View Full Version : New Campaign Focused on Realism
GSmith63
09-05-19, 07:32 PM
About a year ago I started working on modding the Cold Waters 1984 campaign for improved realism, mainly to increase my personal enjoyment of the game. Over time the project turned into a much larger effort than I originally intended, with changes (and I hope, improvements) to many aspects of the game. Significant changes include the elimination of problems with units spawning too close to enemy surface ships, simulated attrition of enemy forces over time, the creation of a new campaign map with patrol zones for many mission types, moving the timeline to 1990 and adding the 688i & Akula I, and general realism improvements for many unit characteristics. If anyone is interested, especially realism buffs, the updated override folder can be downloaded here:
https://drive.google.com/file/d/1D47ajmqysKCI_YxvMRbrncXGQ1zQAUNk/view?usp=sharing
To use:
1. Download the new override folder zip file (entitled CW_North-Atlantic-1990.zip) from the Google Drive link and scan it for viruses.
2. Go to the Streaming Assets folder (on PCs this would normally be the C:\Program Files (x86)\Steam\steamapps\common\Cold Waters\ColdWaters_Data\StreamingAssets folder)
3. Find the current override folder if it exists and rename it to ‘old_override’ or whatever you want.
4. Unzip or copy and paste the new override folder and all subfolders into the Streaming Assets folder.
5. Start the game and go to the North Atlantic 1990 campaign.
Major changes to follow.
GSmith63
09-05-19, 07:46 PM
A detailed list of changes is below:
Campaign
* Moved to 1990, eliminated older Soviet units, added the 688i and Akula I
* New backstory, to help better explain the lack of other allied naval and air forces taking part.
* Added patrol zones to the strategic map and modified mission orders to reflect this. In reality, submarines would often both move and patrol in specific zones to deconflict them from other allied units.
* Simulated an initial surge of Soviet submarines into the North Atlantic, and generally increased enemy activity overall.
* Increased Landing Force and ASUW surface group speeds from 8 knots to ~15 knots, or one knot less than the maximum speed of the slowest ship in the group. This helped to eliminate the “spawning within active sonar range” bug. The downside to this is that surface groups now zip around fairly quickly on the campaign map.
* Simulated attrition of enemy forces. At the beginning of the game, most forces you encounter will be more modern (Oscars, Victor IIIs, Udaloys, etc) As the game progresses and these units are damaged or destroyed, you will start to see less newer vessels and more older ones thrown into the battle.
* Added new missions and mission locations.
* Modified all surface ship missions so that there is always the proper mix of AAW and ASW escort ships.
* Modified TLAM missions to start as far away as possible from the target sites, in deeper water. Don’t get too excited here - I was limited by the fact that the targets must still be visible on the tactical map for the mission to work. Added back TLAM launch baskets.
Sensor Changes
* Added variants of the BQQ-5 series (A-C), TB-16 series (A & B), and the Shark Gill series (MKG-400, -503 and -540)
Vessel Changes
* Significantly lowered most ship and sub acceleration values based on the type and size of the vessel and the type of propulsion plant. It now takes a 688-class about 1 1/2 minutes to go from 5 to 30 kts. An Alfa will take around 45 seconds, while large diesel cargo ships might take 3-4 minutes to reach max speed.
* Lengthened torpedo reload times. The original reload times in the game were far from reality. For Mk 48s, it takes time to pump a tube dry, open it up, discard the previous wire spool container, load the next torpedo, hook up the new wire spool, close the inner door and flood the tube. Heck, just opening and closing the inner tube door takes around 15 seconds each way. Also, most subs have enough space and torpedomen to reload two tubes at the same time, one on each side, but this is not modeled in the game. So with these two factors in mind I set US sub loading times at 7 minutes per tube. With Soviet design philosophy focused more on automation, their reload times were set at 5 minutes. While I think these times are a good compromise between game play and realism, torpedo reloading is going to seem agonizingly slow.
* Modified default torpedo tube loadouts for US subs. Removed the MOSS decoy (US attack subs normally never carried it) and lowered Harpoons to four. Total number of weapons in the initial loadout was reduced by one - One free space is needed to move weapons around and switch out weapons in tubes without firing something first. Of course, the player can add back the MOSS or change weapon numbers to their liking before leaving port.
* Upgraded Soviet torpedo loadouts, replacing SET-65 with -65M and TEST-71 with -71M in all but the oldest units.
* Significantly improved Soviet ship anti-missile capabilities. Fixed a major problem in the firing arcs of most Soviet ships that left them completely vulnerable to a bow-on missile attack. Also added simulation of defensive missiles. So ships carrying SA-N-4 point defense missiles are more difficult to hit, and ships with SA-N-6 or -9 are much more difficult to attack. Don’t even try attacking a Kirov unless you are shooting all of your VLS and torpedo tube-launched missiles at it, and even then most of your Tomahawks and Harpoons will likely be shot down.
* Made all surface ships 3-5 db louder. This was part of the fix to eliminate the “spawning within range of active sonar” bug.
* Made Soviet diesel subs between 2-5 db quieter.
* Changed some sonar signature profiles. Made the Tango closer to the Foxtrot, instead of similar to the Kilo (pet peeve of mine), and made the Kashin and Krivak a little more different from each other. Also made the Trawler signatures more unique from other ship types.
* Slightly increased American submarines’ TMA rate, while slightly lowering Soviet subs. This simulates the significant computing power advantage the Americans held at the time.
Aircraft Changes
* Reduced the number of depth bombs carried by patrol planes and helicopters, in some cases replacing them with an extra torpedo. This was done to reduce the effect of the unrealistically high accuracy of these weapons in the game.
Some Important Things to Remember
* Many missions will now send you to a particular patrol zone. You will need to remember the name of the zone when going from your orders screen to the strategic map.
* Surface group speeds are much faster on the strategic map. You will have less time to react to surface groups.
* Given the much longer torpedo reload times, it will be extremely difficult to reload torpedoes at the beginning of a mission. Always remember to reload tubes at the end of the previous mission!! Under time compression, each tube will take about 45 seconds of real time to load. This is also the perfect amount of time to reload your drink.
* TLAM missions will spawn farther away from targeted facilities. Those facilities will be at the very bottom of the tactical maps. It will be difficult to directly target them with TLAMs but that doesn’t matter. You just need to fire the missiles in a southernly direction and they will aim themselves once fired.
Initial settings
These changes were designed to be used with game version 1.15g and the following Game Option settings:
Difficulty - Realistic
Distance Scale - 1:2
Speed Multiplier - 1.0
Julhelm
09-06-19, 12:52 AM
Nice work!
GSmith63
09-09-19, 12:49 PM
Thanks Julhelm! Here's an image showing part of the modified North Atlantic map with patrol zones added.
https://www.subsim.com/radioroom/picture.php?albumid=1248&pictureid=10583
MrMojok69
09-09-19, 07:10 PM
SWEET! Downloading now.
MrMojok69
09-09-19, 08:06 PM
GSmith, is it safe to dump the TLAMs and load up with TASMs or will that result in failing? (In the CWPS mod when you get a TLAM mission it tells you to go back to Holy Loch to rearm if you aren't carrying them)
Also, I love how you changed the pictures on the intro screens. When I was messing around with this a few weeks back I figured out how to change the text easily enough, but when I tried to change the picture of Reagan to one of Bush it resulted in a blank spot behind the briefing where the pic should be.
Your briefing text and overall campaign setting is fantastic!
GSmith63
09-09-19, 09:34 PM
Thanks MrMojok. It should be OK to load up on TASMs. You will just have to go back to Holy Loch and reload with TLAMs if you get a land attack mission, but you should have enough time to do so.
MrMojok69
09-09-19, 09:45 PM
Thanks. Man, I am three mission in and having a blast so far. Well done, and thank you for making this!
MrMojok69
09-10-19, 06:16 AM
Any plans to make a companion campaign from the Russian side? :)
MrMojok69
09-12-19, 04:38 PM
I actually got sunk playing this, which has become somewhat of a rarity in CW for me.
denis_469
09-13-19, 03:49 PM
Any plans to make a companion campaign from the Russian side? :)
https://vk.com/club165613870 - this is Russian company
MrMojok69
09-14-19, 04:45 AM
The longer reload times really add a lot to this campaign. It makes it a lot more fun, I think. I am probably going to look at the reload times you chose and use those in all the stock campaigns now.
NeonsStyle
09-15-19, 10:13 PM
Awesome work. :Kaleun_Salute: I"ll add that into my series on YouTube and make it the next campaign. :D
Neon
GSmith63
09-17-19, 11:39 PM
@MrMojok - Thanks. The landing force missions are especially challenging now - Way too many targets for just four tubes.
@Neon - Great News Neon. Looking forward to checking them out!
MrMojok69
09-19-19, 01:47 AM
@MrMojok - Thanks. The landing force missions are especially challenging now - Way too many targets for just four tubes.
I tend to use the "Tomahawk Chop" in these missions-- come to PD and stick up the radar just long enough to see them all, then launch first at the escorts, next at the LST/cargo ships. Then dive at flank and prepare for serious torpedo evasion, and later circle back and pick off the survivors with MK48s.
GSmith63
09-21-19, 04:07 PM
Does the 'Tomahawk Chop' still work well? I upped the anti-missile defenses of many escorts based on their SAMs as well as CIWS, so you might need to fire greater numbers of TASMs and/or Harpoons to achieve the same number of hits.
MrMojok69
09-22-19, 01:32 AM
It definitely doesn't work as well in your mod. They shoot down a lot more of the TASMs.
vonCrandall
11-25-19, 10:27 PM
Having an issue where I get a mission to use TLAMs on a port. I get out there but there is no area designated as a launch area on the map and whenever I have a contact, if I shoot the TLAMS (sometimes from as close as a few KM away) it doesn't say anything in the 'pause screen' about having shot 1/8 or 8/8 missiles.
What am I missing?
Overkill
11-26-19, 09:31 PM
Awesome work, sir! Any plans on a 2000's campaign for the North Sea?
GSmith63
12-20-19, 08:32 PM
Awesome work, sir! Any plans on a 2000's campaign for the North Sea?
Not at this time, although there are a fair number of North Sea missions in this campaign.
GSmith63
12-20-19, 08:34 PM
The North Atlantic 1990 Realism Campaign has been updated, just in time for the holidays! It can be downloaded here:
https://drive.google.com/open?id=1CL5CqWLI67oTJ3jb_kRUs-sRfI4QB_Q1
Change Log:
*Fixed a crash error in one Land Attack mission.
*Added four new missions, including one that can be deceptively difficult. The campaign now has 68 unique missions, more than double the number of missions in the stock North Atlantic campaign.
*Added the possibility of intelligence failures during missions.
*Added an increased chance of more enemy submarines per mission, and more advanced submarines in general, especially early in the war. (player request)
*Made minor changes to surface ship task force structure.
*Made campaign map patrol zones a little darker. (player request)
Exocet25fr
12-22-19, 11:42 AM
Thanks a lot for this update !:)
Like in the old version, I found blue squares in the damage panel for los angeles 1 and los angeles flt2. Because there are 2 errors in:
hud\damage_control
usn_ssn_los_angeles_flt2_1900_mask.png > replace 1900 by 1990
usn_ssn_los_angeles_mask_1990.png > replace by 1990_mask.png
It's all !:salute:
GSmith63
12-24-19, 06:48 PM
Thanks Exocet - I'll have a look!
BeerBaron2
12-31-19, 08:36 AM
GSmith53 - could you please send me an email to webgroups dot 1 at eightgold dot com. I'd like to ask a question and, if you're interested share some information with you.
Thank you, David
GSmith63
01-02-20, 09:24 PM
Updated the Realism Campaign mod to fix a problem with the 688 Flight 1 and 2 damage control screens - Thanks Exocet25fr!!
The campaign can be downloaded here.
https://drive.google.com/open?id=1CL...RUs-sRfI4QB_Q1 (https://drive.google.com/open?id=1CL5CqWLI67oTJ3jb_kRUs-sRfI4QB_Q1)
BeerBaron2
01-09-20, 05:47 AM
GSmith53, you have changed the accel and decel parameters (and perhaps others such as turn rate, etc) based upon hp/tonne (I presume) and type of engine
Could you elaborate further? Do you have a specific formula or rule of thumb? I would like to expand the idea to other vessels.
Thank you, BB
CaptainDale62
02-23-20, 03:58 PM
I downloaded and installed the modded 1990 campaign override folder into the streaming assests folder of my GOG version. I renamed the original overrided folder before I did this. When I go to play the game, there is no 1990 campaign. The original 1984 campaign is there. Did I do something wrong? Thanks!
Aktungbby
02-23-20, 04:41 PM
CaptainDale62!:Kaleun_Salute:
GSmith63
02-23-20, 06:06 PM
I downloaded and installed the modded 1990 campaign override folder into the streaming assests folder of my GOG version. I renamed the original overrided folder before I did this. When I go to play the game, there is no 1990 campaign. The original 1984 campaign is there. Did I do something wrong? Thanks!
Hmm...Can you check the override folder to see if everything made it there OK? At the top level there should be six files and four folders. Inside the "campaign" folder should be a folder called "campaign004" and that contains most of the 1990 campaign data.
CaptainDale62
02-23-20, 10:40 PM
Yes, everything seemed to make it over ok. There is just no "1990" option when it comes to campaigns. I start the game launch screen, select "Campaigns", and the three listed are: North Atlantic 1984, North Atlantic 1968, and South China Sea 2000. Could it be that the 1990 campaign simply runs under the 1984 campaign?
GSmith63
02-24-20, 10:52 PM
Yes, everything seemed to make it over ok. There is just no "1990" option when it comes to campaigns. I start the game launch screen, select "Campaigns", and the three listed are: North Atlantic 1984, North Atlantic 1968, and South China Sea 2000. Could it be that the 1990 campaign simply runs under the 1984 campaign?
No, it should definitely be a separate, fourth campaign. The only thing I can think of would be to try downloading the campaign again and reinstalling. A file could have gotten corrupted during either the download or install process.
CaptainDale62
02-25-20, 10:07 PM
I fixed it! It seems I have the game installed in two locations on my computer. Not sure how that happened. I kept installing the files to the wrong location! Once I fixed this issue, the new campaign has appeared! Can't wait to try it. Thanks!
Raptor_341
03-23-20, 01:01 PM
Any chance of giving the same treatment to the 1968 and SCS campaigns? This mod is the available so far, I'd like to see it continue. Let me know if I can help.
Baskanos
05-19-20, 02:46 PM
OK, downloaded, unzipped and put in the streaming thingies folder. There wasn't an override folder already there, issues 1? Anyway, pasted in the new overide, ran the game but the campaign didn't show in the menu. Any ideas where I've gone wrong?
steel shark
05-19-20, 05:33 PM
ill give this a try
GSmith63
05-19-20, 09:39 PM
OK, downloaded, unzipped and put in the streaming thingies folder. There wasn't an override folder already there, issues 1? Anyway, pasted in the new overide, ran the game but the campaign didn't show in the menu. Any ideas where I've gone wrong?
Only thing I can think of is that the zip file was somehow corrupted. I would remove the override folder and try downloading and installing it again.
Baskanos
05-20-20, 05:05 PM
Ah! Did it again and somehow it worked. No idea what I did differently but the campaign is now showing up in the menu, so yay!
GSmith63
06-18-20, 10:35 PM
The North Atlantic 1990 Realism Campaign has been updated with some tweaks, a few new missions, and a ton of new end screen text and artwork. Major changes are as follows:
Update 3 (18 Jun 2020)
* Modified the likely numbers of enemy submarines per mission in order to better simulate attrition. Factors now include distance from the enemy homeport, the stage of the war, and the tonnage of enemy vessels sunk so far. Generally, this has led to an increase in the size of enemy groups and more front-line units encountered early in the conflict. Conversely, there are likely to be smaller numbers of lower-quality forces in later stages of the war if NATO is winning.
* Added two new SSBN missions, including one "non-bastion" mission, and modified the two original missions to increase the likelihood of encountering more than one SSBN.
* Modified Insertion missions to start 50 percent closer to insertion point.
* Modified mission frequency and mission threshold parameters for improved and more immersive campaign play.
* Created 20 new 'mission end' events. Completely re-wrote previous mission event end screen "news print" text with multiple possible story lines per mission type.
* Added all new artwork to original and new mission event end screens - Over 30 new background images and over 20 new "news photos."
The updated file package can be downloaded here:
https://drive.google.com/file/d/1D47ajmqysKCI_YxvMRbrncXGQ1zQAUNk/view?usp=sharing
Exocet25fr
06-19-20, 11:46 AM
Thanks a lot for this update !:salute:
DeadEyeFlint
06-22-20, 11:34 AM
Why is the mod not added here?
https://www.subsim.com/radioroom/downloads.php?do=cat&id=103
Just curious :)
Aktungbby
06-22-20, 11:44 AM
DeadEyeFlint!:Kaleun_Salute:
GSmith63
06-22-20, 09:40 PM
Why is the mod not added here?
https://www.subsim.com/radioroom/downloads.php?do=cat&id=103
Just curious :)
Good question! I probably should. Was primarily focusing on the main discussion site to reach the max audience.
MrMojok69
06-23-20, 12:24 AM
GSmith,
I think I found an error. The signature lines for Anguema AP in the game you see when you scroll through the list, don't match what she actually has in game.
Here is what the signature file lines look like, when you find it scrolling through the list:
https://i.imgur.com/IHLWD6r.png
And if you let the sonar shack classify the vessel as anguema, then click the ship on the map, the lines look like this:
https://i.imgur.com/82dXJGH.png
EDIT: I found civ_vtr_amguema_sig in another mod whose lines seemed to match.
GSmith63
06-25-20, 07:49 PM
GSmith,
I think I found an error. The signature lines for Anguema AP in the game you see when you scroll through the list, don't match what she actually has in game.
Here is what the signature file lines look like, when you find it scrolling through the list:
https://i.imgur.com/IHLWD6r.png
And if you let the sonar shack classify the vessel as anguema, then click the ship on the map, the lines look like this:
https://i.imgur.com/82dXJGH.png
EDIT: I found civ_vtr_amguema_sig in another mod whose lines seemed to match.
Thanks MrMojok. I'll have a look. I think you are on the right track and the problem has something to do with the wp_ and civ_ versions of that platform.
GSmith63
06-25-20, 09:47 PM
Thanks MrMojok. I'll have a look. I think you are on the right track and the problem has something to do with the wp_ and civ_ versions of that platform.
MrMojok one other question - What type of mission were you on? Was it sub or warship hunting, stopping an amphibious assault, or a land attack or insertion? Depending on the mission, different methods are used to spawn that particular type of ship.
MrMojok69
07-03-20, 01:17 AM
Sorry, I missed this reply. I was hunting submarines, though I can't remember the exact mission brief description.
von Zelda
07-07-20, 01:31 AM
Silent Hunter 3 & 4 since 2005. Have watched Cold Waters video on YouTube for the last 2 years. Recently installed game and added the 1990 Campaign (v3 I believe) which is fantastic compared to stock.
Regarding TLAM Strike; it seems to be different than the stock versions that requires shooting 8 TLAMs at a small circle or small square?
Completed several patrols & missions and I've now been sent to Murmansk twice. I've fired 8 TLAMs on each mission towards the ports to the south and received no credit or completions so far. On the second attempt, I made sure I was within 100nm (2 kmeters) of the ports based on a tip from YouTube. Followed one TLAM in as it made land, began circling like it was looking for its target and then it hit an area on land but this didn't look like a target area to me.
I've rearmed and have again been ordered back to Murmansk for another TLAM strike. Is there something I'm missing or not doing in order to get credit for this mission? Does the aiming line and end point need to be placed directly on the port symbol?
This is beginning to feel like the movie Ground Hog Day and I'm stuck repeating this mission over & over. Thanks in advance.
Edit: Conducted TLAM strike again. Aiming point was to the south over the ports and outside of the red boundary marker. Followed two TLAMs into an industrial area after a rather long flight. First one hit between two buildings. Second one flew within this industrial area without stopping and never hit a thing, nor the ground.
Sub returned to port without any credit for mission and was reassigned the TLAM strike at Murmansk for a 4th straight time. I can't get past this mission, all I can do is free roam around the map but will not earn any credit I guess? I'm stuck.
Is it possible to remove the TLAM strike out of your 1990 mod? If so, how can I do it?
GSmith, please let me know.
GSmith63
07-07-20, 09:26 PM
Sorry, I missed this reply. I was hunting submarines, though I can't remember the exact mission brief description.
Thanks MrMojok. I think I know what this issue is.
Silent Hunter 3 & 4 since 2005. Have watched Cold Waters video on YouTube for the last 2 years. Recently installed game and added the 1990 Campaign (v3 I believe) which is fantastic compared to stock.
Regarding TLAM Strike; it seems to be different than the stock versions that requires shooting 8 TLAMs at a small circle or small square?
Completed several patrols & missions and I've now been sent to Murmansk twice. I've fired 8 TLAMs on each mission towards the ports to the south and received no credit or completions so far. On the second attempt, I made sure I was within 100nm (2 kmeters) of the ports based on a tip from YouTube. Followed one TLAM in as it made land, began circling like it was looking for its target and then it hit an area on land but this didn't look like a target area to me.
I've rearmed and have again been ordered back to Murmansk for another TLAM strike. Is there something I'm missing or not doing in order to get credit for this mission? Does the aiming line and end point need to be placed directly on the port symbol?
This is beginning to feel like the movie Ground Hog Day and I'm stuck repeating this mission over & over. Thanks in advance.
Edit: Conducted TLAM strike again. Aiming point was to the south over the ports and outside of the red boundary marker. Followed two TLAMs into an industrial area after a rather long flight. First one hit between two buildings. Second one flew within this industrial area without stopping and never hit a thing, nor the ground.
Sub returned to port without any credit for mission and was reassigned the TLAM strike at Murmansk for a 4th straight time. I can't get past this mission, all I can do is free roam around the map but will not earn any credit I guess? I'm stuck.
Is it possible to remove the TLAM strike out of your 1990 mod? If so, how can I do it?
GSmith, please let me know.
Yes von Zelda, you should be firing your TLAMs to the south, preferably while your sub is inside the circle. I didn't change anything on the Land Strike missions between v2 and v3, at least not on purpose! I'll have to check on this one further. The Groundhog Day part is explainable - Because the player might have to return to port and load TLAMS first, you have between 14 and 20 days to complete the mission. So if you have not run out of time, the campaign engine will keep sending you back if it thinks you did not succeed the first time.
So I need to figure out why the campaign thinks you haven't fulfilled the mission goals. Question - Are you sure that you were firing all TLAMs, and not a mix of TLAMs and TASMs (the anti-ship version)? The TLAMs are gray and white, while the TASMs are all white.
von Zelda
07-08-20, 05:32 AM
...you should be firing your TLAMs to the south, preferably while your sub is inside the circle. I didn't change anything on the Land Strike missions between v2 and v3, at least not on purpose! I'll have to check on this one further. The Groundhog Day part is explainable - Because the player might have to return to port and load TLAMS first, you have between 14 and 20 days to complete the mission. So if you have not run out of time, the campaign engine will keep sending you back if it thinks you did not succeed the first time.
So I need to figure out why the campaign thinks you haven't fulfilled the mission goals. Question - Are you sure that you were firing all TLAMs, and not a mix of TLAMs and TASMs (the anti-ship version)? The TLAMs are gray and white, while the TASMs are all white.
I watched Wolfpack345's YouTube video: Cold Waters || 1990 Campaign || Episode Four - Missile Strike at Murmansk, in which he fired the TLAMs at a nearby red circle. This was probably v1 of your 1990 Campaign.
Keep in mind that I've completed, without credit, Missile Strike at Murmansk three times so far and I'm ordered back again. Yes, I'm firing 8 gray & white TLAMs to the south aimed at the 2 ports. Note, I do not see any red circles, I'm not within any circles and I'm not firing TLAMs at any circles.
Question, when my little blue sub comes close to Murmansk, the mission always starts with a sonar contact. I eliminate the threat and proceed toward Murmansk to fire TLAMs. Is this the correct beginning to the Strike Mission? On one mission, per Jive Turkeys suggestion, I made sure I was within 100nm of the ports.
I'm considering a couple of options until I hear back from you. (1) I'll try to locate and install your v2 to try. (2) I noticed in your Campaign directory there are TLAM strikes for two locations and about 4 or 5 TLAM missions listed. Is it possible, without problems, to delete the TLAM locations and missions from the Campaign directory in your v3 and then replay v3 1990 Campaign from the beginning and thus completely bypass all TLAM missions? Edit: Neither of these options worked!
Would it be possible that when you fail to complete a mission, you're assigned a totally new mission? Are your mission assignments random or are they always assigned and completed in order from A to Z until the end?
Is it possible to produce a Free Roaming version of your 1990 Campaign. I believe there was one for the stock 1984 Campaign that ended with an Insertion Mission. I believe I read that it no longer works with Cold Waters v1.15g
Let me know what you find. Give me some ideas & options to try. Your 1990 Campaign is just TOO GOOD for me not to find away around this problem.
Edit: it seems that v2 is no longer available to download; only v1 and v3.
Correction: I found v2a in the SubSim Download section. v2a is from Jan 2020, v3 is from June 2020; to set the record straight.
Can not delete or remove TLAM missions and location files from Campaign 04 because you get an error message and game will not load.
Thus, is there a way to totally delete the TLAM strike missions from v3? Just curious.
I watched Wolfpack345's YouTube video: Cold Waters || 1990 Campaign || Episode Four - Missile Strike at Murmansk, in which he fired the TLAMs at a nearby red circle. This was probably v1 of your 1990 Campaign.
Keep in mind that I've completed, without credit, Missile Strike at Murmansk three times so far and I'm ordered back again. Yes, I'm firing 8 gray & white TLAMs to the south aimed at the 2 ports. Note, I do not see any red circles, I'm not within any circles and I'm not firing TLAMs at any circles.
Question, when my little blue sub comes close to Murmansk, the mission always starts with a sonar contact. I eliminate the threat and proceed toward Murmansk to fire TLAMs. Is this the correct beginning to the Strike Mission? On one mission, per Jive Turkeys suggestion, I made sure I was within 100nm of the ports.
I'm considering a couple of options until I hear back from you. (1) I'll try to locate and install your v2 to try. (2) I noticed in your Campaign directory there are TLAM strikes for two locations and about 4 or 5 TLAM missions listed. Is it possible, without problems, to delete the TLAM locations and missions from the Campaign directory in your v3 and then replay v3 1990 Campaign from the beginning and thus completely bypass all TLAM missions?
Would it be possible that when you fail to complete a mission, you're assigned a totally new mission? Are your mission assignments random or are they always assigned and completed in order from A to Z until the end?
Is it possible to produce a Free Roaming version of your 1990 Campaign. I believe there was one for the stock 1984 Campaign that ended with an Insertion Mission. I believe I read that it no longer works with Cold Waters v1.15g
Let me know what you find. Give me some ideas & options to try. Your 1990 Campaign is just TOO GOOD for me not to find away around this problem.
Never played this mod, but I've heard similar complaints in EM. In that cases players was intercepted by ASW patrols near target location. When you intercepted like this you're spawn in a mission area but this is NOT a mission. You can hit "Escape" and check if you actually have "Misiilie strike: 0/X" requirement. If not - do NOT fire your missilies, this will not count.
Dunno if it is your situation, but it could be...
von Zelda
07-08-20, 05:55 AM
Never played this mod, but I've heard similar complaints in EM. In that cases players was intercepted by ASW patrols near target location. When you intercepted like this you're spawn in a mission area but this is NOT a mission. You can hit "Escape" and check if you actually have "Misiilie strike: 0/X" requirement. If not - do NOT fire your missilies, this will not count.
Dunno if it is your situation, but it could be...
Thanks. Will try a 4th time. How do you know when the mission spawns correctly?
Thanks. Will try a 4th time. How do you know when the mission spawns correctly?
You should see a new line in "Escape key" menu. Something like "LAND STRIKE COMPLETE" it should be in red untill you fire all required missilies. Note that you do NOT need to actually hit something. You just need to fire required amount of missilies. Direction is unimportant.
von Zelda
07-08-20, 08:15 AM
..... intercepted like this you're spawn in a mission area but this is NOT a mission. You can hit "Escape" and check if you actually have "Misiilie strike: 0/X" requirement. If not - do NOT fire your missilies, this will not count. Dunno if it is your situation, but it could be...
Thanks M134, I think you've hit upon the solution. I'll try to get the little blue sub even closer to Murmansk and make sure that I've spawned the missile strike mission before launching. Chock this up to my Cold Waters inexperience.
Edit: Success, TLAM Strikes do work when you get a little closer to the target.
MrMojok69
07-08-20, 07:19 PM
Just FYI, in every campaign in this game, in the location C:\Program Files (x86)\Steam\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets\override\ca mpaign\CAMPAIGNNAME there is a file called campaign_data.txt
If you open that file and search for "frequency" it will take you to this part of the file:
[PLAYER MISSIONS]
//Last mission is the FINAL MISSION for the campaign
//Second to last mission is simple RETURN TO BASE
PlayerMissionTypes=SURGE,SSN_WOLFPACK,SS_WOLFPACK, SS_SPECOPS,INSERTION,LAND_STRIKE,ASUW_STRIKE,LANDI NG_FORCE,RESUPPLY_CONVOY,SHIP_RESUPPLY,SUB_RESUPPL Y,SSN_WOLFPACK_LG,SS_WOLFPACK_LG,SS_SPECOPS_LG,ASU W_STRIKE_LG,RETURN_TO_BASE,SSBN_PATROL
//Last two missions are not included on frequency list
//Sum of frequencies must equal 1
PlayerMissionFrequency=0.0001,0.07,0.045,0.03,0.02 ,0.001,0.034,0.04,0.025,0.05,0.05,0.22,0.175,0.119 9,0.12
The "PlayerMissionTypes" correspond to the "PlayerMissionFrequency" below.
So, the first mission type listed in the PlayerMissionType section is SURGE
That corresponds to the first value in the PlayerMissionFrequency list, which is 0.0001. That's the chance that you will be assigned that mission, during the campaign.
All of the numeric values in the PlayerMissionFrequency list must total 1.00
So let's say you just don't like to do SpecOps insertions. MissionType INSERTION has a MissionFrequency of 0.02.
You could reduce that number down to something absurdly small, or perhaps to zero, and then increase other mission probabilities to get the total back up to 1.
As always, make a backup of the file before you edit it. It helps me to put all the values and mission types into a spreadsheet so I can easily look at what I want to change to get the total back up to 1.
I hope this makes sense.
GSmith63
07-08-20, 08:24 PM
Thanks M134, I think you've hit upon the solution. I'll try to get the little blue sub even closer to Murmansk and make sure that I've spawned the missile strike mission before launching. Chock this up to my Cold Waters inexperience.
Edit: Success, TLAM Strikes do work when you get a little closer to the target.
Sorry folks, I was working today and didn't have time to check the boards.
von Zelda - Glad you got it working OK!
M134 and MrMojok - Thanks for the assist!
GSmith63
07-08-20, 09:52 PM
Update 3a is now available here:
https://drive.google.com/file/d/1D47ajmqysKCI_YxvMRbrncXGQ1zQAUNk/view?usp=sharing
Entire change log posted below:
Update 3a (8 Jul 2020)
* Fixed issue with sonar signatures of AI-spawned merchant ships.
Update 3 (18 Jun 2020)
* Added two new SSBN missions, including one "non-bastion" mission, and modified the two original missions to increase the likelihood of encountering more than one SSBN.
* Modified the likely numbers of enemy submarines per mission in order to better simulate attrition. Factors now include distance from the enemy homeport, the stage of the war, and the tonnage of enemy vessels sunk so far. Generally this has led to an increase in the size of enemy groups and more front-line units encountered early in the conflict. Conversely, there are likely to be smaller numbers of lower-quality forces in later stages of the war if NATO is winning.
* Modified Insertion missions to start 50 percent closer to insertion point.
* Modified mission frequency and mission threshold parameters for improved and more immersive campaign play.
* Created 20 new 'mission end' events. Completely re-wrote previous mission event end screen "news print" text with multiple possible story lines per mission type.
* Added all new artwork to original and new mission event end screens - Over 30 new background images and over 20 new "news photos."
Update 2a (2 Jan 2020)
* Fixed problems with damage control display on Flt 1 and 2 Los Angeles class.
Update 2 (20 Dec 19)
* Added four new missions, including one that can be deceptively difficult.
* Fixed crash error in one Land Attack mission
* Added an increased chance of more enemy submarines per mission, and more advanced submarines in general, especially early in the war.
* Made minor changes to surface ship task force structure.
* Made campaign map patrol zones a little darker.
Update 1 (7 Sep 19)
* Fixed some spelling errors.
See the original posts on this thread for info on the major initial campaign mods.
MrMojok69
07-08-20, 10:50 PM
Thanks, GSmith!
von Zelda
07-09-20, 08:45 PM
GSmith,
I've noticed a small technical problem. It does not appear in the un-modded stock game or in stock game modded with a 2004 Campaign.
It may seem minor but the problem is the three little ships under the sonar water fall on the Signature Panel. The Sub always works when clicked on but the Warship and the Merchant ship do not work. I've recently compared your v2a, v3 and v3a where thay don't work with the stock game and a 2004 Campaign where all three little ships always work. For simplicity, I've compared all five game variations in the first single mission. I assume I'd have the same results if I compared them in Campaign mode? I even re-installed v3a but the warship & the merchant ship still did not work; clicking on the sub did.
Second question, I noticed that weapons seem to load faster in your mod than the stock game and the 2004 Campaign. Again, I compared this in a single mission not Campaign.
I noticed a difference of values in a Config file under the game's Default directory with the Config file in v2a, v3, & v3a Override's directory as follows:
PlayerWeaponReloadTime=0.8,1,1.5,2 (in default) vs. PlayerWeaponReloadTime=0.1,0.3,1,1 (in mod's override).
Just curious if we felt a need to adjust the loading times in 1990 mod?
Third question on a similar note, looking at Options, Video, HUD Size we find the choice: 1 - 1.35 - 1.65
As opposed to HUD, Panels, Etc. going larger as these figures do, I'd love to see a slight reduction (not much, just a little) in HUD size to about 0.7 to about 0.8
I've looked but can not find a way to make this player modification. Just hoping with your experience, you might know of a way to do this.
Thanks in advance for your help.
MrMojok69
07-10-20, 12:18 AM
von Zelda,
I can answer one of these.
The weapon reload times are the values in the individual sub files located in C:\Program Files (x86)\Steam\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets\override\ve ssels
It's this one. This is seconds:
[Weapon Systems]
TorpedoTypes=usn_mk48_adcap,usn_moss,usn_ugm84,usn _tasm,usn_tlam
TorpedoNumbers=21,0,4,0,0
TorpedoTubes=4
NumberOfWires=4
TubeConfig=1,1,1,1
TorpedoTubeSize=21
TubeReloadTime=480
The default in the game is 45 seconds, if I recall. GSmith's mod increases it to 480 seconds, which makes a lot more sense and makes it a lot more fun IMO.
I increase the reload time to 480 in all the campaigns I play.
von Zelda
07-10-20, 04:14 AM
I can answer one of these.
The weapon reload times are the values in the individual sub files located in C:\Program Files (x86)\Steam\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets\override\ve ssels
It's this one. This is seconds:
[Weapon Systems]
TorpedoTypes=usn_mk48_adcap,usn_moss,usn_ugm84,usn _tasm,usn_tlam
TorpedoNumbers=21,0,4,0,0
TorpedoTubes=4
NumberOfWires=4
TubeConfig=1,1,1,1
TorpedoTubeSize=21
TubeReloadTime=480
The default in the game is 45 seconds, if I recall. GSmith's mod increases it to 480 seconds, which makes a lot more sense and makes it a lot more fun IMO. I increase the reload time to 480 in all the campaigns I play.
Thanks MrMojok69.
I can see what you mean about tube reloading times. Stock game has Russian subs around 30 and US around 40. I noticed that the 1990 Campaign mod has also increased the Russian subs to about 300 to make things comparable.
It then appears that PlayerWeaponReload Time=0.8,1,1.5,2 in the config file (and 0.1,0.3,1,1 in the 1990 Campaign) must be a modifier for the player's difficulty level as selected (//Easy, Normal, Hard, Elite).
Thus, for me, in easy mode, I would be either 40 x 0.8 = 32 in stock vs. 480 x 0.1 = 48 in 1990 mod.
Sounds about right with a slightly longer reload time in the 1990 mod, in all difficulty levels. Note: I've only played Cold Waters for a few days but I am improving. Thanks again.
von Zelda
07-10-20, 05:53 AM
GSmith,
This morning I rebooted Steam and Cold Waters with the 1990 Campaign mod.
Update:
The problem with the little warship and the merchant buttons is still present in the Single Missions. But, they work perfectly in a Quick Mission which I did not try last night. They very well may work in the Campaign mode but I've not tested it out yet. Assume that they do until I have time to start another campaign. I will let you know.
Its amazing to me that they work in the stock game, 2004 Campaign mod, Quick Missions in your 1990 mod but not in the Single Missions in your mod. Campaign and Quick Missions are more important to me than Single Missions so such a little glitch won't bother me; I can live with that.
I'd still like to know if there's a way to slightly reduce the size of the HUD, mini-map, panels, etc. that overlie the map. A little smaller would help.
Thanks for your attention.
GSmith,
This morning I rebooted Steam and Cold Waters with the 1990 Campaign mod.
Update:
The problem with the little warship and the merchant buttons is still present in the Single Missions. But, they work perfectly in a Quick Mission which I did not try last night. They very well may work in the Campaign mode but I've not tested it out yet. Assume that they do until I have time to start another campaign. I will let you know.
Its amazing to me that they work in the stock game, 2004 Campaign mod, Quick Missions in your 1990 mod but not in the Single Missions in your mod. Campaign and Quick Missions are more important to me than Single Missions so such a little glitch won't bother me; I can live with that.
I'd still like to know if there's a way to slightly reduce the size of the HUD, mini-map, panels, etc. that overlie the map. A little smaller would help.
Thanks for your attention.
Here's Badger's translation of my workaround for hud size:
(post at https://steamcommunity.com/app/541210/discussions/3/4203492762828258838/?ctp=5)
Автор сообщения: Badger343rd
I just read of the epic form that they figured out how to resize the hud smaller...
"I’ll duplicate the information, as I recall, the players were interested in the issue of reducing the had when playing at low resolutions. Unfortunately, it is still not clear whether this can be done in a “human” way, but a workaround has recently been discovered:
To make the smaller size hud, enter a negative value in the file ... \ AppData \ LocalLow \ Killerfish Games \ Cold Waters \ options.txt in the line hud size. Keep in mind that it will be reset the first time you enter the options in the game and you will have to manually change it again.
For comparison, screenshots at a resolution of 1280x720 are shown. Reduced Had and the smallest possible through options"
What I just discovered is it CAN be made permanent if you simply changer the file to "read only" in it's properties after the edit,FYI
Yep, that was me again) figured that out recently... I didn't mentioned read-only, since you had to turn it off anyway if you want to change something in options. And if you do not go to options - reduced hud works just fine. But its a matter of taste...
Unfortunately there are too little usage of that option in the code, so I can't figure out where I can apply changes to make it adjustable trough the hud slider( So guess, for now, we're stuck with this "beta-then-nafing" method...
P.S. I found that -3 is good for my 1280x720
Screenshot: [prnt.sc]
As for buttons - probably some mistakes in mission files..
von Zelda
07-10-20, 10:40 AM
Here's Badger's translation of my workaround for hud size:
(post at https://steamcommunity.com/app/541210/discussions/3/4203492762828258838/?ctp=5)
Автор сообщения: Badger343rd
I just read of the epic form that they figured out how to resize the hud smaller...
To make the smaller size hud, enter a negative value in the file ... \ AppData \ LocalLow \ Killerfish Games \ Cold Waters \ options.txt in the line hud size. Keep in mind that it will be reset the first time you enter the options in the game and you will have to manually change it again.
For comparison, screenshots at a resolution of 1280x720 are shown. Reduced Had and the smallest possible through options" ........
P.S. I found that -3 is good for my 1280x720
My install is from Steam as follows:
steamapps\common\Cold Waters\ColdWaters_Data\StreamingAssets\default\ various directories & files and sub-directories & files
......... but NO options.txt file and no line that says "HUD size"
Thanks but it just doesn't seem to be there.
Edit:
Does anyone else have a method or suggestion on RESIZING (smaller) the HUD, Mini-map, panels, etc. I've seen some YouTube video where these items all seem to be smaller.
GSmith63
07-10-20, 09:29 PM
GSmith,
This morning I rebooted Steam and Cold Waters with the 1990 Campaign mod.
Update:
The problem with the little warship and the merchant buttons is still present in the Single Missions. But, they work perfectly in a Quick Mission which I did not try last night. They very well may work in the Campaign mode but I've not tested it out yet. Assume that they do until I have time to start another campaign. I will let you know.
Its amazing to me that they work in the stock game, 2004 Campaign mod, Quick Missions in your 1990 mod but not in the Single Missions in your mod. Campaign and Quick Missions are more important to me than Single Missions so such a little glitch won't bother me; I can live with that.
I'd still like to know if there's a way to slightly reduce the size of the HUD, mini-map, panels, etc. that overlie the map. A little smaller would help.
Thanks for your attention.
Hi von Zelda. The problem with the ship/sub icons in the sonar sigs is not one I've seen before. I'll look into it and see if I can find anything.
As to the issue with the HUD size, I'll see if there is anything beyond the "Options" section you already referenced.
von Zelda
07-11-20, 08:19 AM
Hi von Zelda. The problem with the ship/sub icons in the sonar sigs is not one I've seen before. I'll look into it and see if I can find anything.
As to the issue with the HUD size, I'll see if there is anything beyond the "Options" section you already referenced.
I checked all single missions on v3a and found Ship/Sub icons do not properly work on #1 through 7 & 10. While #8, 9, 11 through 17 & Quick Missions work normally.
I previously checked only single mission #1 on your v2a & v3 to find it also not working properly. Did not check #2 through 17 on V2a & v3.
Hope this is helpful.
And yes, please check out minor reduction in HUD size. Thanks.
My install is from Steam as follows:
steamapps\common\Cold Waters\ColdWaters_Data\StreamingAssets\default\ various directories & files and sub-directories & files
......... but NO options.txt file and no line that says "HUD size"
Thanks but it just doesn't seem to be there.
Edit:
Does anyone else have a method or suggestion on RESIZING (smaller) the HUD, Mini-map, panels, etc. I've seen some YouTube video where these items all seem to be smaller.
It is in AppData regardless your installation path. AppData is located in
"C:\Users\(your username)\AppData" and is hidden.
You can also press windows+R and type appdata in input line
von Zelda
07-11-20, 02:07 PM
It is in AppData regardless your installation path. AppData is located in "C:\Users\(your username)\AppData" and is hidden.
You can also press windows+R and type appdata in input line
Thank You, M134; it works!
With M134's expert directions, see info below for what I did and results:
To modifiy HUD, mini-map and Panel size, Etc.:
Windows Key + R, type AppData, click on: LocalLow\Killerfish Games\Cold Waters\ (open) Options text file; within the top line of text, find HudSize=0 and change zero to a negative number. I’m initially using -3 with my 1366x768 resolution lap top. Be sure to save the original Options text file by renaming it as options-original just in case you have a problem.
Results: Using -3 for Hud size, below table is the height of panels on the left with mini-map open (since its the tallest) excluding the Helm, Depth & Sensor panels which I moved to the right of mini-map in the center.
0 = 3.4” tall with min-map open
-1 = 3.25”
-2 = 3.12”
-3 = 2.9” (seems right & gives all around better visibility than stock)
-4 = 2.75”
-5 = 2.6”
-6 = 2.4” (almost too small to read)
Mini-Map (open) & Sub & Torpedo Info Panel with Hud Size=0 is 3.4 inches tall x 3.25 wide
Mini-Map (open) & Sub & Torpedo Info Panel with Hud Size=-3 is 2.9 inches tall x 2.75 wide
Helm, Depth, Sensor Panels beside the Mini-Map with Hud Size=0 is 2.25 inches tall x 3.25 wide
Helm, Depth, Sensor Panels beside the Mini-Map with Hud Size=-3 is 1.75 inches tall x 2.75 wide
Condition, Signature, Etc. Panels to far right with Hud Size=0 is 1 inch tall x 5.2 inches wide
Condition, Signature, Etc. Panels to far right with Hud Size=-3 is 0.8 inch tall x 4.3 inches wide
Let me know if anyone needs changes to the default text file to modify your Helm, Depth, Sensor to be stacked in center, right side of mini-map. I had a hard time finding the changes that would center & stack them on my laptop since the panels wanted to overlap when placed side by side in the center.
Sorry this is so long but some of this modding info is difficult for us to find. Hope this is helpful.
Edit: After resizing Hud, I changed a keystroke within the game's Options page that apparently offset my manual edit to Hud Size within the Options file where it had reset to zero. I changed it back to -3 like it was and things went back to the way I wanted both keystroke and Hud size. M134 made mention to this happening in his post #62.
GSmith63
07-12-20, 04:14 PM
Thank You, M134; it works!
With M134's expert directions, see info below for what I did and results:
To modifiy HUD, mini-map and Panel size, Etc.:
Windows Key + R, type AppData, click on: LocalLow\Killerfish Games\Cold Waters\ (open) Options text file; within the top line of text, find HudSize=0 and change zero to a negative number. I’m initially using -3 with my 1366x768 resolution lap top. Be sure to save the original Options text file by renaming it as options-original just in case you have a problem.
Results: Using -3 for Hud size, below table is the height of panels on the left with mini-map open (since its the tallest) excluding the Helm, Depth & Sensor panels which I moved to the right of mini-map in the center.
0 = 3.4” tall with min-map open
-1 = 3.25”
-2 = 3.12”
-3 = 2.9” (seems right & gives all around better visibility than stock)
-4 = 2.75”
-5 = 2.6”
-6 = 2.4” (almost too small to read)
Mini-Map (open) & Sub & Torpedo Info Panel with Hud Size=0 is 3.4 inches tall x 3.25 wide
Mini-Map (open) & Sub & Torpedo Info Panel with Hud Size=-3 is 2.9 inches tall x 2.75 wide
Helm, Depth, Sensor Panels beside the Mini-Map with Hud Size=0 is 2.25 inches tall x 3.25 wide
Helm, Depth, Sensor Panels beside the Mini-Map with Hud Size=-3 is 1.75 inches tall x 2.75 wide
Condition, Signature, Etc. Panels to far right with Hud Size=0 is 1 inch tall x 5.2 inches wide
Condition, Signature, Etc. Panels to far right with Hud Size=-3 is 0.8 inch tall x 4.3 inches wide
Let me know if anyone needs changes to the default text file to modify your Helm, Depth, Sensor to be stacked in center, right side of mini-map. I had a hard time finding the changes that would center & stack them on my laptop since the panels wanted to overlap when placed side by side in the center.
Sorry this is so long but some of this modding info is difficult for us to find. Hope this is helpful.
Edit: After resizing Hud, I changed a keystroke within the game's Options page that apparently offset my manual edit to Hud Size within the Options file where it had reset to zero. I changed it back to -3 like it was and things went back to the way I wanted both keystroke and Hud size. M134 made mention to this happening in his post #62.
Nice work M134 & von Zelda!
GSmith63
07-12-20, 04:18 PM
I checked all single missions on v3a and found Ship/Sub icons do not properly work on #1 through 7 & 10. While #8, 9, 11 through 17 & Quick Missions work normally.
I previously checked only single mission #1 on your v2a & v3 to find it also not working properly. Did not check #2 through 17 on V2a & v3.
Hope this is helpful.
And yes, please check out minor reduction in HUD size. Thanks.
HUGE help von Zelda - Thanks! Using your testing results I was able to isolate the problem to one of the sea traffic map files and a mismatch between original and campaign-modified platforms. Fix coming shortly.
GSmith63
07-12-20, 05:02 PM
Update 3b is now available.
The update can be downloaded here: https://drive.google.com/file/d/1D47ajmqysKCI_YxvMRbrncXGQ1zQAUNk/view?usp=sharing
* Fixed issue with non-working sonar signature icons in some single missions.
This issue can also be corrected manually, without having to download and replace all of the campaign files.
1. Go to the \override\campaign\maps folder.
2. Copy the norwegian_sea_traffic_1990.txt file and paste it back into the same folder, so that you have both the original file and a new copied file.
3. Rename the copied file to norwegian_sea_traffic.txt.
Thanks for everyone's help in tracking down and squashing these bugs.
von Zelda
07-13-20, 10:32 AM
Update 3b is now available.
The update can be downloaded here: https://drive.google.com/file/d/1D47ajmqysKCI_YxvMRbrncXGQ1zQAUNk/view?usp=sharing
* Fixed issue with non-working sonar signature icons in some single missions.
This issue can also be corrected manually, without having to download and replace all of the campaign files.
1. Go to the \override\campaign\maps folder.
2. Copy the norwegian_sea_traffic_1990.txt file and paste it back into the same folder, so that you have both the original file and a new copied file.
3. Rename the copied file to norwegian_sea_traffic.txt.
Thanks for everyone's help in tracking down and squashing these bugs.
GSimth,
Sorry to report the continuation of the same problem with Single Missions #3 and #6 after downloading your updated v3b last night.
Also, in rechecking #1 to #18 this morning, I had numerous crashes to a mostly blank screen, but not to desk top. On each occasion, I had to ctrl-alt-del to bring up task manager in order to exist from game. The crash to blank screen happened maybe once or twice previously while I was checking single missions but not as frequently as this morning. Now, the glitch happen frequently on #2 and only once on #3, not on any other single missions so far. The process is select Mission #2, click start, click accept, click accept then game crashes to a mostly blank screen instead of loading the mission, then freezes up, and then we must end Cold Waters in task manager panel to exit and reboot game.
I'm not sure if glitch has anything to do with the current Single Missions problem or not. But, I've not seen it anywhere else; that being un-modded stock or stock plus a 2004 Campaign mod that I've played.
Hope this is helpful. Thanks for your consideration.
GSmith63
07-13-20, 10:41 PM
GSimth,
Sorry to report the continuation of the same problem with Single Missions #3 and #6 after downloading your updated v3b last night.
Also, in rechecking #1 to #18 this morning, I had numerous crashes to a mostly blank screen, but not to desk top. On each occasion, I had to ctrl-alt-del to bring up task manager in order to exist from game. The crash to blank screen happened maybe once or twice previously while I was checking single missions but not as frequently as this morning. Now, the glitch happen frequently on #2 and only once on #3, not on any other single missions so far. The process is select Mission #2, click start, click accept, click accept then game crashes to a mostly blank screen instead of loading the mission, then freezes up, and then we must end Cold Waters in task manager panel to exit and reboot game.
I'm not sure if glitch has anything to do with the current Single Missions problem or not. But, I've not seen it anywhere else; that being un-modded stock or stock plus a 2004 Campaign mod that I've played.
Hope this is helpful. Thanks for your consideration.
Thanks von Zelda. Was able to fix this one pretty easily.
GSmith63
07-13-20, 10:49 PM
Update 3c is now available.
The update can be downloaded here: https://drive.google.com/file/d/1D47...ew?usp=sharing (https://drive.google.com/file/d/1D47ajmqysKCI_YxvMRbrncXGQ1zQAUNk/view?usp=sharing)
* Fixed issue with non-working sonar signature icons in 1968 single missions.
* Fixed crash bug in single missions.
von Zelda
07-14-20, 04:20 AM
Update 3c is now available.
The update can be downloaded here: https://drive.google.com/file/d/1D47...ew?usp=sharing (https://drive.google.com/file/d/1D47ajmqysKCI_YxvMRbrncXGQ1zQAUNk/view?usp=sharing)
* Fixed issue with non-working sonar signature icons in 1968 single missions.
* Fixed crash bug in single missions.
Mighty fine, mighty fine; will download immediately. Thanks
GSmith63
11-24-20, 10:40 PM
Update 4 is now available, and just in time for the American Thanksgiving holiday! Changes are as follows:
* Completely re-worked Soviet airborne ASW sensors, including adding additional sonobuoy types such as the Korshun series, reworking sonobuoy loadouts, and modifying the sensitivities of both active sonobuoys and dipping sonars, which were often way too powerful. I can expand on this in a future post if anyone is interested.
* Added SSBN mission patrol zones and waypoints in the polar cap, Barents Sea and Kara Sea (in real life HQ is NOT going to tell a sub skipper to search the entire Barents Sea in hopes of somehow running into an SSBN bastion!)
* Added multiple new SSBN Bastion missions and made them much more varied. A new one in the Kara Sea is especially difficult.
* Modified sea ice zones for the winter time period of the scenario, using data from the National Snow and Ice Data Center and the Norwegian Polar Institute. I had thought that sea ice was placed automatically by the game engine based on the season, but this does not appear to be the case. Sea ice zones in the original campaigns appear to have used data from mid-summer.
* Added missions specifically targeting Soviet ASW forces.
* Modified mission frequencies and eliminated a bug that caused Insertion missions to happen too frequently.
* Created additional artwork for “mission end” screens.
* Fixed a bug that spawned unescorted Soviet merchant vessels in random locations.
The mod can be downloaded here: https://drive.google.com/file/d/1D47ajmqysKCI_YxvMRbrncXGQ1zQAUNk/view?usp=sharing
NavyGuy570
11-26-20, 01:17 PM
Great mod, it adds a lot of flavor to the campaign. The 1984 campaign gets old after a while. I know I'm gonna sound like a broken record, but according to one of my books, the Romeo, Kanin, Sverdlov, and Kazbek where all retired by 1990. It is also interesting to note, a couple Yankee's (both the SSGN and SSBN versions), and a couple Whiskey's, where still in service at the time. But honestly I'm not sure if there would be enough to really make an appearance. Just a couple thoughts, but very nice work!
:Kaleun_Applaud:
GSmith63
11-27-20, 01:22 PM
Great mod, it adds a lot of flavor to the campaign. The 1984 campaign gets old after a while. I know I'm gonna sound like a broken record, but according to one of my books, the Romeo, Kanin, Sverdlov, and Kazbek where all retired by 1990. It is also interesting to note, a couple Yankee's (both the SSGN and SSBN versions), and a couple Whiskey's, where still in service at the time. But honestly I'm not sure if there would be enough to really make an appearance. Just a couple thoughts, but very nice work!
:Kaleun_Applaud:
Thanks NavyGuy! The overall goal was to simulate the attrition of front line Red units over the course of the war. But yeah, I agree that those older units were largely out of service, although many of them had not yet been scrapped. My thought was that they would have been quickly pressed back into service to replace front-line units that had been damaged or sunk. In the campaign timeline the Soviets had nearly three months to prepare before the beginning of hostilities, so the re-activations could have started early.
With that said, I'll also be the first to admit that I'm not sure if my line of reasoning is brilliant conjecture or self-serving rationalization!
NavyGuy570
11-27-20, 04:00 PM
I mean, it definitely makes sense to do that, I know I would. But at that point in time, most of the older units where being retired faster than they could be scrapped. Now days if you go onto Google Earth for example, you can see that they where actually scuttling units in mass, the majority of them being older subs. I mean, you could reactivate a scuttled sub, but faced with the economical situation at the time, I don't know if it would really be feasible. I also think the majority of the older surface units where sold for scrap to western nations. In the late 1980's, a Kanin sunk off Norway on its way to the breakers, and the majority of the Sverdlov's where actually retired in the 70-80's. Just a couple of thoughts. Sorry, I know I sound like a jerk.
GSmith63
11-27-20, 10:34 PM
I mean, it definitely makes sense to do that, I know I would. But at that point in time, most of the older units where being retired faster than they could be scrapped. Now days if you go onto Google Earth for example, you can see that they where actually scuttling units in mass, the majority of them being older subs. I mean, you could reactivate a scuttled sub, but faced with the economical situation at the time, I don't know if it would really be feasible. I also think the majority of the older surface units where sold for scrap to western nations. In the late 1980's, a Kanin sunk off Norway on its way to the breakers, and the majority of the Sverdlov's where actually retired in the 70-80's. Just a couple of thoughts. Sorry, I know I sound like a jerk.
No problem Navy Guy - I'm a big fan of constructive criticism. No one ever got better by listening only to praise.
steel shark
12-02-20, 11:20 AM
yes i couldn't agree more
show me a person who,s never made a mistake & Ill show you a person that has never made ANYTHING !!!
Steel Shark
GSmith63
03-04-21, 11:52 PM
Update 4a for the North Atlantic 1990 Realism Mod has been released. Mostly minor tweaks this time, including:
* Modified Land Strike missions to make the amount and type enemy activity near the launch basket much more variable.
* Modified SS Wolfpack missions to increase the number of enemy subs encountered, especially early in the conflict.
* Corrected the language in some ASUW mission orders and eliminated some contradictory information.
* Added one knot to the max speed to the Sturgeon class so that it is capable of performing knuckle maneuvers.
* Added additional artwork for "mission end" screens.
The update can be found here: https://drive.google.com/file/d/1D47ajmqysKCI_YxvMRbrncXGQ1zQAUNk/view?usp=sharing
Enjoy!
steel shark
03-12-21, 06:19 PM
thanks ill have a go on this it will be nise to play something ive not actually made for once
Steel Shark
Lonny007
04-28-21, 05:27 PM
I have to say for a Naval Game and Submarine gameplay factor Cold Waters has been been MY BEST MOST satisfying & constant entertaining excitement Submarine and Naval game experience so far, (never a dull or boring moment with the way this Sub game was made to play out, unfortunately other Sub Sim games can have long stretches of real time with boredom.) I am 51 and been playing since Dos. Your Realism Mod is what really topped it off for me = GREAT JOB = THANK YOU SO MUCH! The game play always amazes me with the different ways I die and also survive when I thought for sure I was a goner. Your Campaign is top notch and love how you can replay over and over again and things never play out the same, also easy to easier or harder opponents to existing campaigns like the Udaloy destroyer can really make things dangerous if you get to close to one, I have had many exciting moments trying to survive attacks from them.
I Honestly would have To give Cold Waters with your Realism Campaign as a Naval Game and Submarine Game and in the category as far as Steady Fun always Satisfying Exciting Gameplay and replayability and never a dull or boring moment is concerned The Best Naval Game and Submarine Game that I have played and I am a big SH3 and Sh4 Fan too, the Dark Waters Mod for SH4 is a real Gym and also the TMO Mod for SH4 is a must have Mod. Unfortunately with All the latest SH3 Mods I end up getting a CTD while playing the Campaigns. I hate CTDs Never had a 1 CTD with Cold Waters and have more hours playing that sub sim then the others. Cold Waters and your campaign is what helped me pass the time while living in a toy hauler for 2 years looking for gold out in the AZ desert.
Thank You Killerfish and GSmith63!
I have not tried the Epic Mod yet, does your campaign work with that mod?
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