View Full Version : [REL] Playable Russian Subs
CaptainX3
06-08-17, 09:58 PM
The New Playable Subs & More Mod
This mod aims to add new playable subs to the game, along with other tweaks and changes.
Simply unzip the override folder into Steam\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets and then run the game.
IMPORTANT: Each time you download an updated copy of the mod, make sure you completely delete your old override folder before installing the new one. DO NOT OVERWRITE EXISTING FILES!
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and uploading separate public releases is not only a pain and a lot of work, but also causes the mod to end up out of date the instant the developers change something.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".)
If you'd like to talk to me directly, the best way is to join the CW Discord server here: https://discord.gg/caD9q9c
Stardog765
06-08-17, 10:31 PM
Great work! This community is all over this game. I am so happy to see that.
ikalugin
06-09-17, 12:43 AM
Great work!
Any chance that we would see other fast attack boats like Victor-III or Sierra-I?
Looks good!
Are you still an American in the campaign sinking Russian ships or do you start from a Russian port?
Thanks!
CaptainX3
06-09-17, 08:31 AM
Great work!
Any chance that we would see other fast attack boats like Victor-III or Sierra-I?
Oh yes, definitely. I don't know if we wanna make ALL subs playable, because then selecting your sub at the start of a mission would be really tedious LOL.
I would definitely like to add the Victor III and the Sierra. Might add the Delta IV to complement the Typhoon for those who want to drive SSBNs.
The developer has released the coding for VLS systems, and it has one small bug now that I believe they're looking into. It is working, but with a side effect that is a problem LOL. Once they get the VLS system working, I'd like to add an Oscar class SSGN with a VLS system with a bunch of guided missiles.
Once I finish with the classes, I want to try my hand at mission creation. I haven't attempted it yet, but if I can get how it works, I'm pretty decent at mission design. I'd kill for a graphical editor though LOL
Looks good!
Are you still an American in the campaign sinking Russian ships or do you start from a Russian port?
Thanks!
Right now you're still an American, until either I or someone else can make a Russian campaign. That's a much longer process than making a single mission I think, it would take me some time to learn how it works :03:
ikalugin
06-09-17, 11:38 AM
Won't it be problematic to model soviet subs AShMs b/c there are no models?
Onkel Neal
06-09-17, 02:35 PM
Once I finish with the classes, I want to try my hand at mission creation. I haven't attempted it yet, but if I can get how it works, I'm pretty decent at mission design. I'd kill for a graphical editor though LOL
Right now you're still an American, until either I or someone else can make a Russian campaign. That's a much longer process than making a single mission I think, it would take me some time to learn how it works :03:
I definitely want to see mission packs for this game. :)
You are now cleared for mod uploads. And thanks!
CaptainX3
06-09-17, 08:01 PM
Won't it be problematic to model soviet subs AShMs b/c there are no models?
It would unless someone has the models for them. I'm not a modeler LOL. I could substitute with TLAM/TASM models in the meantime, but I figure someone's gonna make a major mod at some point like the ones done for Sub Command and Dangerous Waters and such.
CaptainX3
06-09-17, 08:02 PM
I definitely want to see mission packs for this game. :)
You are now cleared for mod uploads. And thanks!
Thank you :D
Badger343rd
06-09-17, 08:17 PM
Thanks for doing this...I was playing around with the HUD and made my Alpha look like a dangerous waters interface. Heres a pic.The tabs are pasted on this pic to show them all.
http://img.photobucket.com/albums/v296/Badger343rd/AlphaInterface_zpsd8s5zgt6.jpg
CaptainX3
06-09-17, 08:23 PM
NICE! Not bad at all!
I love how moddable the game is in general.
CaptainX3
06-09-17, 11:41 PM
Latest Update: June 9, 2017
- Playable Los Angeles 688i class with functioning VLS system added
- Playable Oscar class with functioning VLS system added (VLS uses US missiles since there aren't any Russian ones modeled in the game)
- Playable Victor 3 class added
- Playable Foxtrot class added
- Mk-48 ADCAP torpedo for the 688i added
- Changed the Russian weapon icons around where they make a bit more sense
- All Russian subs can now equip all available Russian weapons
- Added the new classes to all single missions and as campaign options
- Hopefully fixed an issue with wires always breaking with the Test-71 torpedo (I need help testing this, I'm not 100% sure the fix is working)
Yes, I am aware that there is another mod out there that adds new LA classes along with VLS and the Mk-48 ADCAP. That's all well and good, but I've designed my own versions of both of these and included them in this mod because I wanted to. Nothing was copied or stolen from the other mod.
Thresher
06-10-17, 06:00 AM
Oscar starts with 4 Test-71's loaded. It's indicator shows -4(4). Same with 688(i). She starts with 4 Mk-48's loaded and an indicator of -4(4). All other soviet subs are fine.
If you unload all the torps, it resets the counter properly.
I'm loosing the wire about 25% of the time on the Test-71's.... I think that is the game default (any submariner think this is a tad high?)
CaptJodan
06-10-17, 08:15 AM
Really enjoying your work CaptainX. Thanks for getting out of the gate with the mods. And thanks for the devs for being so mod friendly. I hope one day we can add additional units, but for now, this is still providing even more fun for the game. :Kaleun_Thumbs_Up:
CaptainX3
06-10-17, 08:58 AM
Oscar starts with 4 Test-71's loaded. It's indicator shows -4(4). Same with 688(i). She starts with 4 Mk-48's loaded and an indicator of -4(4). All other soviet subs are fine.
If you unload all the torps, it resets the counter properly.
I'm loosing the wire about 25% of the time on the Test-71's.... I think that is the game default (any submariner think this is a tad high?)
I managed to implement a workaround to this bug by adjusting the order of the weapons loadout and then adding 4 more of the weapon the game keeps taking away. That should fix it temporarily, in theory. The devs have stated that the VLS fix is coming in the next update, so I'll be able to recode and make it all work properly when that happens.
I am unable to fix the issue reported with the Oscar's planes moving in the opposite direction they're supposed to. That's coded somewhere outside the current files that can be modified.
The devs stated on Steam that the wires are, in fact, set to break 25% of the time. Most responses to that post said they thought that was really high, so it may also be addressed in the upcoming patch. I would think somewhere around 10% or maybe even 5% is more reasonable.
biosthetique
06-10-17, 11:25 AM
Very impressive!...Thank you...
So basically, To install it we will erase what is already in the game and replace with those files?....Why can't we use JSGME?...Any counter indications?
keltos01
06-10-17, 01:00 PM
It's nice for once to be able to actually play and not mod (right away anyways ;) )
I like people who mod the "other side" !
:up::up::up:
keltos
CaptainX3
06-10-17, 01:46 PM
Thank you guys :D
Mod updated.
CaptainX3
06-10-17, 10:01 PM
HUGE second update for today, I hope you guys enjoy!
Akula420
06-11-17, 03:26 AM
So I have Installed this mod but how do I play with these soviet subs I want to try out Siera
Badger343rd
06-11-17, 06:25 PM
Check your Victor III's foward planes captX,its not working as the other victors..the planes are not revolving in the proper axis...almost as if they are reversed?
CaptainX3
06-11-17, 06:48 PM
Check your Victor III's foward planes captX,its not working as the other victors..the planes are not revolving in the proper axis...almost as if they are reversed?
The Oscar does this too. I can't fix it, the devs have to go into the code for that.
CaptainX3
06-11-17, 06:52 PM
MOD UPDATED!
I finally get to introduce my special surprise I've been working on, the Red October, complete with caterpillar drive and two missions to go along with it. Hope you guys like it!
Deepmoc
06-11-17, 07:25 PM
I have encountered a Bug.. art the 688I
After loading Savegame.. Minimap show nothing and the Nake Verical Launch System is doubled , and is in the 3 d wiundow too. beneath the normal Place
Then the Torp Stores goining in -12 when used the VLS.. but can be ereset with taking a seal Team. After this all is norma.
How do you get the subs to campaing or what ??
zippaway
06-12-17, 03:38 AM
do you have to be at a depth to fire the VLS and could you add AA missles to shoot down aircraft or is that possible?
Deepmoc
06-12-17, 06:11 AM
My Bug occurs after Loading Autosave in Campaign
Minimap is green and empty Have to press tab to view map
CaptainX3
06-12-17, 09:21 AM
do you have to be at a depth to fire the VLS and could you add AA missles to shoot down aircraft or is that possible?
150 feet or less, moving at 5 knots or less.
I'm not aware of any AA missiles modeled in the game, so I doubt I could implement that without the devs help.
CaptainX3
06-12-17, 09:23 AM
My Bug occurs after Loading Autosave in Campaign
Minimap is green and empty Have to press tab to view map
I had to make changes to almost all of the subs' loadouts and such in this last update. It might not be save game compatible. I'd recommend starting a new campaign.
The russian weapon sprites were added in the beta patch. they work if you extract them
http://imgur.com/a/M3eHw
So, i've put the sprites in a zip so you can add it your mod, and anyone can download it and it should work in game as long as you've already installed the russian sub mod to your override folder.
https://www.sendspace.com/file/qx6v8l
CaptainX3
06-12-17, 08:01 PM
The russian weapon sprites were added in the beta patch. they work if you extract them
http://imgur.com/a/M3eHw
So, i've put the sprites in a zip so you can add it your mod, and anyone can download it and it should work in game as long as you've already installed the russian sub mod to your override folder.
https://www.sendspace.com/file/qx6v8l
Thank you!! This will be in the next mod update.
Where exactly did you extract these from?
Deepmoc
06-12-17, 09:31 PM
It might not be save game compatible. I'd recommend starting a new campaign. __________________
It occurs with a new campaign... Have done a mission.. then save.. ending the game then load savegame an then there it was..
BUT i have it not testet now with the new beta now..
Can be there the Error Source
CaptainX3
06-13-17, 12:44 AM
It occurs with a new campaign... Have done a mission.. then save.. ending the game then load savegame an then there it was..
BUT i have it not testet now with the new beta now..
Can be there the Error Source
I'm not able to reproduce this issue. Maybe the patch fixed it? I'm not sure.
CaptainX3
06-13-17, 12:46 AM
Mod updated again :D
Badger343rd
06-13-17, 06:40 AM
Whats in the latest update??
Deepmoc
06-13-17, 06:43 AM
The Minimap now is fuctioning.. BUT the other Things are NOT solved..
The Letterr for the VLS are remaining doubled " Vertical Launch System,Vertical Launch System" beneath the Tube..
Then the Sub is Slower in the Map Campaign Screen.
ALL this after loading an Auto Save.
http://www.sturmjagd.de/cw1bug.jpg
Here now a Screen from this doubled Letters..
CaptainX3
06-13-17, 09:34 AM
Whats in the latest update??
I update the first post in this thread each time I update the mod :)
CaptainX3
06-13-17, 09:35 AM
The Minimap now is fuctioning.. BUT the other Things are NOT solved..
The Letterr for the VLS are remaining doubled " Vertical Launch System,Vertical Launch System" beneath the Tube..
Then the Sub is Slower in the Map Campaign Screen.
ALL this after loading an Auto Save.
http://www.sturmjagd.de/cw1bug.jpg
Here now a Screen from this doubled Letters..
Only way I know to fix this is to remove the entire Russian UI. It's in the Known Bugs section in the first post.
zippaway
06-14-17, 03:52 AM
are you going to add the surface vessels as playable?
CaptainX3
06-14-17, 03:45 PM
are you going to add the surface vessels as playable?
I don't have the slightest idea how to do that. I read someone else is playing with this, but I'm not gonna just swipe their work LOL.
EDIT: I just talked with the person trying to do this, and they're not having any luck, because the player's ship is always classified as a submarine. So, we'll have to wait for the devs on that one. But being that it's a submarine game, I wouldn't assume they'll do it.
CaptainX3
06-14-17, 07:24 PM
Mod updated.
Capt Jack Harkness
06-15-17, 02:47 AM
Is there any kind of system for charging the batteries in the diesel subs or do they have unlimited endurance?
CaptainX3
06-15-17, 07:36 AM
Is there any kind of system for charging the batteries in the diesel subs or do they have unlimited endurance?
Not that I could find. Apparently the devs didn't expect us to mod in playable diesel subs quite so fast LOL. I think I'd need their help to mod in something like that.
Capt Jack Harkness
06-15-17, 04:03 PM
Yeah, I was curious because I've never caught an AI diesel sub snorkeling either. I guess the assumption is that any encounter would happen within their battery range.
zippaway
06-15-17, 05:05 PM
on the red october is there a way to switch between pull potions i meant from reguler drive to Caterpillar? that way if one gets damage you could switch to the othe like in the movie?
Aktungbby
06-16-17, 12:36 AM
zippaway!:Kaleun_Salute:
CaptainX3
06-16-17, 07:36 AM
on the red october is there a way to switch between pull potions i meant from reguler drive to Caterpillar? that way if one gets damage you could switch to the othe like in the movie?
I haven't found a way to actually do this yet, but if a way shows up, you can bet I'll do it LOL
NO BACKUP ENGINES IN ARSTOTZKA!! NEXT!!
Hi,
Does this mod make any sonar or sensor tweaks from vanilla?
Raptor_Pilot
06-18-17, 07:53 AM
I just want to say thanks for this sweet mod.
This game is gonna be YOUGE!! Simply tremendous!
Short bug report, although I am not sure if its related to your mod but I never had it happen before. First thanks a lot for the mod it's great that we can play all subs now.
I noticed that the mod added Sea Lance missiles to the US ships. I played the 4th mission Iron Coffins with a Narwhal. The enemy Oscar and Alfa were at 900 ft. I launched torpedos at them, when I switched through the torpedos with F3 I saw that one of them somehow launched a SS-N-16 at me from 900 ft below the ocean surface (I had 95% target solution on both). I checked the Duct afterwards, no sub there.
After I killed both and left combat there were no other ships in the mission. I'm not sure if it is related to your mod but I never had that happen to me before. Somehow enemy subs could launch a SS-N-16 (at least I assume that's what it was, looked the same as my sea lance) from below 150ft. I myself couldnt launch one from below 150ft
Aktungbby
06-18-17, 08:20 AM
Azurae!:Kaleun_Salute:
Raptor_Pilot
06-18-17, 09:29 AM
Somehow enemy subs could launch a SS-N-16 (at least I assume that's what it was, looked the same as my sea lance) from below 150ft. I myself couldnt launch one from below 150ft
Can confirm, Russian subs launch their rocket torpedoes from any depth.
CaptainX3
06-18-17, 11:42 AM
I just want to say thanks for this sweet mod.
This game is gonna be YOUGE!! Simply tremendous!
You're welcome :)
Hi,
Does this mod make any sonar or sensor tweaks from vanilla?
Yes, it adds the two new sensors for the 688i, the next gen sonar and towed arrays.
Short bug report, although I am not sure if its related to your mod but I never had it happen before. First thanks a lot for the mod it's great that we can play all subs now.
I noticed that the mod added Sea Lance missiles to the US ships. I played the 4th mission Iron Coffins with a Narwhal. The enemy Oscar and Alfa were at 900 ft. I launched torpedos at them, when I switched through the torpedos with F3 I saw that one of them somehow launched a SS-N-16 at me from 900 ft below the ocean surface (I had 95% target solution on both). I checked the Duct afterwards, no sub there.
After I killed both and left combat there were no other ships in the mission. I'm not sure if it is related to your mod but I never had that happen to me before. Somehow enemy subs could launch a SS-N-16 (at least I assume that's what it was, looked the same as my sea lance) from below 150ft. I myself couldnt launch one from below 150ft
Someone else reported this to me on Discord. I haven't seen it replicated yet, but I will say that the launch depth on the SS-N-16 is actually 200ft in the vanilla coding. However, I'm starting to wonder if the AI follow such restrictions on the higher difficulty levels.
I can say that my mod doesn't touch the SS-N-16 coding, it's exactly as it is in the vanilla game. And I made SURE the Russian subs couldn't use the Sea Lance.
If they're launching them from below 200ft, that's something in the vanilla game, I can't fix it unfortunately.
CaptainX3
06-19-17, 11:34 AM
Mod updated!
hello CaptainX thanks your update
btw can you make a VLS on typhoon?
I try it but not very effective
is this game only 4 torpedotubes sub can make a VLS on it?
Aktungbby
06-19-17, 05:47 PM
tonod!:Kaleun_Salute:
CaptainX3
06-19-17, 08:12 PM
hello CaptainX thanks your update
btw can you make a VLS on typhoon?
I try it but not very effective
is this game only 4 torpedotubes sub can make a VLS on it?
Yes, VLS only works on subs that have 4 torpedo tubes. I've been told it also works on subs with 5, but I've never tried it.
I could make a huge VLS system for the Typhoon, but some realism freaks might get angry about that, I don't know LOL
I could make a huge VLS system for the Typhoon, but some realism freaks might get angry about that, I don't know LOL
Unless Im mistaken Typhoons VLS cant carry anything but SLBMs anyways right?
Not really part of the game
CaptainX3
06-20-17, 11:15 AM
Unless Im mistaken Typhoons VLS cant carry anything but SLBMs anyways right?
Not really part of the game
In the update I'm releasing later today, I have added a theoretical Typhoon VLS conversion class, kinda like the same thing the US has done with the Ohio class subs. It can carry A LOT of weapons, but will only be available for use in the 1984 campaign, and it'll be optional, not forced or anything.
CaptainX3
06-20-17, 12:55 PM
Mod updated, once yesterday and once today!
Thanks for the update!
:haha:
Last request(maybe)
Can you make typhoon smaller?
becaues now typhoon is very big
so at 50ft use periscope typhoon`s bridge is out of the water
AI will attack player immediately
USS Narwhal(SSN-671)
06-21-17, 10:55 AM
Thanks for the update!
:haha:
Last request(maybe)
Can you make typhoon smaller?
becaues now typhoon is very big
so at 50ft use periscope typhoon`s bridge is out of the water
AI will attack player immediately
Should probably just edit what is periscope depth on it (if that is possible). it is to the right scale i believe.
captinjoehenry
06-21-17, 12:55 PM
Hi there I really like this mod. Do you think you will include the Seattle class sub mod? It is a fictional sub though so I'll be fine to just keep modding it in.
Should probably just edit what is periscope depth on it (if that is possible). it is to the right scale i believe.
That's a good way
but I'm afraid can`t change periscope depth
because now all russian subs base on US SSN game core
CaptainX3
06-21-17, 03:52 PM
Thanks for the update!
Last request(maybe)
Can you make typhoon smaller?
becaues now typhoon is very big
so at 50ft use periscope typhoon`s bridge is out of the water
AI will attack player immediately
The submarine models are static, I can't change the size of them. I don't believe periscope depth can be adjusted either. I believe, when I last used the Typhoon, stopping exactly at 50 feet worked without exposing the sail, although I didn't try it in a rough sea state. But unfortunately, I can't fix this problem.
Hi there I really like this mod. Do you think you will include the Seattle class sub mod? It is a fictional sub though so I'll be fine to just keep modding it in.
I have no problem adding it if I get the author's permission to do so. I've posted on the forum thread asking for said permission.
captinjoehenry
06-21-17, 08:30 PM
The submarine models are static, I can't change the size of them. I don't believe periscope depth can be adjusted either. I believe, when I last used the Typhoon, stopping exactly at 50 feet worked without exposing the sail, although I didn't try it in a rough sea state. But unfortunately, I can't fix this problem.
I have no problem adding it if I get the author's permission to do so. I've posted on the forum thread asking for said permission.
If you do implement the Seattle you'll probably have to change it's armaments as it is supposedly the replacement class for the Los Angeles but it is worse than the Los Angeles 688I regarding weapon choices
Aktungbby
06-22-17, 12:47 PM
captinjoehenry!:Kaleun_Salute:
Vexillologist
06-22-17, 12:59 PM
HI, Great mod, saw it on a youtube channel (jive turkey) and came here to grab it from you.
Have you thought about getting this mod on Steam?
CaptainX3
06-22-17, 01:47 PM
HI, Great mod, saw it on a youtube channel (jive turkey) and came here to grab it from you.
Have you thought about getting this mod on Steam?
Thank you :)
The mod is posted on a thread in the CW discussion forum. At this time, CW does not support Steam Workshop, but if and when it does, that's where the mod will be moved to.
Raptor_Pilot
06-22-17, 04:33 PM
It can carry A LOT of weapons, but will only be available for use in the 1984 campaign, and it'll be optional, not forced or anything.
Options are always welcome. Ignore any naysayers, they secretly think the Earth is flat.
captinjoehenry
06-22-17, 08:29 PM
Just so you know I have adjusted the values of the Sea Lance, P-500 and P-700 to their real world speed and payload weight if you want them.
Daldryk
06-23-17, 04:51 AM
Just a note for the Alfa. Which is not fast enough, I find that it is too easy prey for the American submarines.:hmmm:
The Alfa is very fast, plunging deep, maneuvering quickly. Its purpose is to run at full speed on its prey.:arrgh!:
Sharpshooter
06-23-17, 11:34 PM
The BQQ 10 on the 688i has a 130 degree span to either side compared to 150 of the BQQ 5 and most other sensors. Is that intentional?
SonarModel=usn_an_bqq_5
SonarType=ACTIVE/PASSIVE
SonarFrequencies=L,M
SonarActiveSensitivity=28
SonarPassiveSensitivity=40
SonarBaffle=150
SonarNoisePerKnot=1
SonarOutput=220
SonarModel=usn_an_bqq_10
SonarType=ACTIVE/PASSIVE
SonarFrequencies=L,M
SonarActiveSensitivity=38
SonarPassiveSensitivity=50
SonarBaffle=130
SonarNoisePerKnot=1
SonarOutput=280
Also, at least single player mission 8 is missing at least one ship from the signatures tab that can spawn. The Kresta 1.
Steiger
06-24-17, 05:21 PM
Hey CaptainX3 - FYI the Sierra class doesn't appear to have any Radar/ESM.
Daldryk
06-25-17, 05:33 AM
I changed the Alfa Class, based on the real one.
Engine: 1 liquid metal reactor operating 2 steam turbines, driving 1 propeller with 5 blades.
Speed: 20 knots on the surface, 45 knots in diving.
Immersion: operational, 600 m; Maximum, 1000 m.
ikalugin
06-25-17, 05:59 AM
I changed the Alfa Class, based on the real one.
Engine: 1 liquid metal reactor operating 2 steam turbines, driving 1 propeller with 5 blades.
Speed: 20 knots on the surface, 45 knots in diving.
Immersion: operational, 600 m; Maximum, 1000 m.
Where did you get that data?
cookiemonste
06-25-17, 06:38 AM
From my sources, the Alfa's could go 41 knots and could excellerate for a short sprint to 45 knots.
Daldryk
06-25-17, 07:14 AM
Where did you get that data?
Web sites and videos russian on Youtube on this submarine. After comparing its speed varies from 41 to 45 noeuds, then be aware that there are two classes of Alfa I and II.
I've been testing the maneuverability and power with Cold Waters. At this speed in depth it corresponds well to what is said of him. Capable of avoiding a torpedo very grabde speed. A submarine that turns very quickly. Of course he does not avoid all the torpedoes, but that is his advantage.
cookiemonste
06-25-17, 07:58 AM
I would take the russian videos with a grain fo salt. The russians are known to inflate some data to make stuff look better.
ikalugin
06-25-17, 08:01 AM
Web sites and videos russian on Youtube on this submarine. After comparing its speed varies from 41 to 45 noeuds, then be aware that there are two classes of Alfa I and II.
I've been testing the maneuverability and power with Cold Waters. At this speed in depth it corresponds well to what is said of him. Capable of avoiding a torpedo very grabde speed. A submarine that turns very quickly. Of course he does not avoid all the torpedoes, but that is his advantage.
Can you, please, be more specific?
Where did you find out the difference between pr.705 and pr.705K (and I generously assume that you use Alfa-I and Alfa-II designations to destinguish between the two) in terms of speed?
As far as I am aware:
- you got the dive depths (рабочая and предельная)
- you got the speeds wrong (though you did correct yourself later, in reality the 41knot speed was not usable outside of trials and the subs never exceeded 39 knots)
- you got the number of turbines wrong (as far as I am aware both pr.705 and pr.705K use the same turbine - ГТЗА ОК-7)
Cybermat47
06-25-17, 08:07 AM
Immersion: operational, 600 m; Maximum, 1000 m.
If I recall correctly, those figures were heavily inflated by spooked NATO intelligence agencies.
ikalugin
06-25-17, 08:08 AM
I would take the russian videos with a grain fo salt. The russians are known to inflate some data to make stuff look better.
The only sub related videos that I have watched so far are either in eng (ie subsim playthroughs) or are accurate. The figures availiable on the commonly used russian web sources conflict with the ones he has supplied.
My guess would be that he is using outdated cold war era data, especially on things like dive depth, because back then the assumption was that titanium was used to improve dive depth, not to make hull lighter.
cookiemonste
06-25-17, 08:10 AM
Even the russian wikipedia quotes a topspeed of 41 and a test depth of 450 m. 600 m could be a opperational depth, but it would still be very deep.
@ikalugin: look at this: https://www.youtube.com/watch?v=N1hJ2qJ3wNw
ikalugin
06-25-17, 08:12 AM
Even the russian wikipedia quotes a topspeed of 41 and a test depth of 450 m. 600 m could be a opperational depth, but it would still be very deep.
Yea, the only titanium deep diving combat sub that we have built was Mike, which had 1000m operational depth.
Daldryk
06-25-17, 09:14 AM
In two words no one really knows, unless you've tried it... I add that we are in a kind of simulator everything is allowed in mod. The settings suited me.
CaptainX3
06-25-17, 12:00 PM
That's the fun of modding, you can tweak and change whatever you'd like. I don't intend to change any stats in my mod unless someone points me to a credible source, such as Wikipedia or something similar.
Some things in the mod I've had to make educated guesses on (Like the Typhoon VLS conversion), but I try to keep things at least semi-realistic.
DarkShark22
06-25-17, 03:46 PM
Hi!
I really like your mod and I have used every soviet sub!
I just couldn't help noticing that the Yankee class and the two Delta's don't have VLS while SSBN's should be able to launch missiles, right? (just like the Typhoon in-game). Are you planning to give them VLS?
(my english isn't the best, I'm Dutch)
MadMike
06-25-17, 04:16 PM
Reliable Russian source online says the Project 705 (Alfa) class sub had a surface speed of 12 knots, submerged 40.2 knots.
Operational diving depth of 320m (1049 feet), max of 400m (1312 feet). Only seven operational, assigned to the Northern Fleet.
Yours, &c.
Mike
cookiemonste
06-25-17, 04:34 PM
That sounds about right.
I should learn russian. :D
CaptainX3
06-25-17, 08:45 PM
Hi!
I really like your mod and I have used every soviet sub!
I just couldn't help noticing that the Yankee class and the two Delta's don't have VLS while SSBN's should be able to launch missiles, right? (just like the Typhoon in-game). Are you planning to give them VLS?
(my english isn't the best, I'm Dutch)
No, I wasn't planning to give those VLS, because those subs don't have cruise missile VLS systems. They have SLBM systems, but SLBMs aren't modeled in the game. The Typhoon in the mod that has VLS is a theoretical conversion from ballistic missiles to cruise missiles, but even the regular Typhoon doesn't have VLS.
If the devs ever implement SLBMs into the game, then I'll update those subs.
captinjoehenry
06-25-17, 09:35 PM
No, I wasn't planning to give those VLS, because those subs don't have cruise missile VLS systems. They have SLBM systems, but SLBMs aren't modeled in the game. The Typhoon in the mod that has VLS is a theoretical conversion from ballistic missiles to cruise missiles, but even the regular Typhoon doesn't have VLS.
If the devs ever implement SLBMs into the game, then I'll update those subs.
Hey there I edited the performance of the P500 P700 and Sea Lance to their real speeds if you want the code.
Hydra01
06-26-17, 08:27 AM
In two words no one really knows, unless you've tried it... I add that we are in a kind of simulator everything is allowed in mod. The settings suited me.
I wouldn't have a problem with that being in a separate mod, though I definitely wouldn't want that in this one since the 41 kt top speed does seem the be the accepted top speed even by many Russian sources as well as Western ones.
Daldryk
06-26-17, 10:03 AM
I wouldn't have a problem with that being in a separate mod, though I definitely wouldn't want that in this one since the 41 kt top speed does seem the be the accepted top speed even by many Russian sources as well as Western ones.
No one to talk about including it in this mod :). It takes 1 second to change the value.
CaptainX3
06-27-17, 01:56 AM
Mod updated!
Raptor_Pilot
06-27-17, 02:53 PM
Mod updated!
Sweet Words!
goldfish716
06-27-17, 06:20 PM
I have added new diesel variants of the Skipjack inside my download of the "Playable Russian Subs Mod". Let me know if you want to add them to your mod.
1. The Barbel class, a diesel clone of the skipjack.
2. The (early) Barbel class, a diesel clone of the early skipjack, but with bowplanes rather than sailplanes.
3. The Yushio class, a Japanese development of the Barbel with side launch tubes, better sonar, lower test depth, and harpoon missiles. (My favorite).
All boats are slow and quiet.
The Barbel/Skipjack has other derivatives which could be added, like the Zwaardvis-class of the Netherlands and the Taiwanese Chien Lung-class.
I also reduced the acceleration slightly on these boats and increased the turn rate of the Barbels due to their reduced length.
Known bugs: The damage control tab doesn't display properly. Probably an easy fix if you know what you are doing. Fixed.
Aktungbby
06-27-17, 11:37 PM
goldfish716!:Kaleun_Salute: & Hydra01:Kaleun_Salute:...after a very long 6 year silent run!
The Bandit
06-28-17, 12:01 PM
Just wanted to throw this idea out there because I'm not really one for modding but may try my hand at it.
This would be a compromise because new models can't be added into the game but, how would people feel about some of the Soviet Diesels modles used as stand-ins for older boats like the Skates (thinking Romeo model) and the Seawolf (old one SSN-575, was thinking the Tango model could fit if you overlook the 3rd prop)? I'm also toying around with the idea of creating the USS Tullibee (SSN-597, using the Permit class model). Other possibilities are the Barbel, Tang and even GUPPY boats. Not really a great fit but the Echo or November could probably fit well enough for the USS Triton although admittedly the Triton was a fair deal longer.
While you won't really get the fully experience of having a finite battery charge and having to snorkel but I think these could bring a new angle to the game and make it a lot tougher if you were using an old boat.
ollie1983
06-29-17, 08:37 AM
Any chance of adding the reduced visibility and proper UI into the Russian subs mod?
goldfish716
06-29-17, 03:13 PM
Here is a link to the text files for the Barbel diesels I talked about above.
https://drive.google.com/drive/folders/0ByiSZl31BXvNT2RvZGpOcEtIUFU?usp=sharing
You have permission to add them to your mod if you wish. Not that you need my permission -- it is publicly available without condition.
Others, please message me if you need help using these files.
CaptainX3
06-29-17, 10:03 PM
Any chance of adding the reduced visibility and proper UI into the Russian subs mod?
I'd prefer not to force certain things like that on players that don't want it... like me for instance, I like the water visibility as it is. However, since my mod does not touch the environment files, you should be able to download the visibility mod and drag its files directly into the override folder from my mod without an issue.
As for the UI... I'm not sure which UI you mean, but there's no way for me to integrate that without forcing everyone to use it. If you mean the other UI mod that's here on Subsim, I don't care for it at all, way too much stuff from DW in it for my taste.
But, each sub has its UI set in the vessel file, and it can't be changed in the game, it can only be changed by editing the file itself. The best way to handle this would be for players to manually combine the other UI and my mod by editing the proper files, or for someone to copy my mod, integrate the other UI, and the release it as a separate mod.
Carthaginian
06-29-17, 10:55 PM
I have added new diesel variants of the Skipjack inside my download of the "Playable Russian Subs Mod". Let me know if you want to add them to your mod.
1. The Barbel class, a diesel clone of the skipjack.
2. The (early) Barbel class, a diesel clone of the early skipjack, but with bowplanes rather than sailplanes.
3. The Yushio class, a Japanese development of the Barbel with side launch tubes, better sonar, lower test depth, and harpoon missiles. (My favorite).
All boats are slow and quiet.
The Barbel/Skipjack has other derivatives which could be added, like the Zwaardvis-class of the Netherlands and the Taiwanese Chien Lung-class.
I also reduced the acceleration slightly on these boats and increased the turn rate of the Barbels due to their reduced length.
Known bugs: The damage control tab doesn't display properly. Probably an easy fix if you know what you are doing. Fixed.
I sent the GUPPY IIA to CaptainX3 last night, along with a mission limiting them to subs they would have likely faced. I'll keep tweaking it a bit, and I'm gathering info on the Skate/Tang classes now as well!
goldfish716
06-29-17, 11:57 PM
I sent the GUPPY IIA to CaptainX3 last night, along with a mission limiting them to subs they would have likely faced. I'll keep tweaking it a bit, and I'm gathering info on the Skate/Tang classes now as well!
Cool. I worked on the look of the Skate/Tang today. If you apply the Delta IV textures to a Whiskey or the Foxtrot, it almost looks right.
Carthaginian
06-30-17, 01:00 AM
Cool. I worked on the look of the Skate/Tang today. If you apply the Delta IV textures to a Whiskey or the Foxtrot, it almost looks right.
Awesome!
I was going to use the Foxtrot for them.
I'm also gonna try US colors on the Whiskey for the GUPPY. Should be fairly close.
The Bandit
07-01-17, 05:40 PM
I haven't done anything with the textures but I just did a config based off of the Foxtrot class for the GUPPYs / Fleetboats (12 variations overall). You have to overlook the 3rd screw but other than that the size is just about right. Started a campaign with USS Sirago, sunk a Foxtrot and a Whisky but then got destroyed by a November because I was using active sonar during a storm.
I've also made two variations of the USS Tullibee (68 & 84) based off of the Permit and USS Glenard P. Lipscomb based off the Sturgeon.
Carthaginian
07-01-17, 05:55 PM
I haven't done anything with the textures but I just did a config based off of the Foxtrot class for the GUPPYs / Fleetboats (12 variations overall). You have to overlook the 3rd screw but other than that the size is just about right. Started a campaign with USS Sirago, sunk a Foxtrot and a Whisky but then got destroyed by a November because I was using active sonar during a storm.
I've also made two variations of the USS Tullibee (68 & 84) based off of the Permit and USS Glenard P. Lipscomb based off the Sturgeon.
I used the Whiskey because it 'looked the part' even if it wasn't physically as large.
My Tang is using the Romeo for the same reason. I adjusted some internal values (turn speed, noise, etc) to compensate. Tang is very early in work ATM.
I didn't put out all the 'versions' of the GUPPY boats because the I, II, IA, IIA, IB and III were all fairly similar in capabilities... battery power was one of the biggest differentiations, and that isn't represented yet (though I have the drain rates for the Sargo, Guppy and Sargo II batteries). There were some internal differentiations as well, but those were out of the game's scope.
I picked the IIA because I had a distant relative who was in Quillback near the end of her career.
I have been looking for good data on the types of torps the Taiwanese GUPPY IIIs use, so I can do them justice as well.
And of course the Fleet Snorkles were really not that much more advanced than their parent classes... very austure.
Also working on data for the 1950's Sov boats, so the GUPPYs have more targets.
Might go after the Han-class after that.
The Bandit
07-01-17, 06:41 PM
I didn't put out all the 'versions' of the GUPPY boats because the I, II, IA, IIA, IB and III were all fairly similar in capabilities... battery power was one of the biggest differentiations, and that isn't represented yet (though I have the drain rates for the Sargo, Guppy and Sargo II batteries). There were some internal differentiations as well, but those were out of the game's scope.
I picked the IIA because I had a distant relative who was in Quillback near the end of her career.
I have been looking for good data on the types of torps the Taiwanese GUPPY IIIs use, so I can do them justice as well.
And of course the Fleet Snorkles were really not that much more advanced than their parent classes... very austure.
.
What I did was based off of what was still in service as of 1968 with the exception of some of the test boats like Grouper and Bay which were basically floating laboratories.
For the GUPPY, I consolidated the IA and IIAs as they were in general very similar (a bit slower because of the Sargo II batteries). So you have GUPPY IA/IIA, II, and III, two variants each for the difference between the Balao and Tench. While their test depth isn't any difference, the Tench's had a stronger hull thanks to revisions with the ballast tanks (everything earlier than tench had tank risers going through the front torpedo compartment) so I give them about a 50 ft. increase in test depth.
The other six variants are the Fleetboat Snorkels (Balao & Tench respectively) Gato SSKs, "Balao SSKs" (which were just Balao snorkels with BQR-4 sonar) the Gato class auxiliaries (leftovers from the radar pickets mostly) and the two Balao LPSS SEAL transports (one of which was used in Vietnam).
I left out anything that had been taken out of service before the setting of the 1968 campaign, so no GUPPY IBs or some of the other variations.
As for the Taiwanese boats, I think they are GUPPY IIs not IIIs and to the best of my knowledge they use old US Mk 14s and possibly Mk 37s. Not sure how accurate this is but I disabled the wire-guidance on the older boats as I'm not sure if they got the fire-control upgrades to even make wire-guidance possible.
Next thing I think is using the Tango class to stand-in for the USS Seawolf SSN-575.
Carthaginian
07-01-17, 07:53 PM
IIRC, Janes called them GUPPY III. I have an 06 I got at a yard sale, I'll check in AM. Also, Italians gave them torps as tubes were welded shut and no torps per terms of sale. Not sure which, but between Janes and Conways, I'll get it sorted.
I think the test depth difference came in the Tench kinda late in the class as machinary wasn't up to the 450' max even though the hull could handle it - if nothing else, that warrants a subclass indeed.
CaptainX3
07-02-17, 12:26 AM
Mod updated!
I
I didn't put out all the 'versions' of the GUPPY boats because the I, II, IA, IIA, IB and III were all fairly similar in capabilities....
What about the SSK mod boats? Any big advantages or disadvantages there?
We've got USS Cavalla here is town and Ive always wondered how they compare to the GUPPYs
The Bandit
07-03-17, 04:06 AM
What about the SSK mod boats? Any big advantages or disadvantages there?
We've got USS Cavalla here is town and Ive always wondered how they compare to the GUPPYs
The SSKs were interesting in a few ways. They were more austere compared to what went on with the GUPPYs when it comes to all the battery and electric motor replacement and so on. They did get a streamlined sail and a little help in the hydrodynamics department with some of the streamlining, but for the most part they weren't going to be much faster underwater than your average fleet-boat. However, they did receive one of the best sonar sets out (AN/BQR-4) until the spherical array came along in the 60s.
Basically the SSKs were ambush boats designed to sit along a barrier (say GIUK Gap or maybe the Windward passage?) and listen for anything that's transiting through the area. Originally they were planning on mass-producing the Barracuda class, which was basically the smallest, cheapest boat possible built around the sonar array. Instead, what they ended up doing is dragging a bunch of the old Gatos out of moth-balls because it was cheaper. While you did need more crew and were certainly getting a bigger boat than you needed you had much better time on station, and the Gatos were a known commodity after what they did in the pacific.
The other interesting thing about the SSKs is why the Gatos were chosen. One of the other things about the GUPPYs, very few (really none in US service, they converted like 4 of them for Italy to austere GUPPY 1B standards) were Gato class, mainly because the Balao and Tench had the thick HTS (High-Tensile Steel) pressure hulls so they could dive deeper, and, while some of these Balaos and Tenches had little to no wear or use, the entire Gato class had been very busy during the war.
One of the other things they used the SSK program for is as a dress-rehearsal for reactivating the moth-ball fleet. If a war started during the 50s and those boats were needed, they would be needed in a hurry and wouldn't all be receiving GUPPY conversions. The SSK program at least brought them up to a level where they could take on picket duty guarding various places and freeing up other (presumably better equipped GUPPY boats) for more general purpose stuff like offensive operations.
Hey, I'm getting black screen on selecting Red October and I need to hit "Back" button to be able to do anything.
http://i.imgur.com/s5Nt5uq.png?1
CowabungaKid89
07-03-17, 12:51 PM
Same problem here, when I select Red October the selection menu freezes (can't select other boats anymore) and I have to back out of the menu. Other than that, I really like this mod :)
CaptainX3
07-03-17, 03:04 PM
Yep, I've been made aware of this problem yesterday. I'll have it fixed in the next mod update, but the next update is gonna take me a couple days because it's a big one.
For now, it's really easy to fix the error on your end - it's being caused by an extra comma in a file that I screwed up.
Open this text file on your PC:
override\campaign\campaign001\summary.txt
You'll see this paragraph at the top of the file. The offending comma is right at the end of the yellow text highlighted below. Delete that extra comma, and the error will be fixed.
PlayerVessels=usn_ssn_narwhal,usn_ss_guppyIIa,usn_ ss_barbel_68,usn_ss_barbel,jmsdf_ss_yushio,usn_ssn _skipjack,usn_ssn_permit,usn_ssn_sturgeon,usn_ssn_ los_angeles,usn_ssn_los_angeles_688i,player_ssbn_o hio,player_ssbn_ohio_vls,player_ss_whiskey,player_ ss_tango,player_ss_romeo,player_ss_foxtrot,player_ ss_kilo,player_ssn_november,player_ssn_alfa,player _ssn_victor1,player_ssn_victor2,player_ssn_victor3 ,player_ssn_sierra,player_ssg_juliet,player_ssgn_e cho2,player_ssgn_charlie1,player_ssgn_charlie2,pla yer_ssgn_oscar,player_ssbn_yankee,player_ssbn_delt a3,player_ssbn_delta4,player_ssbn_typhoon,player_s sbn_typhoon_vls,player_ssbn_redoctober,,player_ssb n_redoctober_silent
Sorry about that guys, my mistake. It'll be correct in the next update, but the next update is taking me a lot longer because I finally got visible masts working for all classes, but I have to manually map the mast coordinates for each class, so it's a slow process LOL.
CaptainX3
07-03-17, 05:39 PM
Mod updated! This was a big update, so please bear with me and report any bugs you spot! Thank you!
The SSKs were interesting in a few ways......
Thanks for the info sir. Ive always been interested but have found it hard to find info on the SSK with them being overshadowed by the GUPPYs.
Very interesting!:yeah:
CowabungaKid89
07-04-17, 03:06 AM
You put in a 212A <3 I thought of fiddling with the files myself to maybe put in a 209 stand-in, because the 212 seems a little bit overpowered for 1984. But now that it's there...
You, Sir, are amazing. I salute you.
Edit: SelfNoise=25? :D Dear God, I can basically glue this thing to the hull of an enemy sub without them noticing.
Edit 2: you gave the Seehecht 75 KYD range. o.O I'll probably dial that down to 50k or 55k on my end, that's about what I found on navweapons.com and wikipedia as well.
Edit 3: correction, SelfNoise=25 *AND* ActiveSonarReflection=4. I am a fish. Nothing to see here, Ma'am. Please keep moving.
Edit 4: seems like that wasn't even much of an exaggeration. See screenshot for details. :D
http://i.imgur.com/OtrnhJk.jpg
http://imgur.com/a/b5Aqq
CaptainX3
07-04-17, 05:53 AM
The 212A was sent in by a contributor. I didn't even look at it's stats LOL. But that is pretty overpowered, I'll need to dial that back a bit I think LOL.
LeopardDriver
07-04-17, 06:19 AM
Those values are pretty hard to determine. First the real data is strictly classified. Second it is hard to estimate how it would behave in comparison to other subs. Third the sub still needs to be balanced somewhat (that is your point).
I tried to make it as realistic as possible and did a lot of testing. You can still detect the 212A with active sonar, as can be seen in the duels. The sub is kind of balanced out in the campaign with the low ammo count (only 13 torps) and the low speed (20 knots is official, but I would say 23 at least is realistic, maybe even 25).
At long range of the Seehecht just achived the world record for a torpedo with about 140 km acutually! So 75 km for the normal variant is ok. Also the sub needs to be played like that: hide and attack from pretty long range, and the Seehecht is good for that (but it is slower than the Mk 48 for sure).
Also one note: The project started as Typ 212, but it was cancelled as that. The restart was the 212A, so there was never a 212 and 212A is the right name.
Thanks for the feedback and I hope you have fun with the 212A and the Seawolf! I am doing some refinements with the rudders, the periscope and the sonar files and so on, might come with a later update!
:Kaleun_Salute:
CaptainX3
07-04-17, 06:31 AM
Mod updated!
Emergency Bugfix Update: July 4, 2017
Fixed the broken Russian weapon sprites.
Added wire guidance back to the USET 80 torpedo.
Dialed back the stats of the 212A, it was really overpowered. (SelfNoise changed from 25 to 70, ActiveSonarReflection changed from 4 to 15)
Dialed back the stats of the Seehecht torpedo, it was really overpowered. (Range reduced from 75,000 to 55,000)
LeopardDriver
07-04-17, 06:43 AM
It wasn`t made for a `84 scenario... you only made it unrealistic now. As of today it is "virtually undetectable" (quote). Even for todays standards. It simply is one of the quietest submarines ever built.
denis_469
07-04-17, 07:58 AM
Mod updated!
Emergency Bugfix Update: July 4, 2017
Added wire guidance back to the USET 80 torpedo.
Dialed back the stats of the Seehecht torpedo, it was really overpowered. (Range reduced from 75,000 to 55,000)
USET-80 torpedo have not wire guide. Variant USET-80 with wire-guidede named UETT and release in 1990th years. Torp USET-80 and USET-80K have not wire.
About German "DM-2A3" and export variant "Seahake" you can read this: http://sovpl.forum24.ru/?1-4-20-00000051-000-20-0#022
CaptainX3
07-04-17, 09:28 AM
Thank you, but the wire guidance was requested to be added to the USET 80 by the community back when I first released the mod. The game wasn't actually designed for people to play as the Russians, and as such all of the Russian equipment is at a severe disadvantage within the game.
I'll be making changes to the mod here and there that aren't 100% realistic but are needed for gameplay fun and/or balance. We've got several subs in the mod that came out way after 1984, along with weapons that aren't 100% accurate. I have to make a choice between realism and gameplay, so I can't always be 100% realistic.
Aktungbby
07-04-17, 09:29 AM
MrBboy!:Kaleun_Salute:
CowabungaKid89
07-05-17, 03:04 AM
I tried to make it as realistic as possible and did a lot of testing. You can still detect the 212A with active sonar, as can be seen in the duels. The sub is kind of balanced out in the campaign with the low ammo count (only 13 torps) and the low speed (20 knots is official, but I would say 23 at least is realistic, maybe even 25).
At long range of the Seehecht just achived the world record for a torpedo with about 140 km acutually! So 75 km for the normal variant is ok. Also the sub needs to be played like that: hide and attack from pretty long range, and the Seehecht is good for that (but it is slower than the Mk 48 for sure).
:Kaleun_Salute:
Don't get me wrong, I'm not really complaining about the stats. :D
In the end, it's all speculation anyway. If about half of what is said about the 212 A is true, I guess it would be pretty much undetectable in 1984. The problem is it's not very engaging to play it as it is; some enemy subs weren't able to detect me on active at under 2 KYD distance. I have never been in danger in this submarine. Just fire your 13 torpedoes at enemies who never see them coming, go back to base to rearm, rinse, repeat.
Dialed back the stats of the 212A, it was really overpowered. (SelfNoise changed from 25 to 70, ActiveSonarReflection changed from 4 to 15)
Considering the stats of the other newer subs like the Seawolf, I think 70 and 15 are too high - that makes it easier to detect than the Seawolf, which sits at 56 and 15. Considering the difference in size alone, the 212 A should be harder to detect on active and I think it should be harder on passive as well. I'll play around a bit on 30/35 and 10, I think
Deepmoc
07-05-17, 04:26 AM
I heared Crew voices at 1.04.. Ar they from the Mod or the Game?
With now 1.05 there are away.. Depends on zhe Mod?
What is up here
CaptainX3
07-05-17, 09:06 AM
I didn't balance the changes to the 212A against the Seawolf, I balanced it against the 688i that I designed myself, which sits at 100 and 25. I might need to reconsider accepting contributions of new subs to the mod, because I'm not sure I have enough time to balance out every class that comes in... either that, or require that contributions be balanced against the 688i that already exists in the mod.
I do know that in my tests with the Red October, any self noise rating of 20 or below is almost impossible to detect on US sonars, and is impossible for Russian sonars. If you make a sub with a self noise below that, it's very unlikely the enemy will detect you unless you do something to reveal your position, like use active sonar or surface.
Crew voices are part of the game, not any mod. I'm not aware of them being removed anytime recently, and I'm on the 1.05 beta version.
Crew voices are disabled by default in version 1.05b.
To enable them simply open default/hud/default.txt and change LogVoiceVolume=0 to a value between 0-1 for volume.
From the 1.05b patch notes :Kaleun_Thumbs_Up:
Farside
07-05-17, 12:34 PM
Brilliant, so happy i get to play as all these different nations now. Thanks!
wstlndwarrior
07-05-17, 12:43 PM
The Playable Russian Subs Mod
This mod aims to add some playable Russian subs to the game, along with a few other tweaks and changes.
Here's the link to the zip file... simply unzip the override folder into Steam\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets and then run the game.
http://www.nscmod.com/downloads/RussianSubs.zip or http://www.subsim.com/radioroom/downloads.php?do=file&id=5234
If you'd like to talk to me directly, or send me files to add to the mod, the best way is to join the CW Discord server here: https://discord.gg/caD9q9c
SPECIAL NOTE: I am completely open to adding any other mod to this one to make it easier for users to play with the mods they love without a lot of hassle. However, in order to add another mod to this one, I must receive the explicit permission of the mod author before doing so. If you would like me to add someone else's mod to this one, send me a PM here or contact me via Steam and I'll check into it. Be aware that if an author says no, that's the end of it - I will NOT steal someone else's work to put it into this mod.
I am also happy to add any single missions to this mod under the same guidelines, and I'll incorporate them into the mission list properly.
Mod Features
Playable Subs Added:
USA
Los Angeles 688i Class SSN
Seawolf Class SSN
Ohio Class SSBN
Ohio Class SSGN (Conversion)
Guppy IIa Class SS
Tang Class SS
Barbel (Early) Class SS
Barbel Class SS
Japan
Yushio Class SS
Germany
Type 212 Class SSN
Russia
Foxtrot Class SS
Kilo Class SS
Romeo Class SS
Tango Class SS
Whiskey Class SS
November Class SSN
Victor I Class SSN
Victor II Class SSN
Victor III Class SSN
Alfa Class SSN
Sierra Class SSN
Typhoon Class SSBN
Typhoon Class SSGN (Conversion)
Yankee Class SSBN
Delta III Class SSBN
Delta IV Class SSBN
Juliet Class SSG
Charlie I Class SSGN
Charlie II Class SSGN
Echo II Class SSGN
Oscar Class SSGN
Experimental Typhoon Class SSBN "Red October" (Silent Drive)
Experimental Typhoon Class SSBN "Red October" (Conventional Drive)
New Weapons
New Single Missions
New Sensors
"Red" Russian UI for Russian subs
Unique Damage Control images for the new subs
Unique sonar profiles for all US submarines
Working VLS systems for appropriate classes
Various other tweaks and fixes
Emergency Bugfix Update: July 4, 2017
Fixed the broken Russian weapon sprites.
Added wire guidance back to the USET 80 torpedo.
Dialed back the stats of the 212A, it was really overpowered. (SelfNoise changed from 25 to 70, ActiveSonarReflection changed from 4 to 15)
Dialed back the stats of the Seehecht torpedo, it was really overpowered. (Range reduced from 75,000 to 55,000)
Latest Update: July 3, 2017
Added visible Periscope, ESM, and Radar mast models for some of the classes. (See the Progress Report below.) SPECIAL NOTE: Most classes will require you to be at a depth of 40ft or less for the masts to break the surface.
New Class: Seawolf Class (USA) - Submitted by LeopardDriver
New Class: Type 212 Class SS (Germany) - Submitted by LeopardDriver
New Class: Tang Class SS (USA) - Submitted by Carthaginian
3 New Single Missions
Complete overhaul the entire Single Missions list to make more organizational sense.
Complete overhaul of all single missions and the campaigns so that only period-appropriate subs are available. (Let me know if I missed anything please)
Fixed a bug where the Kilo propeller was not positioned properly on the model.
Fixed the bug with the Red October breaking the campaign.
Progress Report: Visible Masts
The following subs are now equipped with 3D visible masts. This is a work in progress and is very time consuming, but eventually all classes will have working masts. New classes will be added with each mod update.
Kilo Class SS
Los Angeles 688i Class SSN (Complete)
Seawolf Class SSN
Victor I Class SSN
Victor II Class SSN
Victor III Class SSN
Alfa Class SSN
Typhoon Class SSGN (Conversion)
Ohio Class SSGN (Conversion)
Ohio Class SSBN
Typhoon Class SSBN
Experimental Typhoon Class SSBN "Red October" (Silent Drive)
Experimental Typhoon Class SSBN "Red October" (Conventional Drive)
Known Bugs
There is nothing I can do about the Typhoon class being above the water when at periscope depth - I've been told that depth is hardcoded and can't be changed.
The Oscar's and Victor's bow planes move opposite they way they're supposed to. I can't fix this one.
When switching between the US and Russian VLS equipped subs, a "Vertical Launch System" text error appears near the torpedo tube display. This error repeats itself each time you switch subs. I cannot find a fix for it at this time. Closing the game and restarting will remove the error, or refrain from switching between US and Russian subs during the same game session for the time being.
A lot of the new classes use repeated damage control images, it'll take me some time to make all new ones for every class.
Special Thanks
Special Thanks to Ramius for figuring out how to make the masts work on the new classes!
Special Thanks to General Giap for sending me the files for tons of new classes, along with all of the things required to put them into the game. He saved me a ton of time and work and I am really grateful!
Special thanks to Jace11 for providing the Russian weapon sprites! Things look so much better now in the Russian UI.
Special thanks to scbypwr for providing the base coding for the US Sea Lance weapon.
Just wanted to say...I watched hunt for red october again since playing this game. I noticed your mod for the silent drive sub only allows for 13 kts. In the film Sean Connery's character asked the navigator to recompute for 26kts with the silent drive engaged. I just was wondering if that was taken into consideration. Also when you go to periscope depth your conning tower breaches. It's near suicidal to raise anything or go to 50 ft. Great MOD though!
goldfish716
07-05-17, 01:28 PM
I just want to say thanks to CaptainX3 for helping other users add content to the game. I would rather have unbalanced ships than turn away new contributions. I know your time is valuable. If you post a bitcoin or other crypto address I will happily tip you for the effort. :Kaleun_Cheers:
Mitchmaker
07-05-17, 02:38 PM
a Playable 212A ??? my god thats my baby, i love those boats....a hell to live on but a nightmare for everyone who was trying to hunt us.
thanks so much for that ....
LeopardDriver
07-05-17, 02:53 PM
a Playable 212A ??? my god thats my baby, i love those boats....a hell to live on but a nightmare for everyone who was trying to hunt us.
thanks so much for that ....
My pleasure! And CaptainX3 and me are working out a viable place for it in the game. Also I will keep improving and updating it. Working masts will be next, also the signature picture and may an individual repair stations picture.
Glad to hear you like it, I love the 212, too!
:Kaleun_Wink:
CaptainX3
07-05-17, 04:58 PM
Just wanted to say...I watched hunt for red october again since playing this game. I noticed your mod for the silent drive sub only allows for 13 kts. In the film Sean Connery's character asked the navigator to recompute for 26kts with the silent drive engaged. I just was wondering if that was taken into consideration. Also when you go to periscope depth your conning tower breaches. It's near suicidal to raise anything or go to 50 ft. Great MOD though!
Hehe watch the movie again... Sean Connery actually said "Recompute for 26 knots, and engage the propellers". This scene was right after the Caterpillar drive failed due to sabotage.
According to both lore and Wikipedia, the max speed of the Red October is 27 knots, about half that for the silent drive.
Also, there's nothing I can do about the conning tower on the Typhoon breaching the surface. The devs say periscope depth is hardcoded, it can't be changed by us modders. They never intended the Typhoon to be playable, so that's why it does that. I'm afraid we're stuck with it.
CaptainX3
07-05-17, 05:01 PM
I just want to say thanks to CaptainX3 for helping other users add content to the game. I would rather have unbalanced ships than turn away new contributions. I know your time is valuable. If you post a bitcoin or other crypto address I will happily tip you for the effort. :Kaleun_Cheers:
You're very welcome, and thank you for the offer. My job does take a lot of my time, so it's tough sometimes. I kinda feel the same way you do though, I'd rather add new classes and balance them when I can as opposed to turning away all new contributions.
It is a game, after all, and not meant to be an accurate simulation... I think most people are more concerned with fun than accuracy, and those who do want ultra realism can edit their own files however they want.
max-peck
07-05-17, 05:14 PM
Hehe watch the movie again... Sean Connery actually said "Recompute for 26 knots, and engage the propellers". This scene was right after the Caterpillar drive failed due to sabotage.
According to both lore and Wikipedia, the max speed of the Red October is 27 knots, about half that for the silent drive.
Just to back you up here CaptainX3:-
I am re-reading the book at the moment (very good by the way - haven't read it for about 25 years)
In the book Skip Tyler does a computer analysis of the Caterpillar drive and discovers that the Octobers most likely speed using the silent drive is in the 10-14 knot range
CaptainX3
07-05-17, 05:49 PM
Hey everyone, I'm adding something new to the main post:
When Sending Contributions...
If you send me something to add to the mod, please adhere to the following guidelines, so that it makes integration MUCH easier. (You can send contributions via email to timdgraham at sbcglobal dot net or PM them to me via the CW Discord here: https://discord.gg/caD9q9c )
If you're sending a new sub class, please balance it against the 688i class in the mod. I've been having a lot of trouble with misbalanced classes lately when they come from different contributors.
Before you send in a new sub class, please consider if it is sufficiently different from classes already in the mod. The one thing no one wants to do is scroll through 150 sub classes to find the one they want, especially if half of those are similar boats with only tiny differences in stats. We really don't need every single diesel sub every country ever had LOL.
If you're sending in a new sub class, please include ALL files that go with it... the description file, the vessel file, the damage control image (copying a similar existing one is fine), and also a new sensor profile if you intend on the sub being used as an enemy to the player in any mission.
If you're sending a contribution that adds something to an existing vanilla file, please send ONLY your new entries. For example, if you made a new sensor, send a sensors.txt file that includes ONLY your new sensor and not all of the vanilla entires. I keep missing new stuff because it's mixed in with vanilla and I don't see it.
Mitchmaker
07-06-17, 11:08 AM
My pleasure! And CaptainX3 and me are working out a viable place for it in the game. Also I will keep improving and updating it. Working masts will be next, also the signature picture and may an individual repair stations picture.
Glad to hear you like it, I love the 212, too!
:Kaleun_Wink:
I dont just like them, they are my love i served on them and they will be a part of me for the rest of my live. ^^ but yes indeed they are beautyfull. have you ever thought on wokring on a 206 class?
LeopardDriver
07-06-17, 11:18 AM
I dont just like them, they are my love i served on them and they will be a part of me for the rest of my live. ^^ but yes indeed they are beautyfull. have you ever thought on wokring on a 206 class?
It is really cool you served on them! Man, I would love to make a visit for a day, I would talk to noone, I promise... If you only could tell us some stories, but I guess most stuff is classified. I served on a Leopard II btw, as my name suggests. ^^
:Kaleun_Wink:
Also, I have been thinking about the 206, but it is very unique looking and we do not have a matching model in game at this moment.
Mitchmaker
07-06-17, 02:22 PM
Beleve it or not before joining the navy i wanted to joind the tank division ^^. but it pulled me out to the waves....
well most stuff isn't that classyfied. sure some things are but much can be taken from official sources like jane's. there are also some good documentations on youtube showing some things from the 212a.
i would guess some of them could be used to work on a proper model for CW.
In comparison to the other subs from CW the biggest disadvantage of the 212a would be its ridiculous speed. It is to slow to hunt a nuke sub or a convoy at full speed. Top speed can only be maintained for some time until they have to recharge...a kingdom for a reactor. but thats all to technical for this thread. so long good work on that, hope modders will have some day the possibility to mod the 3d models .
OrangeFr3ak
07-07-17, 03:03 AM
Absolutely great to have more subs added, how about including the Oscar II submarine in future?
CaptainX3
07-07-17, 06:25 PM
MOD UPDATED!
This is a MAJOR update, so please be patient if you spot bugs and report them to me so I can nail them down. Thank you.
Absolutely great to have more subs added, how about including the Oscar II submarine in future?
I've got a temporary hold on new sub classes until I can get caught up with adding masts to the ones in the mod. Once that's done, I'll open up to new classes, and an Oscar II is definitely one I'd consider adding.
ollie1983
07-07-17, 06:50 PM
Can't get enough of this mod. Seriously, the devs need to let you do your own models.
Can we please please please have stinger SAM launchers, and a conventional subroc now please, I wanna depth bomb those pesky shallow running diesel- electric boats.
Also, does the ADCAP have two different speeds? Flat out it can do 60 knots no?
Galaxy_Canon
07-08-17, 06:58 AM
Is this compatible with the 2004 campaign mod? If so can you tell me how to make it compatible or make make it compatible yourself? With the akulas now in your mod, the 2004 campaign looks like fun with them.
Aktungbby
07-08-17, 08:54 AM
Galaxy_Canon!:Kaleun_Salute:
CaptainX3
07-08-17, 06:22 PM
MOD UPDATED!
CaptainX3
07-09-17, 04:42 PM
Mod updated again :-)
will there eventually be a Russian campaign where you set out from Murmansk rather than Holy Loch?
digantajash
07-10-17, 02:41 AM
New version of mod is not working..only showing one mission..and unable to play..please fix this..my game version is 1.0
DarkShark22
07-10-17, 06:05 AM
Now that we have British and French subs, maybe it's time to add the Walrus-class of the Dutch navy? Though they are just another class of diesel-electric subs, they are a force to be reckoned with. For instance: one of them, HNLMS Walrus, was able to ''sink'' multiple ships of the U.S. Navy including an aircraft carrier during a naval exercise in 1999.
LeopardDriver
07-10-17, 06:10 AM
Awesome new additions! The British subs are cool. But the Spearfish seems pretty damn op, once get a slight contact you can wipe out everything from far range pretty easily. Maybe balance it by decreasing its range?
Also some subs seem to have lost their scopes, like the Swiftsure, that I tested.
And the british radars are missing on the boats!?
Ecclesiaste01600
07-10-17, 06:50 AM
excellent work.
This makes the game much more complete.:Kaleun_Applaud:
Aktungbby
07-10-17, 09:02 AM
Ecclesiaste01600!:Kaleun_Salute:& DarkShark22!:Kaleun_Salute:
Awesome new additions! The British subs are cool. But the Spearfish seems pretty damn op, once get a slight contact you can wipe out everything from far range pretty easily. Maybe balance it by decreasing its range?
Also some subs seem to have lost their scopes, like the Swiftsure, that I tested.
And the british radars are missing on the boats!?
Yea I think I might have made the sensor range a bit to much.
I'll check the scopes on them later tonight.
I know I didn't put exact radars on them but sure they all have 1007, again I'll check tonight.
CaptainX3
07-10-17, 09:40 AM
will there eventually be a Russian campaign where you set out from Murmansk rather than Holy Loch?
If someone makes one, I'd be happy to integrate it, but I have sat down and learned how the campaigns work yet, so if I did try to make one, it's a long way off.
New version of mod is not working..only showing one mission..and unable to play..please fix this..my game version is 1.0
The mod is designed for the latest version of the game, 1.05b. If you're running on 1.0 only, I doubt it will work at all. You need to update your game.
digantajash
07-10-17, 10:48 AM
Your previous mod where you added 212A class 1st time..That was working fine..
And when i deleted that over ride folder and replace it with your new one so that problem started :(
Thank you for replying :)
Fix for the Radars on the UK boats until Captain works his magic on a new update...
Edit the sensors.txt file located C:\Program Files (x86)\Steam\steamapps\common\Cold Waters\ColdWaters_Data\StreamingAssets\override
Scroll to the bottom of the file and add the following
RADARModel=uk_t1007
RADARRange=60000
Save & Close the file, then restart the game and the Radars will be there.
I believe aaken is working on a soviet campaign, integrating that with this mod might be good.
darkphantomau
07-11-17, 03:54 AM
Thanks for the awesome mod, just wondering if any of the extended campaign mods are compatible?
CaptainX3
07-11-17, 09:38 AM
Assuming that the extended campaign mods only change the campaign files, and don't add a bunch of new subs or sensors or weapons, then yes, they'd be compatible, but you'd have to make sure NOT to overwrite the summary.txt file in the campaign folder, because that is what dictates the available player subs. As long as you don't overwrite that, they should work, but I haven't tested them yet.
CaptainX3
07-11-17, 09:39 AM
I believe aaken is working on a soviet campaign, integrating that with this mod might be good.
He is, and he's already been in touch with me about integration. When his campaign is ready, we'll make sure both mods work together.
Aktungbby
07-11-17, 01:00 PM
darkphantomau!:Kaleun_Salute:& digantajash:Kaleun_Salute: currently under the 'Seal of Good Housekeeping'...http://www.subsim.com/radioroom/images/ranks/brig.gif
great mod by the way .:salute:
darkphantomau
07-12-17, 03:56 AM
Assuming that the extended campaign mods only change the campaign files, and don't add a bunch of new subs or sensors or weapons, then yes, they'd be compatible, but you'd have to make sure NOT to overwrite the summary.txt file in the campaign folder, because that is what dictates the available player subs. As long as you don't overwrite that, they should work, but I haven't tested them yet.
Thanks heaps Captain
I think the Asashio-class subs of the JMSDF would make a fine edition to this mod. Also out of curiosity will Chinese subs make an appearance too?
I think the Asashio-class subs of the JMSDF would make a fine edition to this mod. Also out of curiosity will Chinese subs make an appearance too?
You never know what I might get around to (or be in the process of) adding :Kaleun_Thumbs_Up:
ChaosphereIX
07-13-17, 01:14 AM
I love this mod. UK subs added is fantastic.
My only criticism is the slow boats on campaign map bug.
If anyone can figure out how to fix that, it would make this mod as perfect as it can be until more 3d models come out...
The Bandit
07-13-17, 04:43 AM
I love this mod. UK subs added is fantastic.
My only criticism is the slow boats on campaign map bug.
If anyone can figure out how to fix that, it would make this mod as perfect as it can be until more 3d models come out...
Somebody on here has claimed that the issue relates to the order of the _vessel_list.txt file, apparently when you load a saved campaign it pulls the speed from whatever is at the top of the list (I think in the case of PRS mod that's the GUPPY II isn't it?) and you have you issue.
All I know is with my OAS mod, I wasn't having anything like that happen until I reorganized the list for this past update and now it is indeed happening to me. I'm going to put something fast at the top of the list and then get back to you.
ChaosphereIX
07-13-17, 05:25 AM
ermagerd that is fantastic, IT WORKS
I put LA at the top of the list, and it works! Fast speeds again!
thx to the modders for their hard work, much appreciated
CaptainX3
07-13-17, 08:47 AM
Awesome, thank you for the report guys, the fix will be in the next update for the mod.
max-peck
07-14-17, 02:42 PM
Hey CaptainX3 - just trying this out for the first time tonight
Really liking what I have seen so far
I am giving the 1984 career a try in a Trafalgar Class UK sub - she is a beauty :up:
Just one suggestion
The name of this mod at the moment is Playable Russian Subs
That doesn't even begin to cover the scope of this mod so far - you are giving us playable Subs from across the globe
(Looking forward to trying out the German Type 212 next)
Maybe a name change for the mod is in order :hmmm:
Anyway - many thanks - loving your work skipper :up::up::up:
CaptainX3
07-14-17, 02:43 PM
Hey CaptainX3 - just trying this out for the first time tonight
Really liking what I have seen so far
I am giving the 1984 career a try in a Trafalgar Class UK sub - she is a beauty :up:
Just one suggestion
The name of this mod at the moment is Playable Russian Subs
That doesn't even begin to cover the scope of this mod so far - you are giving us playable Subs from across the globe
(Looking forward to trying out the German Type 212 next)
Maybe a name change for the mod is in order :hmmm:
Anyway - many thanks - loving your work skipper :up::up::up:
I actually did change the name of the mod to New Playable Subs & More, but I can't change the title of this thread LOL.
max-peck
07-14-17, 02:59 PM
I actually did change the name of the mod to New Playable Subs & More, but I can't change the title of this thread LOL.
I have a feeling if you PM one of the Forum Moderators they are the ones who have the power to change a thread title :up:
MR. Wood
07-14-17, 05:18 PM
Damn good work everyone and thank you. My wife said to tell yall she hates you but whatever makes me happy. Love the British Boats looking forward to more of your hard work :Kaleun_Salute:
ChaosphereIX
07-15-17, 12:14 AM
New subs are missing from 84 campaign list
vmk4332
07-15-17, 06:30 PM
asdf
Kiwi Red One
07-17-17, 04:34 AM
Love this game - started a 1984 campaign and completed 5 missions without being sunk so far :03:
Those Helixs and Bears seem to show up just when you think you've got away safely.
Just added this mod to my game today - playable RN subs - great stuff :up:
BIG thanks to all the folks who made the Russian and other subs playable.
KRO
How can new subs like the virginia be enabled in the campaigns?
The Bandit
07-18-17, 04:28 AM
How can new subs like the virginia be enabled in the campaigns?
Just open up the summary.txt file in the respective campaign folder and then add the vessel name of whatever sub you'd like to add to I think the "playable units field" (sorry doing this off memory as I don't have a machine with the game installed on it in front of me). I'd say it will probably be updated soon enough so that you won't have to do that on the next version but it should work for you in the meantime.
Raptor_Pilot
07-20-17, 04:57 PM
Quick question, does the Echo II have it's anti-ship missiles, or are there plans to add them in the future?
Quick question, does the Echo II have it's anti-ship missiles, or are there plans to add them in the future?
https://puu.sh/wOQS4/5f0cd90894.png
ikalugin
07-22-17, 04:55 AM
Charlie-II doesnt carry either P-700 Granit AShMs or Granat LAMs or P-500 Bazalt AShMs.
The P-500 pic is not for Granat LAM but for the Bazalt AShM (or it's relatives, CBA to verify which one you got). Bazalt AShM as other AShMs has very limited land attack capability.
This is how S-10 Granat LAM looks like:
http://militaryrussia.ru/i/284/697/T7YkG.jpg
schematics:
http://militaryrussia.ru/i/284/601/DQHzV.jpg
ChaosphereIX
07-22-17, 05:16 AM
yes, good catch - Charlie II uses the SS-N-9 Siren, the Charlie I uses the SS-N-7 Starbright. The Charlie II also doesnt have 12 missiles.
the mod cant be 100% accurate all the time - also what are their differences in game? One has longer range than the other...who cares.
It is a game, with a mod with limited capabilities.
In the end, wont change the game much to make the switch to the Starbright.
SS-N-7 is coming as I made it for the Papa
stamasd
07-26-17, 04:49 PM
Any plans to include the Papa in this mod? That would be a challenging adversary. :)
Mitchmaker
07-27-17, 04:54 AM
i would like to try this mod but i've some porblems of getting it to work. everytime i start a campaign i get to see the boat i've choosen some in the water and then i just can't do anything. it is right after the intro history.
anyone knows of that issue?
CaptainX3
07-29-17, 06:21 PM
MOD UPDATED!
This is a MAJOR update, so please let me know if you find bugs or issues.
The Bandit
07-29-17, 06:41 PM
Good job guys! :Kaleun_Thumbs_Up:
I'm just about ready to dig in now!
Ellu_llmatar_Juutilainen
07-29-17, 08:51 PM
when i died(USSR campaign) it pops up a empty window with a sub in the background, no text, no continue button, have to close the game.
MattyB83
07-29-17, 10:10 PM
MOD UPDATED!
This is a MAJOR update, so please let me know if you find bugs or issues.
Very cool! Can we see the change log?
CaptainX3
07-29-17, 10:57 PM
Very cool! Can we see the change log?
First page of the thread.
The Bandit
07-29-17, 11:16 PM
when i died(USSR campaign) it pops up a empty window with a sub in the background, no text, no continue button, have to close the game.
What kind of sub were you using, how did you die (all hands lost, captured after abandoning ship?)
MattyB83
07-29-17, 11:30 PM
First page of the thread.
Thank you sir
ChaosphereIX
07-30-17, 12:59 AM
no Papa as of yet?
LeopardDriver
07-30-17, 03:35 AM
Aweseome!
:Kaleun_Cheers:
So much good work, very nice! I just love my Seawolf, also Virginia, just amazing!
:Kaleun_Thumbs_Up:
Just some minor things, like British weapons not getting the links to their sprites, also none to the new HUD (love that as well!).
But damn, I made the Whiskey twin canister as well, was a bit late to send you I guess. But I have the Greyback and Halibut with Regulus I, would be another nice addition, makes the `68 campaign so much fun! Message me if you want them.
Ellu_llmatar_Juutilainen
07-30-17, 05:46 AM
What kind of sub were you using, how did you die (all hands lost, captured after abandoning ship?)
well i dont know how i died, thats the thing, was using the Whiskey Long Bin, and it happens on both the red campaign and the blue, the message that would normally pop up to say i was "captured, dead or lived" never poped up, just a screen with a sub behind it, it looked like it was suppose to have wording because it had a text box in the lefthand side, but nothing in it
Aweseome!
Just some minor things, like British weapons not getting the links to their sprites, also none to the new HUD (love that as well!).
But damn, I made the Whiskey twin canister as well, was a bit late to send you I guess. But I have the Greyback and Halibut with Regulus I, would be another nice addition, makes the `68 campaign so much fun! Message me if you want them.
I'm fixing that atm. If you can send me the files (either via pm here or on discord I'll add them in before i send the updated stuff to Captain later :up:
Ellu_llmatar_Juutilainen
07-30-17, 09:51 AM
so ive tested it a little more, and it seams to be if i abandon ship it does it.
CaptainX3
07-30-17, 09:19 PM
MOD UPDATED!
Completely redid self-noise balance on all subs. Added some missing classes from yesterday's update as well as a bunch of fixes for the British subs which got messed up yesterday.
OlavDeng2
07-30-17, 09:33 PM
Awesome to have the update in with the dutch subs :P
If i made any mistakes BTW in the dutch subs(which i 100% for sure did), be sure to send it my way(or Captains way) so it can be fixed :D
ChaosphereIX
07-30-17, 10:16 PM
do the weapons use lbs or kg for their warhead weight? there seems to be a mix of both in the file...
CaptainX3
07-31-17, 12:07 AM
do the weapons use lbs or kg for their warhead weight? there seems to be a mix of both in the file...
Does anyone actually play the mod, or do you guys just browse the files looking for things like that? LOL
Is it possible to get the X shape fin/tail in the Alpha Modell used for für 212a class?
Wastel
ChaosphereIX
07-31-17, 03:08 AM
Does anyone actually play the mod, or do you guys just browse the files looking for things like that? LOL
I play your mod all the time, I want to get elite campaigns in all classes
I had to do quite a bit of fixing on my end, some things were OCD:
1. fixed lists of available subs for 84 and 68 campaigns so period appropriate subs are only available to play / be played against. Special note: There is no Permit 68 or Sturgeon 68 in the vessels file.
2. standardized all weapon warhead weights to lbs, and fixed some speeds and other stats of the weapons
3. changed over the GW and EA SSBNs to Mk37s for the 68 campaign - quite a fright when I got shot at by 3 mk48s in my Papa!
4. Fixed available torpedo types for certain classes that are more accurate with their historical loadout - some ancient subs were given USET 80s or Mk48s etc.
5. US sub profiles are missing in the Russian campaign in 68? I get a white screen.
Loving the re-balanced sound profiles - just wondering how you calibrated them?
That is all I noticed for now :)
Thanks for all the hard work sir.
LeopardDriver
07-31-17, 03:52 AM
Does anyone actually play the mod, or do you guys just browse the files looking for things like that? LOL
I actually check every line that changed and decided, what I use and what not. Then I play and test. :-)
ChaosphereIX
07-31-17, 05:17 AM
Russian campaign still often crashes with after-action screen - it is blank
sank a carrier, what a chase, and then I have to crash the game :wah:
happened 3x in the last hour
I play your mod all the time, I want to get elite campaigns in all classes
I had to do quite a bit of fixing on my end, some things were OCD:
1. fixed lists of available subs for 84 and 68 campaigns so period appropriate subs are only available to play / be played against. Special note: There is no Permit 68 or Sturgeon 68 in the vessels file.
2. standardized all weapon warhead weights to lbs, and fixed some speeds and other stats of the weapons
3. changed over the GW and EA SSBNs to Mk37s for the 68 campaign - quite a fright when I got shot at by 3 mk48s in my Papa!
4. Fixed available torpedo types for certain classes that are more accurate with their historical loadout - some ancient subs were given USET 80s or Mk48s etc.
5. US sub profiles are missing in the Russian campaign in 68? I get a white screen.
Loving the re-balanced sound profiles - just wondering how you calibrated them?
That is all I noticed for now :)
Thanks for all the hard work sir.
Russian campaign still often crashes with after-action screen - it is blank
sank a carrier, what a chase, and then I have to crash the game :wah:
happened 3x in the last hour
So, was all these before or after you edited the file to suit your tastes ?
Missing sub profiles sounds like your not using the latest version, I'm sure I fixed them all last night before the last update (but may be wrong) :oops:
I've just ran through a Russian campaign with no issues.
What boat where you using at the time? and i'll try it with that.
ChaosphereIX
07-31-17, 07:24 AM
the crashes were before and after unfortunately, and all I changed really were some simple stats...
I was using the Papa class.
Of course I am using the latest version. 68 campaign, US subs in the reference pages when classifying are white boxes.
the crashes were before and after unfortunately, and all I changed really were some simple stats...
I was using the Papa class.
Of course I am using the latest version. 68 campaign, US subs in the reference pages when classifying are white boxes.
OK, just wanting to make sure. The Russian campaign in theory is another mod added in.
I can check the campaign with the Papa later tonight (since i made that one lol)
And regarding the white boxes - I thought you meant the sonar signatures (those ones I did update). The vessel profile images (pictures) I'm still in the process of sorting out.
Unfortunately, it seems to be forgotten about when making new units that they need all the extra things :oops:
If you look at Training Mission 8 it should should you what I still need to add. Might be missing a couple of units.
CaptainX3
07-31-17, 10:07 AM
Russian campaign still often crashes with after-action screen - it is blank
sank a carrier, what a chase, and then I have to crash the game :wah:
happened 3x in the last hour
We spotted this bug on the Discord server yesterday evening. It happens in all four campaigns, and it happens with the new subs only, original vanilla US subs work fine.
We look for hours, and could not find the cause of this bug. I have no idea what's wrong. At this point, I feel my only option is to take apart the entire mod and remove everything that has been added since the update yesterday, because we verified that's when the bug started.
CaptainX3
07-31-17, 10:31 AM
I play your mod all the time, I want to get elite campaigns in all classes
I had to do quite a bit of fixing on my end, some things were OCD:
1. fixed lists of available subs for 84 and 68 campaigns so period appropriate subs are only available to play / be played against. Special note: There is no Permit 68 or Sturgeon 68 in the vessels file.
2. standardized all weapon warhead weights to lbs, and fixed some speeds and other stats of the weapons
3. changed over the GW and EA SSBNs to Mk37s for the 68 campaign - quite a fright when I got shot at by 3 mk48s in my Papa!
4. Fixed available torpedo types for certain classes that are more accurate with their historical loadout - some ancient subs were given USET 80s or Mk48s etc.
5. US sub profiles are missing in the Russian campaign in 68? I get a white screen.
Loving the re-balanced sound profiles - just wondering how you calibrated them?
That is all I noticed for now :)
Thanks for all the hard work sir.
To respond to each point:
1. Yeah, this is up to each individual player, I just designed the mod so everyone has all options, it's easy enough to edit to suit your own preferences here. Also, I just checked the vessel list, the Permit and Sturgeon 68 subs are in there. They're not in the mod override folder because they haven't been changed from vanilla, so the game is just using the original vanilla files for those.
2. All of the weapons I added were in lbs, but remember that a larger portion of the mod was sent in by contributors, who may not have used lbs. I don't have the time to check every file sent in for accuracy, otherwise I might as well design it all myself. Only way to prevent this would be to stop incoming contributions.
3. Those are from the Russian Campaign mod, so I didn't touch them nor are they balanced with everything else.
4. I originally tried to do this but people complained that they wanted the option of all torp types on all subs, so I tried my best to do that.
5. The Russian Campaign author didn't bother adding them, I suppose.
As for the sound profiles, one of the game devs sent me the numbers they plan on using for the upcoming 1.7 update, along with the actual sound scale used by the game (most mods are way off on this scale) and I based the numbers off of those factors.
I think I am responsible for putting mk48 on George Washington and Ethan Allen SSBNs, sorry. Will correct when I get back from vacation
Inviato dal mio SM-A300FU utilizzando Tapatalk
CaptainX3
07-31-17, 06:37 PM
MOD UPDATED!
ChaosphereIX
07-31-17, 09:36 PM
great fix! Thanks for your hard work sir.
Any way to modify all wire guided torps to have STRAIGHT and LEVEL options for their search patterns/depth keeping? Especially annoying with the Russian torps that only go up or down, and side to side. A simple fix.
Additionally, the wp_65-76 torpedo [Whale] is an anti-ship wake homing torpedo, but the mod has it as dumb firing? Got a surprise when trying to attack a carrier in my Oscar. Might I suggest adding these parameters to it?
HomeSettings=PASSIVE
AttackSettings=STRAIGHT,SNAKE,LEFT,RIGHT
DepthSettings=SHALLOW
Also, any way to add the UGST torpedo for the Akula, Yasen classes? It is essentially a longer range, wire guided USET-80, although sources are conflicting as to the exact stats of the torp. For the timeline and to balance it vs the ADCAP, perhaps take the following stats?
WeaponType=TORPEDO
Warhead=660
SurfaceLaunched=FALSE
WireGuided=TRUE
WireBreakOnLaunchProbability=0.01
WireBreakSpeedThreshold=30
RangeInYards=54000
RunSpeed=40
ActiveRunSpeed=50
TurnRate=20
SensorAngles=80,20
SensorRange=3000
WeaponNoiseValues=110,230
MaxPitchAngle=25
HomeSettings=PASSIVE,ACTIVE
AttackSettings=STRAIGHT,SNAKE,LEFT,RIGHT
DepthSettings=LEVEL,SHALLOW,DEEP
MinCameraDistance=0.5
CaptainX3
08-01-17, 01:43 PM
great fix! Thanks for your hard work sir.
Any way to modify all wire guided torps to have STRAIGHT and LEVEL options for their search patterns/depth keeping? Especially annoying with the Russian torps that only go up or down, and side to side. A simple fix.
Additionally, the wp_65-76 torpedo [Whale] is an anti-ship wake homing torpedo, but the mod has it as dumb firing? Got a surprise when trying to attack a carrier in my Oscar. Might I suggest adding these parameters to it?
HomeSettings=PASSIVE
AttackSettings=STRAIGHT,SNAKE,LEFT,RIGHT
DepthSettings=SHALLOW
Also, any way to add the UGST torpedo for the Akula, Yasen classes? It is essentially a longer range, wire guided USET-80, although sources are conflicting as to the exact stats of the torp. For the timeline and to balance it vs the ADCAP, perhaps take the following stats?
WeaponType=TORPEDO
Warhead=660
SurfaceLaunched=FALSE
WireGuided=TRUE
WireBreakOnLaunchProbability=0.01
WireBreakSpeedThreshold=30
RangeInYards=54000
RunSpeed=40
ActiveRunSpeed=50
TurnRate=20
SensorAngles=80,20
SensorRange=3000
WeaponNoiseValues=110,230
MaxPitchAngle=25
HomeSettings=PASSIVE,ACTIVE
AttackSettings=STRAIGHT,SNAKE,LEFT,RIGHT
DepthSettings=LEVEL,SHALLOW,DEEP
MinCameraDistance=0.5
Excellent idea, will be in today's update.
CaptainX3
08-01-17, 02:43 PM
MOD UPDATED AGAIN! LOL
ChaosphereIX
08-02-17, 07:33 AM
Hello CaptainX,
A few things I noticed with the latest mod:
1. Some torpedo and missile stats are wrong still, sorry [eg. F17, Exocet]. Some missiles are a little too slow, warheads are still either in kg so warhead is too small, to name a few things. If you need corrected files let me know. All the stats can come from Navweaps or Wiki.
2. Please add in STRAIGHT and LEVEL to the other torpedoes so we dont have to do it every mod update, thanks!
3. The Yasen Proj 885M can go 35 knots max, 28 knots is for it it move about silently. It also could carry a whopping 40 P800 [P700 in game] missiles [10x4]. Easy fixes.
4. Russian campaign still crashing. 68 and 84. Papa class, sink carrier group, leave battle...then blank screen with no text or buttons etc. Happens every time now. Get sunk in Yasen. Blank screen.
5. Also, CWIS came in 1980 for both the RUS and US, not in 1968 IIRC. So I guess "68" versions of vessels need to be made for Essex and the other warships...that is why they were so scared in the 60s of the SSGNs, and why Phalanx etc. were invented.
6. Please adjust the campaign selection so that only period appropriate subs are selectable? I am sure you would get no complaints from anyone, as most would want accuracy over easy [Seawolf vs Novembers all day? Where is the challenge?].
7. This is for Ramius I guess: Shouldn't the Papa class representation be the Charlie II model, since they are very similar subs. Perhaps model twin screws on a Charlie II? An Oscar is a little huge for a Papa representation no?
That is all for now thanks CaptainX.
Hello CaptainX,
A few things I noticed with the latest mod:
1. Some torpedo and missile stats are wrong still, sorry [eg. F17, Exocet]. Some missiles are a little too slow, warheads are still either in kg so warhead is too small, to name a few things. If you need corrected files let me know. All the stats can come from Navweaps or Wiki.
7. This is for Ramius I guess: Shouldn't the Papa class representation be the Charlie II model, since they are very similar subs. Perhaps model twin screws on a Charlie II? An Oscar is a little huge for a Papa representation no?
That is all for now thanks CaptainX.
F-17
https://puu.sh/wZMHL/2d4041cd60.png
I am have gone with the 1988 version, so the stats are CORRECT.
Exocet (SM-39)
http://weaponsystems.net/weaponsystem/HH10%20-%20Exocet.html
ok, the warhead is wrong rest is right.
Regading the Papa, I don't think twin screws work on models without them, hence why I had to go with the Oscar. I might play around once I get the time, but its not high on my things to do list.
CaptainX3
08-02-17, 01:20 PM
Hello CaptainX,
A few things I noticed with the latest mod:
1. Some torpedo and missile stats are wrong still, sorry [eg. F17, Exocet]. Some missiles are a little too slow, warheads are still either in kg so warhead is too small, to name a few things. If you need corrected files let me know. All the stats can come from Navweaps or Wiki.
2. Please add in STRAIGHT and LEVEL to the other torpedoes so we dont have to do it every mod update, thanks!
3. The Yasen Proj 885M can go 35 knots max, 28 knots is for it it move about silently. It also could carry a whopping 40 P800 [P700 in game] missiles [10x4]. Easy fixes.
4. Russian campaign still crashing. 68 and 84. Papa class, sink carrier group, leave battle...then blank screen with no text or buttons etc. Happens every time now. Get sunk in Yasen. Blank screen.
5. Also, CWIS came in 1980 for both the RUS and US, not in 1968 IIRC. So I guess "68" versions of vessels need to be made for Essex and the other warships...that is why they were so scared in the 60s of the SSGNs, and why Phalanx etc. were invented.
6. Please adjust the campaign selection so that only period appropriate subs are selectable? I am sure you would get no complaints from anyone, as most would want accuracy over easy [Seawolf vs Novembers all day? Where is the challenge?].
7. This is for Ramius I guess: Shouldn't the Papa class representation be the Charlie II model, since they are very similar subs. Perhaps model twin screws on a Charlie II? An Oscar is a little huge for a Papa representation no?
That is all for now thanks CaptainX.
1. I'm not the one who designed most of the new torpedoes and weapons, you'll have to contact the authors who made those and ask them about accuracy... but every person's opinion on accuracy is different, that's why I stopped designing weapons and classes personally, because I got tired of everyone telling me I was wrong no matter what I did. I nearly stopped working on the mod because of it. Not everything has to be 100% realistic or accurate... it's a game, enjoy yourself.
2. Same answer as above... But I don't have the time to go through every single weapon and verify its stats... as long as it works, that's all I'm concerned with. if you'd like to correct all of the weapons, and send the weapons.txt file to me, then I'll include it... at least until someone says that you're wrong and it needs to be changed again LOL.
3. Now as for sub stats, THOSE are extremely important because they directly affect gameplay. (FYI, the warhead setting on the weapons does nothing as far as I can tell, the weapons seem to do the same damage regardless of what you set the number to), but sub stats are an entirely different story. And with the Yasen, you're correct - I misread the Wikipedia entry. I will definitely fix that.
4. The only option I have at this point to fix that is to remove the Russian campaign from the mod. I have done everything else I can think of to fix it. It'll be up to the campaign author to fix it if he can, and he's on vacation for the next 9 or 10 days... so I can leave it in the mod or remove it at this point, those are the only options.
5. No way am I doing something like that LOL... that's all on the devs. I don't mess with surface ships. They're exactly as the devs designed them. The ones in the mod were done by other authors to add extra options, such as the US ships for the Russian campaign. But making 68 versions of all vessels and then editing the campaign to change those would be a massive project, one which I don't have time to take on personally.
6. If I do this, then I am stopping contributions to the mod, because it's becoming too much hassle for me to sort out all the new subs being sent in and which ones are 84 and which ones are 68 because no one gives me info on what they send me. I spent hours yesterday fixing all of the single missions with all kinds of missing stuff and it was a logistical nightmare.
7. Since we're working with a limited number of models, everyone is doing the best they can. We're learning more and more, so things may change over time, but I think all of the contributors have done a damn good job so far.
I also feel the need to point out that nitpicking every little thing is starting to irritate those who contribute to the mod. It's going to cause some of them to stop if it keeps going, myself included. Us modders talk to each other on the Discord channel, and we all know and realize that this is a game, not a simulator, and sometimes you have to balance between realism and gameplay. It will never be 100% accurate and realistic. That's just how it is. It's a game.
Don't get me wrong, there are certain things that we do like to know and need to know, such as my wildly incorrect stats on the Yasen... I totally understand that, and will make the appropriate changes. But admittedly, it is more than slightly annoying when it appears that people grab and update, and instead of playing the game, instantly open the files, and look for anything to criticize. I'm an over-the-road truck driver who works 7 days a week. I get 3 or 4 days off every two weeks. I've been dedicating those days to updating and improving a mod that I do not get paid for.
My point is that if you spot something major, such as the horribly wrong Yasen stats, or the campaign crash bug (which I have now stated I cannot fix) then telling us about those is fine. But seriously, stop nitpicking about stuff like warhead stats (which don't matter anyway)... just play the game and enjoy it.
CaptainX3
08-02-17, 02:02 PM
I've corrected the Yasen stats in the mod, so those who want it can go ahead and download the mod again and it'll be correct.
ChaosphereIX
08-02-17, 06:39 PM
Thank you CaptainX and Ramius for your hard work, I don't mean to nitpick. I thought you wanted to know anything that was inaccurate.
I will stop, sorry.
CaptainX3
08-02-17, 08:41 PM
Thank you CaptainX and Ramius for your hard work, I don't mean to nitpick. I thought you wanted to know anything that was inaccurate.
I will stop, sorry.
Look, I'm not trying to come off as an ass, but dealing with posts here plus messages in the Discord is starting to take its toll. Plus, taking contributions to the mod is turning into a nightmare and a half.
If you have suggestions, I am fine with those, or like I said before, if I have something WAY wrong, then I definitely want to know.
When it comes to stats and numbers, if you see something that is slightly off, best to ignore it, since it's not a big deal. If you see something that's a major problem, like my Yasen stats, please tell me.
Suggestions and major corrections are fine, but it's really no big deal if a warhead is set at 550 instead of 600 or something like that.
goldfish716
08-02-17, 10:49 PM
Maybe we should start using github for contributions and versioning. Then you could see suggested changes and approve/disapprove them in seconds. Or have a second person reviewing things and approving changes.
GDFTigerTank
08-03-17, 08:18 AM
Captain this is a great mod and I thank you for it. As someone who has for other games done a ton of modding and campaign/mission development, offering you a small bit of advice to resist burnout.
1. Totally recommend that you spread the work out among a team. This is obviously THE definitive compilation mod for Cold Waters, especially with daily PR from Jive turkey, and I can imaging the sheer volume of incoming stuff that needs review is getting overwhelming.
2. Github or some other type of a system for version controlling your changes to the files and a good freeware program for finding differences in text files. These will save you so much headache - I can easily imaging the frustration tracking down the blank screen crash bug in the campaigns without these sorts of a tools. Been there, done that.
3. Outside of major bug fixes/rollbacks, draw up a basic release schedule like once a month for new content that gives you time to decompress in between and ENJOY the game you're helping build. I say build because even though you're not an official dev, I'd bet you money that the Cold Waters devs are using your mod to gauge/design their own official future content development.
(update: I see goldfish beat me to a couple of these recommendations, right on!)
Good work sir. :Kaleun_Salute: don't let the burnout get you!
Doctor Haider
08-04-17, 01:51 AM
New campaign set in modern times is definitely required in the mod. It's strange to see Seawolf ans Yasen in 1984.
ChaosphereIX
08-04-17, 04:01 AM
I also wish for the 2004 mod and Captain's to be amalgamated.
Also, not to nitpick, but the British subs do not have voices coming through. Not even blips of clicks. Silence for every command or announcement. This is despite just being in a Russian sub, and the voices and audible warnings worked fine.
I believe Captain has tried to contact the maker of the 2004 campaign without a response regarding adding it into the Mod :(
UK HUD without voices is because I started off from the Default HUD that currently has them disabled. The Russian one was based upon when the where enabled.
I think the voices have (or almost) finalized, once released I will update it.
ChaosphereIX
08-04-17, 07:30 AM
thx Ramius
Hello captains, had a look to the self noise values of some new vessles i want to discuss with you.
At first, i don't know if the value itself has a unit. If it is [dB] its not a linear one.
212A=110
Lada=115
Akula2=120
Astute=108
688i=116
seawolf=110
Virginia=107
Yansen=108
when i look to these values i think some reletions are a bit strange.
The modern SSN's all outclass their conventional (electric) couterparts.
My basic sub tech knowledge told me, that the latest conventional boats should be more silent than the nuclear ones. less movin parts in the power transmit and so on. Their (SSN's) biggest advantage over top modern conventional boats is the endurance and speed.
But that a seawolf, Virginia, Astute and Yansen should be more silent than a.g. an 212A class...i really doubt.
If i'm complettely wrong, enlighten me :-)
what do you think?
greetings
wastel
goldfish716
08-09-17, 02:37 PM
I created a github repository for a "CW master mod". I didn't want to presume to call it PSM. I think this will make it way easier for people to contribute to a central mod. I'm really not good at git so I welcome all comers for help.
https://github.com/anubis71x/CW-master-mod
If CaptainX3 wants to me to rename it, I can.
ikalugin
08-10-17, 05:50 AM
Akula-II being 4db worse than improved LA?
Yes,
this game value does not even fit to the, i think, western Chart we know where the Akula II is rated better than the 688i class.
has anyone fould a comparison chart, including conventional Subs?
Overall...all these values should be reworked or rechecked.
Right now, balacing is off with this. even the suface ships seems to be a bit strange, especially the US ones seems to have a super sonar even against the Yansen with ist crazy low 108dB value
wastel
CaptainX3
08-11-17, 07:02 AM
I just finished rebalancing the entire mod in terms of sub noise values, basing my information off of public sources along with guidance from the game devs themselves, factoring in the devs own planned balacing update coming soon, and the noise scale used in the game itself.
I'm happy with the numbers we've arrived at. I have no plans to change them at this time. Everyone is, of course, free to edit the sub noise values in their own copy of the mod as they see fit. However, I'm constantly receiving opinions about these values, no two of which are alike, so I made a decision and did the best I could.
Suggestions are always welcome, but the sub noise values in the mod are set for the time being.
GDFTigerTank
08-11-17, 09:45 AM
Thanks as always CaptainX3! :Kaleun_Salute:
CaptainX3
08-11-17, 08:07 PM
Mod updated!
EnjoyableSTIG
08-11-17, 11:55 PM
Impressive work with those Ohios. The Gotland and Collins classes look superb as well. :Kaleun_Applaud:
BTW, What did you use for the bow section on the Gotland and Collins?
Never mind, a restart seems to have resolved this problem.Edit: Oh also, the Trafalgar class is black. Like, jet black with no discernible features. It looks like a 2D shadow.
Hi guys so I got it onto streaming assets and put it next to default. Then I ran the game but it doesn't work if I try to create a new campaign th start doesn't work it's the same story with single missions. Can anyone help thanks
CaptainX3
08-12-17, 05:04 PM
Hey everyone, for the time being, the Playable mod is closed to new contributions. I'm getting too overwhelmed with everything coming in and I'm really starting to lose my enjoyment of modding, it's becoming a cumbersome chore LOL. Easy stuff like single missions is still okay, but I think we have enough sub classes for now, it's getting a little crazy. Thanks.
EnjoyableSTIG
08-12-17, 05:08 PM
1. Did you correctly copy the override folder from the mod zipfile to the StreamingAssets?
2. When you installed the mod, did you have any other mods installed beforehand? In other words, did you already have a folder called "override" inside the StreamingAssets folder?
If you have another mod it may be conflicting. I have had a similar issue as you when trying to combine the Russian Subs mod with the 2004 campaign mod.
Make sure you extract the zip file and copy the override folder from "RussianSubs" into the StreamingAssets folder. There should then be two folders inside "SreamingAssets": "default" and "override".
Falkirion
08-13-17, 06:38 AM
Have a quick one. Downloaded the mod, placed in the correct spot but I can't see the AU Collins or Swedish subs. All the other playable subs seem to be appearing bar those 2 subs.
Can anyone offer me any help?
Cap this is a fantastic mod, hope you do add more content but please take a well deserved break mate.:salute:
SubLab67
08-13-17, 08:17 AM
Have a quick one. Downloaded the mod, placed in the correct spot but I can't see the AU Collins or Swedish subs. All the other playable subs seem to be appearing bar those 2 subs.
Can anyone offer me any help?
Cap this is a fantastic mod, hope you do add more content but please take a well deserved break mate.:salute:
Hello,
I had no problems with this mod update or previous ones, but following is that i usually do: 1st i backup the existing Override folder and then delete it under StreamingAssets so there is only default folder, then i copy the new Override folder. So there is everytime a "fresh" Override folder, and i have also available backup of the Override folder, in which i know that everything works as supposed to be.
I also have a copy of the Override folder called MyMODs Override folder, which i use when making and testing my own mods. When needed i just rename this and copy under StreamingAssets.
Regards,
SubLab67
Falkirion
08-14-17, 03:44 AM
No joy. Tried re-downloading and deleting the override folder multiple times and using a fresh copy. Still jump straight from the Frenchies into the Dutch boats.
Don't mind as I'm sure I can have fun with the Virginia and 688i flight 3 variants first. Just want to try out the Collins for funsies and y'know its the national sub over here in Aus till the new sub class is built.
Considering doing a fresh install to try and clear the issue.
Thanks for the suggestion Sublab67
goldfish716
08-14-17, 11:44 AM
No joy. Tried re-downloading and deleting the override folder multiple times and using a fresh copy. Still jump straight from the Frenchies into the Dutch boats.
Don't mind as I'm sure I can have fun with the Virginia and 688i flight 3 variants first. Just want to try out the Collins for funsies and y'know its the national sub over here in Aus till the new sub class is built.
Considering doing a fresh install to try and clear the issue.
Thanks for the suggestion Sublab67
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.
CaptainX3
08-14-17, 09:51 PM
Mod updated!
CaptainX3
08-14-17, 10:19 PM
For those who wish to contribute to the mod:
I have set up a public GitHub for the mod. I'm still testing it and fully learning how to use it, but it seems to be working so far.
Those who would like to join as contributors, send me your name on GitHub and I'll add you and create a development branch for you. PLEASE DO NOT CREATE YOUR OWN BRANCH! Let me take care of that until I get used to the system.
https://github.com/CaptainX3/CW-Playable-Subs
EnjoyableSTIG
08-15-17, 02:41 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:
The Bandit
08-15-17, 03:50 AM
2. Why does the Trafalgar have VLS tubes on the bottom of the sub that shoot torpedos only?
Also, superb job once again. :up:
This represents the 5th torpedo tube.
Nice work, thank you.
Question:
Are you able to give the 212a its X shape rudders or is this not possible?
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