before the mission and when I restart the game and try to do it again, the game freezes.
Yea there was a small bug in that mission with the last mod release, if you grab the version from GitHub it will work fine again.
https://github.com/CaptainX3/CW-Playable-Subs
AkulaClassKillerSub
11-16-17, 04:07 AM
i have the issue when loading the game that tells me that some files are mising like usn mk 45 description missing.can someone help me with that
AkulaClassKillerSub
11-16-17, 04:14 AM
i have one big problem when i want to enter the game.i did exactly what i was supposed to do when was installing the mod.i download it do my downloads directorium,exctrated it there,than copied files to streamingassets,and when i started the game,i get the message like usn mk 45 description.txt not found
if anyone can help me with solving this pls do that
MC_Hamster
11-16-17, 01:18 PM
Oh - with reference to the French Barracuda that sounds like it's in the works there somewhere... Any chance of adding the Shortfin block 1a (Australian) variant? Haven't delved into the modding much, but considering they're designed around US weapons including VLS tomahawks and a D/E propulsion system, I'd think it'd be relatively straightforward?
i have the issue when loading the game that tells me that some files are mising like usn mk 45 description missing.can someone help me with that
i have one big problem when i want to enter the game.i did exactly what i was supposed to do when was installing the mod.i download it do my downloads directorium,exctrated it there,than copied files to streamingassets,and when i started the game,i get the message like usn mk 45 description.txt not found
if anyone can help me with solving this pls do that
This one is an easy fix = BUY THE GAME :Kaleun_Cheers:
Hello, i would like to know if there is a list wehre i coudl download older version of this mod.
And yes there is only one reason i want that. Not ready to do it yet but might if it will be cheeper.
I would llike the version which is compatible with 1.07d if possible, please.
Thx
CaptainCruise
11-17-17, 06:56 AM
Hello, i would like to know if there is a list wehre i coudl download older version of this mod.
And yes there is only one reason i want that. Not ready to do it yet but might if it will be cheeper.
I would llike the version which is compatible with 1.07d if possible, please.
Thx
:hmmm:
Yeah, we know the reason. You don't want to buy the game unless it becomes cheaper, so you'll use a pirated or hacked version of the game and a older version of the mod so it'll work and you can cheat everybody here who bought the game.
Forget it......no one here will help you with that. Man up and buy a copy like everyone else. The guys who developed this game deserve to get paid.
Jimbuna
11-17-17, 07:13 AM
Hello, i would like to know if there is a list wehre i coudl download older version of this mod.
And yes there is only one reason i want that. Not ready to do it yet but might if it will be cheeper.
I would llike the version which is compatible with 1.07d if possible, please.
Thx
Not the finest of first posts.
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CaptainCruise
11-17-17, 07:21 AM
THE MAN.....has....spoken.
Little pirates.....listen well....
:arrgh!:
GameCorrosion
11-29-17, 04:41 AM
Says that i have description files missing
https://imgur.com/JQn8pJc
THEBERBSTER
11-29-17, 05:23 AM
A Warm Welcome To The Subsim Community > MC_Hamster > Fousek > GameCorrosion
Subsim <> Make A Donation <> See The Benefits <> Support The Community
Says that i have description files missing
https://imgur.com/JQn8pJc
Easy fix = BUY THE GAME
b34v3rm0n5t3r
12-01-17, 03:12 PM
i cant play the mod. first it wouldn't load the game (mk.48 description not found error), and now the game loads but the mod doesn't show up. I do have a paid version from steam, and i can show the receipt if you doubt me. I tried deleting and re unzipping the file into a reinstalled version of CW, and that's when the game would load, but not show any new features from the mod
MR. Wood
12-01-17, 05:50 PM
FOR **** SAKE IF YOU BUY THE GAME USE THE STEAM OPTIONS TO CHECK FILES THEN THE MOD WORK JUST BUY THE DAMN GAME ITS WORTH THE MONEY BUT THIS **** NEEDS TO STOP BEING POSTED HERE :k_confused::k_confused::k_confused:
Recommend banning anyone with this so called issue
╭∩╮( ͡° ل͟ ͡° )╭∩╮ Buy the Game ╭∩╮( ͡° ل͟ ͡° )╭∩╮
SeniiliSika
12-03-17, 03:04 PM
I thank you so much for this mod!
The game is great but needed much more "stuff" in it!
Now if only I could get an endless campaing somehow :Kaleun_Cheers:
I thank you so much for this mod!
The game is great but needed much more "stuff" in it!
Now if only I could get an endless campaing somehow :Kaleun_Cheers:
Try playing Campaign 6
b34v3rm0n5t3r
12-03-17, 09:48 PM
FOR **** SAKE IF YOU BUY THE GAME USE THE STEAM OPTIONS TO CHECK FILES THEN THE MOD WORK JUST BUY THE DAMN GAME ITS WORTH THE MONEY BUT THIS **** NEEDS TO STOP BEING POSTED HERE :k_confused::k_confused::k_confused:
Recommend banning anyone with this so called issue
╭∩╮( ͡° ل͟ ͡° )╭∩╮ Buy the Game ╭∩╮( ͡° ل͟ ͡° )╭∩╮
I did buy the game, and the mod doesn't work. Don't get mad at me for having terrible computer skills
CaptainX3
12-03-17, 11:07 PM
I did buy the game, and the mod doesn't work. Don't get mad at me for having terrible computer skills
We know the mod works, so there is an issue either with your game itself or with your installation process.
When you download the mod zip, you want to open it up and simply drag the override folder directly into Steam\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets and that's it. If you did this EXACTLY, and inside the StreamingAssets folder you see two folders called Default and Override, then you did it right.
You cannot combine this with other mods without editing all of the files to incorporate other features, so if you're doing that, stop. Only use the override folder that is inside the zip.
If you know you've done this exactly and it's still not working, I recommend a complete uninstall of CW and reinstall. Other than that, I don't know what to tell you.
Aktungbby
12-03-17, 11:08 PM
b34v3rm0n5t3r!:Kaleun_Salute:
MarktheGrey3
12-13-17, 09:29 AM
Great Mod!!! Only it won't work with 1.09b.
I tried it and all I saw after picking the campaign was a blue-underwater on my monitor, and a frozen PC, so I had to delete it.
If/when the mod is updated, I will happily install the new version.
Great Mod!!! Only it won't work with 1.09b.
I tried it and all I saw after picking the campaign was a blue-underwater on my monitor, and a frozen PC, so I had to delete it.
If/when the mod is updated, I will happily install the new version.
Well, 1.09 only got released yesterday. In between work, testing the beta version and spending almost all of today fixing the mod (when I should have been doing other stuff), it's waiting to get put onto Github atm and then probably released.
So it shouldn't be too long :yeah:
NunyaBzness
12-16-17, 01:28 AM
Trying out the GitHub version (as of 2300 MST today) and things seem to be working fine. Running the SeaWolf... First mission out of the chute was a Moskva, Kresta II, Krivak 1, and a Victor 1. So many torpedos... LOL!
Fortunately, the Russian Navy is short a few boats and we're still running!
Trying out the GitHub version (as of 2300 MST today) and things seem to be working fine. Running the SeaWolf... First mission out of the chute was a Moskva, Kresta II, Krivak 1, and a Victor 1. So many torpedos... LOL!
Fortunately, the Russian Navy is short a few boats and we're still running!
Just be aware that Campaigns 3,4 and 5 do NOT work in that version.
I'm still trying to make them work - CaptainX or myself didn't make them originally so its taking me a bit longer to figure them out :damn:
I'll start working on the soviet campaigns next week. I hope to be finished before Xmas
Aaken
NunyaBzness
12-16-17, 11:07 AM
Just be aware that Campaigns 3,4 and 5 do NOT work in that version.
I'm still trying to make them work - CaptainX or myself didn't make them originally so its taking me a bit longer to figure them out :damn:
Roger, I figured that, but I'm addicted to the HUD layout changes and sub choices... Thanks for your hard work!
My only gripe is that it takes FOREVER to scroll through all contact types... First world problems! LOL!
JazzGuru
12-16-17, 05:02 PM
It's great to know that I'll soon be able to start sinking stuff again!
With regards to certain campaigns needing to be updated, I was wondering if the free-roam campaign would feature all the new goodies, like the whales and the neutral vessels. It's good to hear that you guys are working to update them.
Thank you very much... :Kaleun_Thumbs_Up:
It's great to know that I'll soon be able to start sinking stuff again!
With regards to certain campaigns needing to be updated, I was wondering if the free-roam campaign would feature all the new goodies, like the whales and the neutral vessels. It's good to hear that you guys are working to update them.
Thank you very much... :Kaleun_Thumbs_Up:
Yep, the free roam campaign (6) has been updated with all the new stuff :)
bADbILL
12-17-17, 01:59 AM
Hi,
I just got this game and it errors out on some language file. Is there a fix or something I could do to get this working? I really wanted to try out a SSN-21 mod.
Thanks!
Aktungbby
12-17-17, 09:33 AM
bADbILL!:Kaleun_Salute:
NunyaBzness
12-17-17, 06:24 PM
Quick update:
1. No "significant" (game breaking) errors on the 1984 campaign so far.
2. I'm seeing some contact numbering overlap. Last encounter was a Krivak, Kresta, Amguema, and a Victor. Along with them was a single neutral ship. Two of the contacts were labeled Sierra 2.
3. Some of the neutral contacts are being reported as Biologic...
4. Contacts in the subcategories (subs, warships, and others) are sorted with the US contacts first and the "others" are arranged in an odd order. For the US campaign, it takes a lot of key strokes to get to "the right targets".
Not sure whether this is the beta or the mod, but I hope this helps...
captinjoehenry
12-17-17, 06:52 PM
Hey I just want to make a suggestion. Make a mission like The Escape of Red October but allow the player to use any sub they want. I have tried it and the sheer number of surface ships and subs in that mission make it a ton of fun to try and use a single sub to take all of them out so it would be great if something like that was fully supported instead of needing to create it myself.
The main reason I suggest this is that some of the subs in the mod are really really good and it can be boring to use them in the campaigns when they are constantly fighting prior gen subs so having a chance to take out something like the improver virginia class sub against an entire fleet of blisteringly modern subs and surface ship is a really really fun challenge.
Quick update:
1. No "significant" (game breaking) errors on the 1984 campaign so far.
2. I'm seeing some contact numbering overlap. Last encounter was a Krivak, Kresta, Amguema, and a Victor. Along with them was a single neutral ship. Two of the contacts were labeled Sierra 2.
3. Some of the neutral contacts are being reported as Biologic...
4. Contacts in the subcategories (subs, warships, and others) are sorted with the US contacts first and the "others" are arranged in an odd order. For the US campaign, it takes a lot of key strokes to get to "the right targets".
Not sure whether this is the beta or the mod, but I hope this helps...
I'll answer what I can..
2. I believe this has been seen a few times by people, including those not using the mod. So hopefully the devs will look into it.
3. Those will be the neutral ships that I added into the mod ages ago, they have always been classified as biologic - same as the props dont turn and they disappear when destroyed. Slow time I will be trying to make them the same as the new neutrals.
4.The way this now works is all new. I added them in the same way that they appear in the USNI Reference. Hopefully its something that can me tweaked.
Thanks for the comments though :)
CaptainX3
12-20-17, 12:34 PM
Hey I just want to make a suggestion. Make a mission like The Escape of Red October but allow the player to use any sub they want. I have tried it and the sheer number of surface ships and subs in that mission make it a ton of fun to try and use a single sub to take all of them out so it would be great if something like that was fully supported instead of needing to create it myself.
The main reason I suggest this is that some of the subs in the mod are really really good and it can be boring to use them in the campaigns when they are constantly fighting prior gen subs so having a chance to take out something like the improver virginia class sub against an entire fleet of blisteringly modern subs and surface ship is a really really fun challenge.
Excellent suggestion, I'll put it in the next mod update!
nubbins
12-20-17, 11:24 PM
hey cap, I don't know if it's something done by 1.09c or the newest iteration of the Github mod, but SSGNs and their escorts are killing themselves left right and center. It only ever happens on SSGN missions ("enemy SSGN transiting southwards" or "SSGN wolfpack ~200mi north of Iceland").
Right now I've seen Charlies, Juliets and Oscars all either spawn below test depth and implode as soon as I spawn in ("new contact" immediately followed by "breaking up" and pieces of the enemy sub floating around) or they make a dive immediately as the mission starts and go below test depth.
Their escorts go with them to their deaths as well.
I mean, I get the credit for "sinking" them anyways but it's a little too amusing and you should probably be made aware of this... :hmmm: this issue wasn't present in 1.08 nor in 1.09b with the last Github version.
edit: ok I'm not sure what's going on but the issue seems to extend to SSN patrols as well. Got intercepted by an undetected patrol and I just spawned in to be met with a "lost contact, contact breaking up" then a Victor III as "sunk" on the post-battle screen. Logic would assume that diesel patrols with Foxtrots and Kilos might be susceptible to the same bug.
edit2: another SSN patrol. The Victor III imploded near-instantly but the Victor I did not suffer the same fate. I think this behaviour must relate to specific vessels. I've run into a trio of Alfas previously without witnessing this bug.
edit3: this is getting out of hand. Ran into a Foxtrot in littoral waters (<300ft) off Andoya and he evidently spawned below the ocean floor, because his remains were floating around below a field of seaweed. I couldn't see the ground due to the obvious glitch but I'm pretty sure he was spawned in at ~600 ft in 250 ft water. :o I've sunk a lot of surface combatants so far in this campaign but if this goes on I'll have no subs left to fight. Which reminds me, I finished a UNREP mission and noticed that I "sank" a Foxtrot in addition to the ships. This "Foxtrot" did not appear on my sonar and was not visible, so I'm convinced it suffered the same fate as the others subs.
Also, I'm glad Tu-142s and Il-38s have returned to their random coastal patrols. In 1.08 it became so easy to accost Riga/Poti/Grisha-escorted UNREP groups near the coast because the Il-38 would only appear in insertion or land attack missions.
CaptainX3
12-21-17, 07:04 PM
Mod Moved To Github - 12/21/2017
Because the developers of this mod are constantly making changes to the files, adding new stuff and fixing bugs, we're moving the official public download version of the mod to Github directly. This means that Github will now be the only place to download the latest version of the mod. This makes it much easier for everyone to have the latest version of the mod, because packaging and uploading separate public releases is not only a pain and a lot of work, but also causes the mod to end up out of date the instant the developers change something.
Please use the link below to go to Github to download the latest version of the mod by clicking the green "Clone or Download" button and choosing "Download ZIP".
You can see the latest updates to the mod on the Github page, listed next to the override folder, along with how recently the mod itself was changed. If you'd like to see the history of all recent changes, you can click the "### Commits" button right below the title text of the page and you'll see a list of every change submitted to the mod, which you can click on their numbers and see any notes left.
I know this isn't the ideal way to set this up, but packaging and creating public releases is very time consuming, which is why you haven't seen any new releases lately yet the mod has been updated constantly on Github. Making this change will make it much easier for everyone to have the latest updates to the mod much faster. I'd recommend checking the page about once a week for updates.
GitHub Download Link: http://github.com/CaptainX3/CW-Playable-Subs (Download the latest version of the mod by clicking the green "Clone or Download" button and choosing "Download ZIP".)
CaptainX3
12-21-17, 07:15 PM
hey cap, I don't know if it's something done by 1.09c or the newest iteration of the Github mod, but SSGNs and their escorts are killing themselves left right and center. It only ever happens on SSGN missions ("enemy SSGN transiting southwards" or "SSGN wolfpack ~200mi north of Iceland").
Right now I've seen Charlies, Juliets and Oscars all either spawn below test depth and implode as soon as I spawn in ("new contact" immediately followed by "breaking up" and pieces of the enemy sub floating around) or they make a dive immediately as the mission starts and go below test depth.
Their escorts go with them to their deaths as well.
I mean, I get the credit for "sinking" them anyways but it's a little too amusing and you should probably be made aware of this... :hmmm: this issue wasn't present in 1.08 nor in 1.09b with the last Github version.
edit: ok I'm not sure what's going on but the issue seems to extend to SSN patrols as well. Got intercepted by an undetected patrol and I just spawned in to be met with a "lost contact, contact breaking up" then a Victor III as "sunk" on the post-battle screen. Logic would assume that diesel patrols with Foxtrots and Kilos might be susceptible to the same bug.
edit2: another SSN patrol. The Victor III imploded near-instantly but the Victor I did not suffer the same fate. I think this behaviour must relate to specific vessels. I've run into a trio of Alfas previously without witnessing this bug.
edit3: this is getting out of hand. Ran into a Foxtrot in littoral waters (<300ft) off Andoya and he evidently spawned below the ocean floor, because his remains were floating around below a field of seaweed. I couldn't see the ground due to the obvious glitch but I'm pretty sure he was spawned in at ~600 ft in 250 ft water. :o I've sunk a lot of surface combatants so far in this campaign but if this goes on I'll have no subs left to fight. Which reminds me, I finished a UNREP mission and noticed that I "sank" a Foxtrot in addition to the ships. This "Foxtrot" did not appear on my sonar and was not visible, so I'm convinced it suffered the same fate as the others subs.
Also, I'm glad Tu-142s and Il-38s have returned to their random coastal patrols. In 1.08 it became so easy to accost Riga/Poti/Grisha-escorted UNREP groups near the coast because the Il-38 would only appear in insertion or land attack missions.
Haven't seen this bug yet, but I'll tell other users to see if they spot it. I've seen some reports of odd sub behavior in vanilla with the beta, which the devs are working on. I don't know of anything in the mod that would cause this, but we'll keep a lookout for sure.
supraoptimo
12-21-17, 09:12 PM
Seems like SEAL insertion missions in the 1986 campaign are bugged now. It goes into 3D mode, but you've got no HUD and no controls work, forcing you to Alt+F4 out of the game.
Not sure if it's the beta version or the mod, but I was in a modded submarine at the time and I'm pretty sure I did one of those missions just a couple days ago without errors.
Also, don't know if it's intentional or not (or fixable for that matter), but a number of your added neutral merchants have the same sonar profile as certain Soviet merchants. One of the Large Container Ships has the same profile as a Poltava, for example.
CaptainX3
12-21-17, 10:31 PM
1.09d just dropped a little while ago. It should address the bugs being reported.
Major Changes
- Start of combat sonarman greatly improved. Please check for any issues with initial contact assignment with detected or lost contacts, duplicate "S" contacts etc.
- INSERTION and LAND_STRIKE missions were crashing in previous 1.09 versions. Please verify that these mission types are working and if you have a campaign where they consistently crash on loading, please email us the save game.
- Subsequent missions could crash due to assignment of neutral flags in the previous mission. Please check multiple missions work fine in the same play session.
bandit484
12-23-17, 11:30 PM
something is wrong with the mod. the enemy boats in the 1968 campaign are picking up my L.A. class from over 10k away. they shoot torps at me and i shoot back down their bearing then evade only to have my own torp double back and sink me!!! this has happened 5 times in a row. and in each case i was up against tango boats. Also im using the new 109d mod, this same scenario has never happened before with your mod. thought you might want to know Captainx. I do have to say i really really like your mod. Also would it be possible to have it where when you click on either subs or surface ships that there can be sub-sections on those for different countries? If not thats cool just an idea that i think would help with classification.
CaptainX3
12-24-17, 12:30 AM
something is wrong with the mod. the enemy boats in the 1968 campaign are picking up my L.A. class from over 10k away. they shoot torps at me and i shoot back down their bearing then evade only to have my own torp double back and sink me!!! this has happened 5 times in a row. and in each case i was up against tango boats. Also im using the new 109d mod, this same scenario has never happened before with your mod. thought you might want to know Captainx. I do have to say i really really like your mod. Also would it be possible to have it where when you click on either subs or surface ships that there can be sub-sections on those for different countries? If not thats cool just an idea that i think would help with classification.
The devs have been tweaking the AI over the last few game updates, I think they've overpowered it a bit. There isn't anything we can do from our end. We've been recommending everyone drop their difficulty by one level for the time being.
We've also been asking the devs for more sorting options for the subs and ships, but they haven't responded to that request yet. Unfortunately it's something they'll have to do from their end, we can't control it via modding.
bandit484
12-24-17, 08:25 PM
The devs have been tweaking the AI over the last few game updates, I think they've overpowered it a bit. There isn't anything we can do from our end. We've been recommending everyone drop their difficulty by one level for the time being.
We've also been asking the devs for more sorting options for the subs and ships, but they haven't responded to that request yet. Unfortunately it's something they'll have to do from their end, we can't control it via modding.
I understand thats why i was trying to be as nice as i could when i posted to you. I absolutely love your mod it has made the game so much better bud!!!!:salute:
Aktungbby
12-25-17, 01:33 AM
supraoptimo!:Kaleun_Salute:
onefstsnake
12-27-17, 01:41 AM
Had a similar experience as nubbins. Subs spawn below floor in shallow areas.
Kind of humorous as they cant harm you.
https://steamuserimages-a.akamaihd.net/ugc/912408557607042064/5EC6D4E40033385B7AE93FD91D558D9B6D48C093/
Aktungbby
12-27-17, 02:02 AM
onefstsnake!:Kaleun_Salute:
Hello What campaings are designed for like polar glory? And How to fix no HUD problem where the subs spawn and no hud or anything and is this mod working for beta version 1.09
CaptainX3
12-30-17, 10:59 AM
Hello What campaings are designed for like polar glory? And How to fix no HUD problem where the subs spawn and no hud or anything and is this mod working for beta version 1.09
Polar Glory is just an alternative Soviet campaign where Russia has taken over other places at the start of the campaign.
The "No HUD" bug seems to be random at this time and neither us nor the devs have tracked down a cause yet.
Yes, the mod is updated and working for 1.09.
nubbins
12-31-17, 02:50 AM
Finished a narwhal '84 campaign, and noticed that some enemy ships are inflicting pretty heavy damage upon themselves by running into their own torps.
I don't know exactly what's happening but as I followed my torp into a Kanin (I replaced mk48 with ADCAP on the narwhal because I hate snaking and I knew that she did get the torpedo eventually), she dropped a SET-65 off her starboard launcher and it more or less exploded immediately after hitting the water...by the time my ADCAP acquired, the Kanin was on fire with a sizeable gash starboard.
I suppose the Kanin was in the midst of a hard starboard turn and ran into the SET-65 (which is a slow weapon, and first dips then returns to the surface)? But then again, they usually arm a couple seconds after entering the water (turning from green to yellow) and this did not take that long. The Sovremenny in that same engagement took its own USET-80 in the starboard side, more or less exactly the same unfortunate accident as the Kanin.
Something tells me that this is more an issue for CW devs, but it never hurts to know. Using latest mod on 1.09e release.
Delgard
12-31-17, 07:22 AM
I know the new AI may permit it to control surfaced launched torpedoes, but in the Red Storm Rising 1987 (Free Play), I noticed that air-dropped torps were very managed. Taking out the subs is not that difficult, but the MARPAT aircraft drops and it bypasses any sub defense tactics and comes straight in like it is following guidance.
Just my experience over two plays.
Capt.Hunt
01-01-18, 03:31 AM
what you're probably seeing is the MPA itself dropping its fish very precisely.
I know the new AI may permit it to control surfaced launched torpedoes, but in the Red Storm Rising 1987 (Free Play), I noticed that air-dropped torps were very managed. Taking out the subs is not that difficult, but the MARPAT aircraft drops and it bypasses any sub defense tactics and comes straight in like it is following guidance.
Just my experience over two plays.
Same response I put in the topic you put to the devs...
Helix - wp_umgt-1 - WireGuided=FALSE
Hormone - wp_umgt-1 - WireGuided=FALSE
Hormone (68) - wp_at-1 - WireGuided=FALSE
Haze - wp_umgt-1 - WireGuided=FALSE
SH60B - usn_mk46 - WireGuided=FALSE
SH60F - usn_mk50 - WireGuided=FALSE
SH2F (early) - usn_mk46_early - WireGuided=FALSE
SH3D - usn_mk46_early -WireGuided=FALSE
SH2F (late) - usn_mk46 - WireGuided=FALSE
SH3D (late) - usn_mk46 - WireGuided=FALSE
TU-142 Bear - wp_umgt-11 - WireGuided=FALSE
IL-38 May - wp_umgt-1 - WireGuided=FALSE
P3A - usn_mk46_ealry - WireGuided=FALSE
P3C - usn_mk46 - WireGuided=FALSE
IL-38 May (68) = wp_at-2 - WireGuided=FALSE
BE-12 Mail - wp_at-2 - WireGuided=FALSE
This is a list of all aircraft currently within the MOD.
So, as you can see none of the torps used by the MODS aircraft are set for wire-guidance.
DarkShark22
01-02-18, 10:10 AM
Hi there!
As I was scrolling through the files, I noticed that there are 2 submarines in the vessels file which aren't available to use in-game. I'm talking about the French or in this case Pakistani Agosta class(pak_ss_agosta.txt) and the British Porpoise class(uk_ss_porpoise.txt) submarines.
I tried to add them to a couple of single missions just to see if I could use them but I wasn't able to without breaking the game(so I deleted them from those missions and now I'm back where I started).
At this point, I don't know whether there is some kind of problem with these files, or that these subs aren't meant to be used in-game.
Hi there!
As I was scrolling through the files, I noticed that there are 2 submarines in the vessels file which aren't available to use in-game. I'm talking about the French or in this case Pakistani Agosta class(pak_ss_agosta.txt) and the British Porpoise class(uk_ss_porpoise.txt) submarines.
I tried to add them to a couple of single missions just to see if I could use them but I wasn't able to without breaking the game(so I deleted them from those missions and now I'm back where I started).
At this point, I don't know whether there is some kind of problem with these files, or that these subs aren't meant to be used in-game.
It's just they haven't been finished yet. I know someone else is working on the Agosta and the Porpoise is another on my never ending to-do list :wah:
is it possible to tweak settings somehow to make sub move faster in campaing map? its hard to catch the resupply convoys in russian campaing
CaptainX3
01-02-18, 07:51 PM
is it possible to tweak settings somehow to make sub move faster in campaing map? its hard to catch the resupply convoys in russian campaing
Yes, you can change the first sub listed in the vessel file, the campaign map seems to take the top speed of whatever sub is listed first in the vessel file as the top speed of the player sub, regardless of what class you're playing.
In the override\vessels folder open _vessel_list.txt. The fastest sub in the mod is rus_ssn_alfa2, so find that line in the file (line 55) and cut and paste it to the top of the file, and you'll see a HUGE difference in speed on the campaign map.
As a side note, this will cause the Alfa II to appear first in the reference section in the game, but that's not particularly important or game changing.
Matt_in_Middletown
01-07-18, 09:46 AM
Game starts, but only one mission is available in training, campaign, and single mission.
Can't get into the unit viewer.
Everything worked fine on 2Jan and 3Jan.
Was there some weird update KillerFish side of things?
I redownloaded the mod, and reinstalled the game, same thing.
Sidenote: Changing first vessel in Vessels Txt gets you either a notice that it can't find 'Vessels.txt" or "Unable to find rus_ssn_alfa2usn_ssn_losangeles"
MR. Wood
01-07-18, 06:59 PM
do a reintall of the game then reinstall the mod via steam easy to uninstall and reinstall
Matt_in_Middletown
01-08-18, 09:29 AM
Did that.
Same thing.
I removed the mod override folder, game played fine.
Put override back, menus messed up, etc again.
Did fresh install. Nada.
Here's what fixed it: Downloaded the latest release from Github circa 20 hours ago.
Issue is gone.
Weird.
MR. Wood
01-08-18, 12:59 PM
Do a fresh install and copy files over then overwrite them should work
Cdodders
01-08-18, 03:26 PM
Im guessing the only weaponry available for ships are the torps and missiles?
Im guessing the only weaponry available for ships are the torps and missiles?
At the moment - yes.
I was messing around with the guns on the Iowa but it wasn't really working out the way I wanted them too :(
nubbins
01-09-18, 10:41 PM
Am also seeing what Matt is seeing. The dreaded only-1-campaign-visible, dialogs-drawn-over-each-other occurrence that previously signified a mod's incompatibility with the base game.
I haven't touched any Cold Waters files since the last major update (1.09e in the game, 12/30 on the mod) so I was surprised to see the glitch today.
Gerd Kelbling
01-12-18, 02:00 PM
Hello!
First,I love this Mod,especially the Russian Subs.
Now I want to ask,if we get some Day Russian Voices,or ist this not possible?
Thanks and Greetings!
MR. Wood
01-27-18, 11:00 AM
Any updates coming soon, Any Chance on reworking some of the models like we had in the early version:Kaleun_Salute:
nubbins
01-27-18, 05:00 PM
I've noticed that the Sea Lance is not capable of attacking surface ships. In fact, it is somehow automatically prevented from tracking (and therefore attacking) any vessels within about 50-75 ft of the surface. If you launch a Sea Lance against an enemy submarine at 400 ft and they just so happen to decide to surface (maybe after getting hit by one Mk 50), a Mk 50 that is homing in on the sub will suddenly break off as soon as the sub enters the aforementioned 50-75 ft zone. The torpedo will endlessly enter circle search, even if the ship/sub is DIRECTLY above it.
Is this some sort of design feature / flaw or a bug? I ask because I have scoured the weapons.txt for all parameters relating to the usn_mk50 and usn_subrocii but there seems to be nothing responsible for this behaviour. Also, the Mk 50 has SHALLOW, DEEP modes and SNAKE, LEFT, RIGHT but the Sea Lance only permits a SKIM mode. AFAIK this also doesn't seem to work as even if I enable these extra modes on Sea Lance, the Mk 50's behaviour doesn't change.
What leads me to believe that this is probably unintended is that the Metel (Silex) and its parasitic UGMT-1 is all purpose and works against surface ships or shallow submarines, as can be clearly demonstrated if you play one of the playable surface ships.
I've noticed that the Sea Lance is not capable of attacking surface ships. In fact, it is somehow automatically prevented from tracking (and therefore attacking) any vessels within about 50-75 ft of the surface. If you launch a Sea Lance against an enemy submarine at 400 ft and they just so happen to decide to surface (maybe after getting hit by one Mk 50), a Mk 50 that is homing in on the sub will suddenly break off as soon as the sub enters the aforementioned 50-75 ft zone. The torpedo will endlessly enter circle search, even if the ship/sub is DIRECTLY above it.
Is this some sort of design feature / flaw or a bug? I ask because I have scoured the weapons.txt for all parameters relating to the usn_mk50 and usn_subrocii but there seems to be nothing responsible for this behaviour. Also, the Mk 50 has SHALLOW, DEEP modes and SNAKE, LEFT, RIGHT but the Sea Lance only permits a SKIM mode. AFAIK this also doesn't seem to work as even if I enable these extra modes on Sea Lance, the Mk 50's behaviour doesn't change.
What leads me to believe that this is probably unintended is that the Metel (Silex) and its parasitic UGMT-1 is all purpose and works against surface ships or shallow submarines, as can be clearly demonstrated if you play one of the playable surface ships.
Its a known issue and has been reported already.
http://steamcommunity.com/app/541210/discussions/0/1620600279663353630/
nubbins
01-27-18, 09:03 PM
Its a known issue and has been reported already.
http://steamcommunity.com/app/541210/discussions/0/1620600279663353630/
Ah sorry, I don't frequent the steam forums.
It's just frustrating because different subs warrant different amounts of explosive before they sink. On occasion a sub will tank a torp, E-blow to surface, but as they are taking water only the nose will poke through the surface. That's still too shallow for a Sea Lance, but will not be enough for a TASM or 'poon to lock onto, even if set to pop-up to avoid waves.
Fritschie
03-26-18, 07:25 AM
I have download your mod today and copy in the correct folder
but donīt wont.
The game wrote: I canīt found weapons
usn_mk45_description.txt
wp_at-1_description.txt
wp_at-2_description.txt
wp_set-40_description.txt
Where can i find it or what can i do that i can play the game?
Thanks for the help and maybe you have a idea
Aktungbby
03-26-18, 09:12 AM
Fritschie!:Kaleun_Salute:after a three year silent run!:Kaleun_Wink:
ETR3(SS)
03-27-18, 02:28 AM
I have download your mod today and copy in the correct folder
but donīt wont.
The game wrote: I canīt found weapons
usn_mk45_description.txt
wp_at-1_description.txt
wp_at-2_description.txt
wp_set-40_description.txt
Where can i find it or what can i do that i can play the game?
Thanks for the help and maybe you have a ideaWell my first thought would be, buy the game. :hmmm:
Fritschie
03-27-18, 06:28 AM
Fritschie!:Kaleun_Salute:after a three year silent run!:Kaleun_Wink:
Why tree years, the game is from 2017?
Well my first thought would be, buy the game. :hmmm:
Very nice, what you think i have here? Only the game cold water
The game goes normal very good only not with the mod
Rufus Shinra
03-27-18, 09:34 AM
Why tree years, the game is from 2017?
Very nice, what you think i have here? Only the game cold water
The game goes normal very good only not with the mod
This kind of errors, IIRC, happen with pirated copies of the game, not the legal ones. Pirating is bad and you should support the devs. :-)
Can a mod developper confirm this, though?
harlikwin
04-11-18, 06:14 PM
I'm having the same problem with this mod and the soviet campaign mod.
Install the mods (override directory, next to "default" directory)
Game starts, I can pick a sub, but upon start there is no "mission" and on the strategic map my sub can move, but everything else (aircraft/fleets) are frozen.
What am I doing wrong?
This is for a steam install.
C:\Program Files (x86)\Steam\steamapps\common\Cold Waters\ColdWaters_Data\StreamingAssets\ where default lives and I copy override.
This kind of errors, IIRC, happen with pirated copies of the game, not the legal ones. Pirating is bad and you should support the devs. :-)
Can a mod developper confirm this, though?
I got it from GOG and mods that require the steam beta give these kinds of errors.
Great Mod!!!:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute :
Aktungbby
05-13-18, 08:30 PM
s20dan!:Kaleun_Salute:
trias10
05-18-18, 10:26 AM
Does the latest version of this mod (2.1.1 - released on May 2, 2018) work correctly with the latest Cold Waters 1.15 patch released on May 16, 2018?
The 1.15 release had some massive changes to the South China Sea campaign, so not sure if it's safe to use this mod with 1.15 just yet?
Farside
05-21-18, 05:22 AM
Last upload on github was 4 days ago, bit I think its unlikely to have been updated. I'll give it a try and see.
**EDIT**
Yea, works fine.
The Bandit
05-21-18, 10:36 PM
Does the latest version of this mod (2.1.1 - released on May 2, 2018) work correctly with the latest Cold Waters 1.15 patch released on May 16, 2018?
The 1.15 release had some massive changes to the South China Sea campaign, so not sure if it's safe to use this mod with 1.15 just yet?
Going to guess it works fine seeing as it was developed on the beta 1.15 release which has had the SCS campaign for the better part of the last month or so.
GeneralGamer
05-26-18, 09:47 AM
Suggestion for CaptainX Could you please put a version #on your mod page? For example what version (ie 1.15) your mod is compatible with in Cold Waters? Second can you also put the date on your mod release updates?
Thanks
SnipersHunter
07-03-18, 11:41 AM
Played the mod and I had a blast with it. It was so much fun. Very well done. One question tho, when I play the Red Storm Rising campaign I can play as russian sub, but I still fight russian ships and fight for the NATO not for the Warsaw Pact. Did I do something wrong, or is this not implemented yet?
DeerHunter UK
07-04-18, 07:33 AM
Enjoying the mod immensely. I just have a quick question, my sub list does not match up with the subs on the 1st page, were some of them removed from the mod?
CaptainX3
07-04-18, 11:57 AM
Played the mod and I had a blast with it. It was so much fun. Very well done. One question tho, when I play the Red Storm Rising campaign I can play as russian sub, but I still fight russian ships and fight for the NATO not for the Warsaw Pact. Did I do something wrong, or is this not implemented yet?
Up until the recent beta updates, there weren't any US ship models to use. Now there are two, but we're basically waiting for Killerfish to add the rest of whatever US ships they plan before making any major changes.
Enjoying the mod immensely. I just have a quick question, my sub list does not match up with the subs on the 1st page, were some of them removed from the mod?
If you're looking at the first page of this thread, then that list is not accurate for the post-SCS expansion. The most up to date information is on the Github page linked in the first post.
SnipersHunter
07-04-18, 12:56 PM
Thanks for the information. Already loving this mod, good work! :Kaleun_Applaud:
DeerHunter UK
07-04-18, 01:20 PM
Up until the recent beta updates, there weren't any US ship models to use. Now there are two, but we're basically waiting for Killerfish to add the rest of whatever US ships they plan before making any major changes.
If you're looking at the first page of this thread, then that list is not accurate for the post-SCS expansion. The most up to date information is on the Github page linked in the first post.
No worries thanks for the info.
Thank you for this great mod.
I just noticed the Kalibr 3M54 is classified as a land attack missile and the 3M14 as a ship attack missile in the mod. It is actually the other way round.
CaptainX3
07-09-18, 01:27 AM
Thank you for this great mod.
I just noticed the Kalibr 3M54 is classified as a land attack missile and the 3M14 as a ship attack missile in the mod. It is actually the other way round.
Oops, did I mix those up? My bad. I'll get them fixed soon, thank you for the report :-)
In the mod the 3M54 (L) correctly attacks surface targets and the 3M51 (S) correctly attacks land targets. I assume the (L) stands for land and the (S) for surface. So only the (S) and (L) have to be changed in the description. I hope I interpreted the meaning of the capital letters correctly.
Flyingsub
07-13-18, 03:27 PM
Can"t get it to work with the GOG version. Says missing ship id in the default folder. Using 1.15. Installed correctly.
Can"t get it to work with the GOG version. Says missing ship id in the default folder. Using 1.15. Installed correctly.
Gog doesn't get the beta version of the game (only Steam version). Mod needs the latest game version to work (ie beta).
Flyingsub
07-15-18, 03:40 PM
Gog doesn't get the beta version of the game (only Steam version). Mod needs the latest game version to work (ie beta).
Thanks for the info. Going below decks until then.:Kaleun_Salute:
Gerd Kelbling
07-17-18, 04:15 AM
THX for adding the Hotel-Class:Kaleun_Thumbs_Up:
Noticed a bug with the Russian Convoy Strike mission where the torpedoes sometimes explode on launch and damage the ship. This only happens with the Kirov.
nubbins
01-11-19, 02:26 AM
On both the v3.0.0 release and newest dev version, the signature list for NATO 1984 (campaign01) is messed up. The description states that the vanilla campaigns' signature lists are untouched, which is the case for NATO 1964 and SCS 2000, but the 1984 campaign's signature list is one hell of a pain to scroll through with every single ship and boat in the mod present.
Does anyone know where the file governing the signature list is located so I can fix this myself without having to wait for the next release?
clodio04
02-02-19, 03:55 AM
:Kaleun_Salute:aye captain, cannot load your lattest update...
my antivirus detect trojan virus .bloked in quarantine...
thanks to your job.:Kaleun_Applaud:
:Kaleun_Salute:aye captain, cannot load your lattest update...
my antivirus detect trojan virus .bloked in quarantine...
thanks to your job.:Kaleun_Applaud:
That is from the World Map.exe file.
It reports as a false positive - I checked it numerous times before I uploaded it (even sent it off to AVG for them to check and come back all clear).
AllQuiet
02-04-19, 12:00 AM
That is from the World Map.exe file.
It reports as a false positive - I checked it numerous times before I uploaded it (even sent it off to AVG for them to check and come back all clear).
Don't put your faith in AVG. You're far better off sending it off to Microsoft for examination....and Comodo can give your more positive feedback as well. AVG is mainly just a company out there to leech your files and sell it off to the next buyer.
Just to keep you happy :
https://i.imgur.com/4XibtKs.png
nubbins
02-06-19, 11:44 PM
No ideas on the NATO 1984 sonar signature list?
cenovita
02-07-19, 09:39 AM
Hi all,
I was playing with this mod without activating the Beta.
After a carefull read, I have enabled the Beta and now I see some changes from which I have questions:
Since the enablement, Delta 3 and Delta 4 subs wont have VLS anymore, is that intended or just my issue?
Going back to the VLS for the subs that kept it, the reload time is zero, is that intended or just my issue? This makes the VLS pretty much OP.
Thanks in advance for your help.
:Kaleun_Salute:
thebudge
02-12-19, 11:54 AM
Sorry if this is already in the thread somewhere, but after playing a few missions as a Russian Sub Im getting a massive frame drop followed by a crash to desktop. My game ran absolutely fine on full settings before the mod..
any ideas folks?
This is in the Polar Fury Campaign btw.. I'll sink something then the frames drop to an unplayable point before crashing. Hunting The Carrier Mission.
Aktungbby
02-12-19, 01:01 PM
cenovita!:Kaleun_Salute:
AllQuiet
02-25-19, 06:13 PM
as a stockholder of Comodo, I am pleased to see-
pattyg46
03-01-19, 09:51 AM
From what I understand from a well known YouTube streamer of cold waters, killer fish have moved on from the game and will be not be adding any additional content, patches or playing modes such as PvP. Multiplayer etc. however I could be completely wrong but I can't find any offical news from KFG.
v2secure
03-01-19, 01:27 PM
You Sir! Are an absolute legend. Thankyou:Kaleun_Cheers:
Aktungbby
03-01-19, 10:53 PM
v2secure:Kaleun_Salute:
Every dual seems to be in the same area with no change to thermal ducts. Is this just me?
Ignore this. Must have been a fluke. I have my third dual and have a thermal layer.
great mod!
does it change the default 1984 NATO campaign at all? hadn't played in a while but I seem to be getting owned pretty good playing now with this mod and not so much when i first played Cold Waters a year or so ago. fun either way!
Is this mod still being updated or is it dead?
It's still being worked on.
https://github.com/CaptainX3/CW-Playable-Subs
Theta Sigma
04-18-20, 01:21 PM
Just curious...I haven't explored the mod fully (and still can't get the world map working), but does the Red October VLS missiles generate nuclear strikes on impact? I know I can launch them in the Escape mission, but there's no land to target in that.
I know in DW's Reinforce Alert mod the boomers are playable with launchable slbm's which destroy all targets in range (whole port, etc), so I wonder if the same is true in this mod.
Theta Sigma
04-26-20, 12:28 AM
I'm also wondering what general land missions exist beyond the one in this mod. Has anyone done any? I'd like to get more experience using TLAMs.
Thanks
partycat
04-27-20, 05:48 PM
Hi there. One of the best mod of this game <3
I umm, it's honestly not much important (at least for me) but I noticed some of the new subs are removed from the mod. Like Type 7 U-Boat and Starfleet sub.
Not sure with the weapons but I think the Type 7 sub had it's unique torpedoes as well.
Will they return by any chance or are they gone for good?
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