View Full Version : Version 1.06 avaiable
jerseytom
07-19-17, 09:35 AM
Release notes available anywhere...?
lordroel
07-19-17, 10:09 AM
Here it is (Version 1.06 beta)
General
Added wireBreakOnLaunchProbability=0.1 to weapons.txt
Added wireBreakThreshold=30 to weapons.txt (2x speed + planes angle - 30) / 50 every 6 seconds
<POSTHUMOUSLY>, <PLAYERVESSELNAVY>, <SHIPTYPE> and <SHIPDESIGNATION> now use dictionary values
dictionary_interface.txt ReferenceSonobuoy=Sonobuoy changed to ReferenceSonobuoys=Sonobuoys
config.txt added DetectionThreshold=10, MaintainContactThreshold=1
config.txt added ContactProfileGraphicFactor=2 (factor intensity of contact divided by), must be >= 1
For training missions, all tubes get wires and wires cannot be cut/broken
config/txt added LoadVideos=TRUE, setting to FALSE disables menu and credits videos
Combat
Recognition manual "tons" now uses dictionary
Fixed errors with reloading if greater than 6 tubes on submarine
Torpedo tubes can no longer jam on firing
Active and passive torpedoes no longer home on sinking/sunk vessels
Terrain chunks are now always drawn near player submarine regardless of camera position
Fixed a bug where non-wire guided torpedoes could be wire guided by AI submarines
Improved AI depth keeping to prevent submarines from hitting seabed or going below crush depth
Improved AI navigation when near terrain or icebergs
AI Submarines and escorts no longer share contact data
Submarines no longer use Hunter/Killer logic
Raised masts no longer damaged by diving/depth (only speed)
Campaign
Fixed broken INSERTION and LAND_STRIKE missions which caused Action Report bug
Fixed several missing delimiters "|" in both campaign partol_outcomes.txt files
Added new parameters to campaign_data.txt for strategic map icon colours;
PlayerIconColor=2,84,166,255
EnemyIconColor=255,0,0,255
ContactOverTimeColor1=255,0,0,255
ContactOverTimeColor2=192,0,0,255
ContactOverTimeColor3=128,0,0,255
ContactOverTimeColor4=64,0,0,255
"Active and passive torpedoes no longer home on sinking/sunk vessels"
Can this be an option? Can a torp without wire be able to tell the difference between a sinking ship and a diving submarine?
PL_Harpoon
07-19-17, 10:47 AM
"Active and passive torpedoes no longer home on sinking/sunk vessels"
Can this be an option? Can a torp without wire be able to tell the difference between a sinking ship and a diving submarine?
Some quotes from shipkiller1:
Well, I was under the impression that, 'in the game' the torpedo's use their active or passive seeker head to find the target. Sunkin targets do not have a 'sonar signature'. Its just noise, and since most of the air has been removed from the sunken hull, there is no active acoustic return for the weapon to hear.
This is understood. But it is not a signature per se. It is just broadband noise and the MK48 does not home in on broadband noise if set to passive.
The issue is that an active torpedo should not be detecting a sunken vessel.
That is not how active sound wave return propagation works.
The energy in an active transmission is not reflected from the metal of the hull. It is reflected (actually turned) by the air/water interface.
Sound travels an ave. of 4900ft/sec in seawater, not taking into account pressure, temperature and salinity. The speed of sound in steel is anywhere from 4800-5100ft/sec. Approx. the same a sea water. The sound energy just passes through the metal hull.
Now the speed of sound through air is at a blistering 1150ft/sec. Very much slower.
The sound energy is lazy and does not like to slow when it comes into contact with a much slower medium so it is turned or reflected back when it hits the air.
There is a lot more to it than that but that is the basics.
The air volume on an non-sunken craft is much larger than a sunken one. Your weapon has let most of the air out, which lowered its buoyancy. That is why it sank in the first place.
Some quotes from shipkiller1:
I'm more concern with a sinking ship. I understand the part about sunken ship and that's fine. but a sinking ship on it's way down should still give off an active sonar return and still have some air volume left, it's just that the air volume left is not enough to counter the weight of the vessel (like a diving sub?)
Shadriss
07-19-17, 11:05 AM
You missed the first part of that reply, or rather you didn't get the implication. As the ship is sinking, it's putting off a LOT of noise that it normally wouldn't, all of it in the Broadband range. In addition to the much reduced air volumes that would hamper the active return, that same active return also now has to contend with a much higher local ambient noise. In essence, the echos would be lost in the background noise of that event, so the torp still wouldn't get a return from it, just for different reasons.
jerseytom
07-19-17, 11:08 AM
Submarines no longer use Hunter/Killer logic... wonder what that means
You missed the first part of that reply, or rather you didn't get the implication. As the ship is sinking, it's putting off a LOT of noise that it normally wouldn't, all of it in the Broadband range. In addition to the much reduced air volumes that would hamper the active return, that same active return also now has to contend with a much higher local ambient noise. In essence, the echos would be lost in the background noise of that event, so the torp still wouldn't get a return from it, just for different reasons.
OK, got it.
Skyhigh
07-19-17, 11:51 AM
This is not the promised AI overhaul, is it?
Wonder when that will come. AI is still serking refuge on the surface or cannot evade torps like I can.
This is not the promised AI overhaul, is it?
Wonder when that will come. AI is still serking refuge on the surface or cannot evade torps like I can.
Dev's post from another thread: "They used to have a lag pursuit intercept logic where they did just that, but we changed it to lead pursuit based on some info from RA mod I believe. We probably should change it back since the enemies were a lot better at evading the old torpedoes."
TigerDude
07-19-17, 12:12 PM
"Active and passive torpedoes no longer home on sinking/sunk vessels"
Can this be an option? Can a torp without wire be able to tell the difference between a sinking ship and a diving submarine?Yes, a torp can tell.
Skyhigh
07-19-17, 12:17 PM
Dev's post from another thread: "They used to have a lag pursuit intercept logic where they did just that, but we changed it to lead pursuit based on some info from RA mod I believe. We probably should change it back since the enemies were a lot better at evading the old torpedoes."
So 1.06 is not the promised AI overhaul ?
I fail to understand this comment. Which thread is it from?
Capt Jack Harkness
07-19-17, 12:25 PM
Submarines no longer use Hunter/Killer logic... wonder what that means
Subs were previously able to use the surface ships' datalink to coordinate attacks with the surface escorts and amongst themselves. Hunter/killer refers to one sub tracking the target while another intercepts at high speed, maintaining contact through the other boat. Obviously not possible without a datalink between vessels.
-From the Steam thread
So 1.06 is not the promised AI overhaul ?
I fail to understand this comment. Which thread is it from?
http://www.subsim.com/radioroom/showthread.php?t=231759&page=11
Thought enemy sub will better evade torps.
Subs were previously able to use the surface ships' datalink to coordinate attacks with the surface escorts and amongst themselves. Hunter/killer refers to one sub tracking the target while another intercepts at high speed, maintaining contact through the other boat. Obviously not possible without a datalink between vessels.
-From the Steam thread
Cool that the AI is no longer getting a God's eye view but without improved AI tactics, wouldn't it lower the difficulty?
dreamofpsy
07-19-17, 01:17 PM
Some quotes from shipkiller1:
Hang on, though, how does side-scan sonar work, if the sound is only being reflected off the air/water interface? It seems able to detect wrecks easily enough... Eg. http://www.dailymail.co.uk/news/article-2112456/Titanic-pictures-Extraordinary-sonar-images-map-shipwreck-ocean-floor.html
So clearly, SOME sonar can detect wrecks, but why can some sonar detect wrecks but not others?
609_Avatar
07-19-17, 01:33 PM
Is it actually released? I'm not seeing it as a download option. Thanks.
EDIT: Never mind, opted out of the beta and opted back in and it updated to 1.06.
Jemimus
07-19-17, 04:17 PM
Improved AI depth keeping to prevent submarines from hitting seabed or going below crush depth
Had a Juliet on the '68 'kill subs 200 miles north of iceland' that evaded below crush depth and blew up in front of me.
In the same mission, the November briefly spent some time on the surface.
I should note this was my 'neverending' save game... a campaign that never seems to resolve started in 1.05 and just throws the same 5 missions at me.
Outeniqua
07-20-17, 08:34 AM
Submarines no longer use Hunter/Killer logic... wonder what that means
One unit tracks, the other unit prosecutes. Submarines don't do this, since they can't communicate with other units, like air or surface units can.
Steiger
07-20-17, 10:40 AM
Had a Juliet on the '68 'kill subs 200 miles north of iceland' that evaded below crush depth and blew up in front of me.
In the same mission, the November briefly spent some time on the surface.
I should note this was my 'neverending' save game... a campaign that never seems to resolve started in 1.05 and just throws the same 5 missions at me.
+Yes the 1.05 campaign takes quite some time to resolve given how much longer the devs made it. You do get there eventually, it'll just take a while, and if you fail any missions it makes it just that much longer as well.
PurpleCow
07-20-17, 11:06 AM
Is it actually released? I'm not seeing it as a download option. Thanks.
EDIT: Never mind, opted out of the beta and opted back in and it updated to 1.06.
Does anyone know how to force an update in Steam? My version keeps saying v1.05b. When I click "View All News" for Cold Waters v1.05b is shown as the latest update.
PurpleCow
07-20-17, 11:10 AM
Does anyone know how to force an update in Steam? My version keeps saying v1.05b. When I click "View All News" for Cold Waters v1.05b is shown as the latest update.
EDIT -> v1.06 is actually listed as a BETA so I had to enable BETA download. Once I did that the update started downloading
jrolson
07-20-17, 03:59 PM
Had a bug in the single player mission where I hit the ship with torpedo and it flipped over and the game showed it as "sunk" yet it was still moving with propeller power and dropping noise makers...
https://www.youtube.com/watch?v=y3_KJnwIreE
Berserker
07-20-17, 05:03 PM
I have mine on auto update and all I see is 105b..So I op out of that then reopened and still at 105b no update...What have I done wrong this time???:06:
I have mine on auto update and all I see is 105b..So I op out of that then reopened and still at 105b no update...What have I done wrong this time???:06:
It's in beta. You have to opt-in to the beta branch.
Berserker
07-20-17, 08:06 PM
I open steam right click on cold waters right click on properties left click on beta it shows that I am on auto update go to beta code right click.....Nothing happens. How big is the file/update??
letterboy1
07-21-17, 12:56 PM
You must opt out of beta and then enable beta again. Silly, but that's what does it.
Shadriss
07-23-17, 10:51 AM
Hang on, though, how does side-scan sonar work, if the sound is only being reflected off the air/water interface? It seems able to detect wrecks easily enough... Eg. http://www.dailymail.co.uk/news/article-2112456/Titanic-pictures-Extraordinary-sonar-images-map-shipwreck-ocean-floor.html
So clearly, SOME sonar can detect wrecks, but why can some sonar detect wrecks but not others?
Side-Scan is a HF active with a relatively short range... IE, it's a specialized application. Your standard longer-range MF active works as described earlier.
caine007
07-23-17, 07:38 PM
Side Scan is like creating an image from sound so it's more about combing the area over and over and building up a picture chunk by chunk. Even with interference you're probably going to see some kind of pattern emerge that a human can identify as a wreck or whatever.
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