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MekStark
06-10-17, 09:25 AM
Beta 1.01 is available on Steam for testing purposes

changelog

"Version 1.01
10 Jun 17

General:
Unit Reference and Vessel Selection navigation arrows
Option: Hide Low Sol. Contacts, added "in 3D" to clarify
Soviet weapon sprites added
Updated Narwhal description
Fixed numerous typos

Combat:
Camera movement deactivated when in full screen tactical map
Zoom out key no longer leaves periscope view
Decoys no longer count as weapons when leaving combat
Leave combat nearby vessels simplified to check < 15KYD, not sinking and not a whale
Weapons.txt new variable: WireBreakOnLaunchProbability
Weapons.txt new variable: WireBreakSpeedThreshold, 10% per kn over threshold, checked every 5 sec
AI subs suffer wire break on launch
AI weapon systems disabled on sunk
Expanded depth mask width for ultra-wide displays
Missile pop-up improved
Firing VLS no longer subtracts from internal stores
MADDetectionRangeInYards=1000 added to config.txt
Fixed min-map proportions for various HUD scale values
Weapon warhead sizes reduced
config.txt added NearbyVesselMinDistance=15000 for leaving combat threshold
config.txt added NearbyWeaponMinDistance=10000 for leaving combat threshold
config.txt added NearbyAircraftMinDistance=10000 for leaving combat threshold

Campaign:
Noisemakers replenished on entering port
Hull damage auto-repaired on entering port (time = % damage * repairPenalty * difficultyModifier)
Added black mask behind map for non- 16:9 aspect ratios
Repairing Tubes in port restores tubes for use
Fixed a bug where noisemakers in play at end of combat break next mission/event flow
Fixed erroneous nautical mile range calculations for enemy recon planes and airbases
Might have fixed port/briefing buttons not responding (needs verifying)
Force task force de-activation immediatly after Action Report to prevent possible re-engagement
Pressing Continue Key (space) pauses strategic map
Submarine only groups do not get escorting aircraft
Combat start depths changed to 50,150,600
Fixed seneral campaign missions with bad parameters"

We'd like you to playthrough this beta version to verify all the things listed in v1.01 changelog above are working properly

To acess version 1.01 beta:
First for safety backup your modded files form StreamingAssets folder if you have any mods there, Steam beta might overwrite those!
Right click the Cold Waters in Steam library, go to properties and you should have new "BETAS" tab added, then select the beta you would like to opt into -leave the early access code field empty- and the new update should download (about 11MB). When you run the game next time the version number should read version 1.01

Stardog765
06-10-17, 09:45 AM
Great job!
:Kaleun_Cheers:

Thresher
06-10-17, 10:23 AM
Steam beta update did NOT modify/delete my override folder.

Thanks for the first update so fast! :Kaleun_Salute:

Navigator857
06-10-17, 10:31 AM
Thanks for the continued work. Request next patch UN-Over Power the Soviets detection. They weren't that good in real life. :Kaleun_Cheers:


Jack

MekStark
06-10-17, 10:38 AM
Steam beta update did NOT modify/delete my override folder.

Thanks for the first update so fast! :Kaleun_Salute:

Thanks Tresher :up:

edit: yeah got multiple confirmations it doesn't interfere with StreamingAssets -though having one's mods backed up on constant basis is always a good thing ;) been there deleted that

YoYo
06-10-17, 01:13 PM
Hmmm, no any changes in behavior of Tu-95?

MekStark
06-10-17, 01:37 PM
Hmmm, no any changes in behavior of Tu-95?

MADDetectionRangeInYards=1000 added to config.txt

YoYo
06-10-17, 01:48 PM
Ahh, ok, thank You! :up:

StandingCow
06-10-17, 02:00 PM
That was a quick update, fantastic!

clayton
06-10-17, 05:14 PM
I just loaded the beta update and played a first campaign mission. Subs were going into North Atlantic, via northern passage above Iceland, and my mission was to interdict.
Started combat at 5 knots, 150ft. Juliet and Alfa were bearing 120, heading 240. I went to silent running, and a slow decent. The Juliet, which was closest, maintained a depth of around 250 ft. The Alfa was at 300+ ft and descending. Both were below the layer. Neither was using sonar at the time.
After a few more minutes, I lunched a torpedo each, and continued at silent, with a slow decent. Both enemy subs started pinging. The Juliet maintained depth, while the Alfa continued decent and a turn. Torpedo hit Juliet and destroyed it. Juliet never fired back. The Alfa crashed into the bottom, and with its nose planted into the sea bed at a 20 degree angle(head down, a__ up), fired off two torpedoes which impacted the ground immediately in front of it. Eventually my torpedo impacted the Alfa and killed it.
My realism settings were the default.

PL_Harpoon
06-10-17, 06:17 PM
With the new config.txt options I think I may have found the best setting for MAD sensors.

I've set mine to 400 yards, then went to sensors.txt and changed sonobuoy sensitivity to 35 (from 40) and played two land strike missions.

In first one I ran into detection range of Krivak I, so I immediately fired a torpedo and slowly moved away. Soon after Il-38 came by, dropped a sonobuoy close to the wreck and after one pass dropped a few torpedoes close to my position. It was in shallow waters so I had to cavitate to dodge the torpedoes. After that he knew exactly where I was (probably from data from that sonobuoy) and was continuously dropping buys on my head (since I was already detected I tried to move away from the buoy as fast as possible) until a Helix came to continue the hunt. That's what I call AI doing proper ASW.

The second time I found the same ship, but this time I fired first. Unfortunately was too close and as soon as he slowed down he was able to detect me with active sonar. Still, a torpedo was already on its way, so I ran away, this time at flank speed (all the other ships were far away). After a few minutes I heard an aircraft in external camera (a bit cheaty, but let's say it was for science ;) ) so I quickly used reverse to slow down and then went for silent running. As before, the May dropped a buoy and then flew over my last known position. After that he started circling around (one time he even got so close I was almost sure he's gonna detect me, but he didn't), checking random places within a small radius from a position I was last detected and then returned to his normal search pattern.

BTW, If someone is willing to find the more realistic values, I found this intresting paper on MAD sensors: http://calhoun.nps.edu/bitstream/handle/10945/19199/comparisonofthre00schl.pdf?sequence=1
There's even a table with some detection ranges at page 42. Can't understand a lot here myself, but I think these are the ranges at which there's at least 50% chance of detection. If that's true, then the 400 yards value is quite close to real ones.

DevlinParson
06-10-17, 07:41 PM
Quick patches after release- awesome!
Thanks for your hard work, really enjoying what you've done so far.

Killerfish Games
06-11-17, 03:06 AM
Cheers,

We just patched 1.01 to 1.01b to add the following:

Combat
Mini-map "zoomable" area now matches mini-map size
Abandon ship now always available to leave combat, but no chance for survival if below escape depth
Stores now correctly display number of weapons if open when firing
Fixed a bug where ships would not get flagged as sunk causing them to still attack/move
Fixed an internal error when empty tube got knocked out
Knocking out an already KO'ed tube no longer generates generic tube damaged message


Campaign
Insertion missions fixed
Sonobarriers removed from ports since undetectable and not fun

If you have a moment to grab it and verify that it is working, please let us know as we're itching to get it out to the masses.

basti107
06-11-17, 04:12 AM
Thank you for this patch. Great work.

One thing i really can not get used to is:

clicking e.g. a torpedo in full map view to select it, the sim switches to 3D view. Could you pls make this optional?

PL_Harpoon
06-11-17, 07:13 AM
It only does that if that torpedo is already selected.
Clicking an object once will select it, then clicking it second time will switch the camera.

schurem
06-11-17, 08:34 AM
i got it, and found no big problems. the survivability of the enemy subs seems to have gone up. I torpedoed a sierra two times and he sat on the bottom with its icon still showing live and spitting torpedoes at me. perhaps a bug?

Char
06-11-17, 10:07 AM
Posted this on the 1.01b Steam Discussion forum, but Posting here for Optimal Coverage. The Torpedo Icon glitch Can be easily replicated following steps in the Video.

https://www.youtube.com/watch?v=wiWVFuA5JSw&feature=youtu.be

MekStark
06-11-17, 10:56 AM
yup, seems that is it! Very helpful Char! Replicated & forwarded

YoYo
06-11-17, 11:28 AM
Not many time to test 1.01 beta and "b" version (I'll wait for final patch on Steam) but thx a lot for quick response.

Is it possible to see in this patch this new user menu?

http://i.imgur.com/ROLqPGSl.jpg (http://imgur.com/ROLqPGS)

Delgard
06-11-17, 11:47 AM
I have been interested in submarines since I was a kid and I am a bit frustrated with all the "fixes" and "work-arounds" in DW. I really enjoyed RSR, 688i and others in Cold War genre.

I am doing 10-12 hour days, at least, having to think about what I am doing in D.C. since the election, but, I am going home to Arizona this week for a much easier schedule, mentally anyway.

So, I am watching and trying to understand it all for getting CW via Steam when I get there. I REALLY hope that patching, updating, whatever is not a difficult thing like the older Cold War subsims.

If I had the opportunity to master anything on a submarine, it would be sonar. At least I could "see" outside the boat.

Am just hoping, maybe a rant, just hoping that CW updating stays simple and organized. For $40, it seems a steal and the premier sub sim in its genre. Thank-you Killerfish.

Char
06-11-17, 11:55 AM
yup, seems that is it! Very helpful Char! Replicated & forwarded


I forgot to mention it in the Video (Busy Morning) But It's not limited to just Tube 1. Any Tubes with Active Wires will disappear when reloading another tube with any of the info panels up.

basti107
06-11-17, 02:28 PM
It only does that if that torpedo is already selected.
Clicking an object once will select it, then clicking it second time will switch the camera.

Sorry not true.

MekStark
06-11-17, 03:09 PM
Is it possible to see in this patch this new user menu?

as far as I know it won't be there in the patch coming tomorrow but some time down the road -two weeks maybe? Depends on many factors

MekStark
06-11-17, 03:17 PM
I forgot to mention it in the Video (Busy Morning) But It's not limited to just Tube 1. Any Tubes with Active Wires will disappear when reloading another tube with any of the info panels up.

yes that we were aware of and trying to duplicate this but without that much of success, again thank you

YoYo
06-11-17, 03:59 PM
I forgot to mention it in the Video (Busy Morning) But It's not limited to just Tube 1. Any Tubes with Active Wires will disappear when reloading another tube with any of the info panels up.

I noticed the same (but I have 1.00 still).

ScreamingElectron
06-12-17, 01:06 AM
@Killerfish Games

Is sonar angle of incidence modeled?
In other words, am I less likely to be picked up on Active if I'm pointing directly at the emitter?

Also heads up guys, about to release a mod that includes active decoys and brings the sonar emulations to more realistic levels (less OP mk48, quieter subs)

:Kaleun_Thumbs_Up:

Killerfish Games
06-12-17, 01:59 AM
@Killerfish Games

Is sonar angle of incidence modeled?
In other words, am I less likely to be picked up on Active if I'm pointing directly at the emitter?
Yes, face on reflects ~25% of what the broadside does.

Jace11
06-12-17, 03:40 AM
Reykjavik harbor is pink, all buildings missing textures in 1.01b, checked a few other harbours, they seemed ok.

Jester107th
06-12-17, 06:31 PM
When I go to the Betas tab and hit the dropdown, my choices are none or "Beta -"

If I choose "Beta -" it asks me for a code?

Any ideas?

jenrick
06-12-17, 06:41 PM
Just leave it blank. Worked fine for me.

-Jenrick

SatThuVoBui
06-13-17, 02:39 AM
Is anyone else getting massive lag when harpoons or Tomahawks are launched?

YoYo
06-13-17, 02:43 AM
Is anyone else getting massive lag when harpoons or Tomahawks are launched?

No.
I noticed (1.01b) fps drop when I dived but it was the once time.

VizlaN
06-13-17, 04:08 AM
Is anyone else getting massive lag when harpoons or Tomahawks are launched?
If I launch a lot, yes. The worst is increased time and having signature window open, drops to single-digit fps.

SatThuVoBui
06-13-17, 12:58 PM
If I launch a lot, yes. The worst is increased time and having signature window open, drops to single-digit fps.

Okay, so I at least can be assured that it's not a hardware related issue.

tirta
06-14-17, 03:28 AM
I've set mine to 400 yards, then went to sensors.txt and changed sonobuoy sensitivity to 35 (from 40) and played two land strike missions.


Hi PL_Harpoon,

Thanks for the tip.
However, there are 3 sonobuoy type with 40 value:

SonarModel=wp_rgb_64
SonarType=SONOBUOY
SonarFrequencies=M
SonarActiveSensitivity=0
SonarPassiveSensitivity=40
SonarBaffle=FALSE
SonarNoisePerKnot=0
SonarOutput=0
SonarDescription=Some text here.

SonarModel=wp_bm_1
SonarType=SONOBUOY
SonarFrequencies=M
SonarActiveSensitivity=0
SonarPassiveSensitivity=40
SonarBaffle=FALSE
SonarNoisePerKnot=0
SonarOutput=0
SonarDescription=Some text here.

SonarModel=wp_bm_2
SonarType=SONOBUOY
SonarFrequencies=M
SonarActiveSensitivity=0
SonarPassiveSensitivity=40
SonarBaffle=FALSE
SonarNoisePerKnot=0
SonarOutput=0
SonarDescription=Some text here.

do you change all of them to 35?

PL_Harpoon
06-14-17, 06:44 AM
Yes.

basti107
06-14-17, 11:56 AM
steam just installed v1.02 thx

YoYo
06-14-17, 01:04 PM
steam just installed v1.02 thx

Where? No any info....:o

EDIT.
Ok I found the info, http://steamcommunity.com/app/541210/discussions/0/2119355556473234455/ its a beta!
I'll wait for official version. Hope soon :).

14 Jun 17

General
Fixed more typos
Fixed bad missile references for Delta III and IV
Added missing whiskey, kilo and romeo profiles to all single missions
hud/default.txt corrected TorpedoTube to TorpedoTubeUnselected
Added Kresta I profile to Single Missions that were missing it
Removed GUI camera depth swapping on opening Help which might solve unresponsive buttons in port


Combat
Can no longer throw SEALs overboard by clicking on their icon in stores panel
Reactor SCRAM should no longer cause player to continue at -7 knots
Wire icon no longer disappears when opening panels
Noisemakers on board decreases correctly when one dropped while stores panel open
Restored warheads to original (higher) values
Signature profile buttons moved out of profile and given icons
Correct signature profile auto-displayed if contact classified
Contact names keep their initial designation plus the vessel class
Force all sensor data off for sunken AI vessels


Campaign
Fixed EnemyUnitMissionCritical parameters in LANDING_FORCE missions for 84 campaign causing sinking of all transports to not win the mission
"Mission deployment zone nearby" message added to briefings to clarify when you are on an actual insertion or land strike mission vs a general encounter
SEALs can no longer be captured, if you deploy them, they succeed
Home port location larger and marked in green on Strategic Map
campaign_data new variable PlayerPositionOnLeavePort=-242,-154, places player sub at consistent position when leaving port
Save hull status on entering port so as damage not re-applied of an event occurs while in port
Archangel insertion mission fixed in order to generate terrain correctly
Auto-enter port once in close proximity
Added colour coding to INSERTION and LAND_STRIKE mission orders to prompt when required weapons/SEALs are on board
Added Brief button to strategic map to open briefing