View Full Version : PACIFIC~~~ Waters a Cold waters WWII Mod
steel shark
04-16-20, 06:37 PM
this is under construction the main basis is your sub is faster on the surface and slow under water ofc enemy air craft and surface ships will turn you in to a new type of cheese if they catch you on the surface the sonar is overhauled so you cant see the targets signature so auto id from the sonar man or visual Marking of target via mark or Recognition Manual is needed for Target Verification this and Atlantic Waters are in the Works.
The main Idear hear is to make a WWII SUB SIM that doesn't need a Great PC to work on.
Steel Shark.
That is intresting. Have you rewrited code in .dll for sub to be faster on the surface?
steel shark
04-17-20, 03:29 PM
looking at a number of ideas thanks for the interest m8
steel shark.
steel shark
04-17-20, 03:40 PM
Early Test sub not added deck gun yet
Theta Sigma
04-17-20, 07:24 PM
Titillating or tantalizing, I'm not sure, but I like what I see.
Aktungbby
04-17-20, 09:29 PM
M134!:Kaleun_Salute:
steel shark
04-24-20, 03:09 PM
designed a new store display 6 forward 4 aft tubes deck gun is fun
made 3 new torpedoes as well
mark 14 mod 3 (low-speed long range)
mark 18 mod 1 ( electric short range but no trail)
mark 23 ( high speed-short range )
HE shells & AP shells
Steel shark
HobbitJack
04-24-20, 07:38 PM
Wow! This mod looks like it could be great! I'll stay excited.
Aktungbby
04-24-20, 08:03 PM
HobbitJack!:Kaleun_Salute:
steel shark
04-25-20, 06:01 PM
ive extended the conning tower fore & aft to make room for the AA Guns
Theta Sigma
04-25-20, 07:29 PM
Wow! This mod looks like it could be great! I'll stay excited.
Same here.
NeonsStyle
05-17-20, 08:26 AM
Heyo, :Kaleun_Salute:
Ooo this does sound exciting. Please add some map tools if you can, in the very least so we can plot a course for an enemy torpedo.
:D :Kaleun_Cheers:
UDT_Seal
05-29-20, 12:05 PM
Looks really promising!
It would be great to have also RN campaign.:Kaleun_Cheers:
steel shark
05-29-20, 03:17 PM
there will be 2 ww-II mods Pacific Waters & Atlantic waters once Pacific waters is more close to done ill start on that and since they both set in World-war Two I can modify Pacific water Assets i still need to finish the AA guns on The Us feet subs ive made the body,s for the Gato and their near-sisters Balao , Tench Classes not AA yet ill put up a few pics
as for Uk ww2 subs ive started but not finished
T-class Submarine,s
P-class Submarine,s
O-class Submarine,s
R-class Submarine,s
Amphion-class submarine,s
i did have more picture's up but we limited on how many we can have so im constantly deleting older ones
Cheers for the interest mate.
SKIPPER80
05-30-20, 05:56 AM
Will have Manual TDC?
steel shark
05-30-20, 09:11 AM
Its under construction at the moment but im messing around with Epic waters as well what ive done so far is :
Angle on bow indicator not quite working 100% yet and the dial is fuzzy so ill replace it not sure why as other dial went in ok
Target ship angel working also not 100% accurate
watch working fully tho not added Hands yet the watch in Pacific waters is your torpedo run timer im going to add red line hands for each tube with a number at the end to correspond to the tube
the tube status indicators are
1. Ready at tube when they lights up tube is ready to fire
2.Active tube theirs a torpedo loaded
3.Armed Torpedo fish is live
so TUBE PICTURES show
Ready at tube , A , A
i am also using this for the deck gun might change that
the FWR & AFT labels on the weapon panel show with lights the 6 forward tubes and the 4 atf tubes to indicate as to which tubes fire forward and which fire aft i added this as there are 10 tubes all in all
the large red button is the fire button and the other two are like normal in cold waters tube cycle and weapon load or switch weapon type
I MUST STRESS THO this is all Work in Progress its defiantly not going to look like this on release as im more interested in it all working right first then ill make it look nise i will add tools in the Large tactical screen like rulers and protractors for range and Bearing calculations but not started on that yet
the Sd display were the ESM one was is your air search radar so basically craft Warning system it works but needs tweaking
their is also the CCIP Mode Toggle this is the
Constantly Computed Impact Point or ccip this is switchable on or off and its basically the cold waters lead marker like you would use for a Mark 16 Torpedo if you want help targeting with torpedoes or deck gun
as their is no active sonar on the ww2 submarines im going to add i converted the active & passive button to General Quarters battle stations with sounds or Alarm on German boats ect in Atlantic Waters
while we are on the matter of sounds each ship has had its sounds increased realistically so you can hear em under waters at the proper ranges
the surface noise level and the under water noise level are different and sound different example a merchant and destroyer sound very different the noise scales as they slow down or speed up so in time you will get familiar with ship types buy noise
so when you are in under water view point that is your Hydrophones station other identification methods are recognition manual this replaces your signature panel as you can see in the pic 1 or periscope marking of target
ive been messing with a new slimmer conning tower extension see what you think ive not made the decking plates for it yet still
HobbitJack
06-02-20, 11:24 PM
I'm liking this more and more each update.
Keep up the good work!
NeonsStyle
06-03-20, 01:48 PM
Cool. Add some map tools please. At least an ability to plot course
of target or torpedo. Will make a vid series of this if it holds up as good
as it looks. :)
steel shark
06-08-20, 05:22 AM
thanks for the interest you both stay safe out their
Exocet25fr
06-08-20, 09:59 AM
Nice Job here !:yeah:
HobbitJack
10-24-20, 06:57 PM
Not to bother you, but is this still coming along like we all hope?
steel shark
10-24-20, 09:00 PM
Killer Fish are kinda doing it any ways in the form of
War on the Sea
Command ships, submarines and aircraft in the South Pacific during WWII.
so im not sure if to keep at it also it was based off of standard coldwaters with playable subs
if i was to resume it the Epic Mod game platform is a better game mod to work off for making Pacific W@ters & Atlantic w@ters so it would need some serious reworking and re designing on my part
the other main problem is i lost like 60 % or more of it when a external drive failed some time back so id have to start from scratch for certain parts of it
so like i said im not sure
i could make random missions & a free roam Campaign i suppose in between projects if i made em use mod manager they be easy to load and unload from coldwaters base game
also im kinda heavily engaged doing Epic W@ters at the moment when i get free time i do that or make epic mod tweaks
that in its self is hard as its constantly changing versions i have to keep up with then apply my existing older changes on previous versions then make new stuff then bring it all up to to date with what ever version its at ect :
Epic mod ver 2.11 Tweaked files
Epic mod ver 2.12 Tweaked files
Epic mod ver 2.22 Tweaked files
Epic mod ver 2.22 Tweaked files Ver 2
Epic mod ver 2.23 Tweaked files Ver 3
Epic mod ver 2.23 Tweaked files Ver 3 fixed
Epic mod ver 2.24 Tweaked files Ver 4
then additional mods
Epic mod ver 2.22 ssn_virginia replacer
Epic mod ver 2.22 Tweaked files Ver 2 Depth mod
Epic Mod ver 2.22 200 FEET Helm Depth + 20 to 50 KYD Mod
Epic mod ver 2.23 Tweaked files Ver 3 Depth mod
Epic mod ver 2.23 vessel fixes
Epic mod ver 2.22 Tweaked files Ver 2 (AUDIO++)
Epic mod ver 2.24 Tweaked files Ver 4 Depth mod + SnS-Comp Hide
cold waters multi-mod hud replacer
Epic mod ver 2.24 Weapons Tags & DEX
BUT ....Ill see what i can do 4 you tho
stay safe m8
Steel Shark
steel shark
12-26-20, 11:54 PM
Scale testing of Jap Models in fleet formation
Steel Shark
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.