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SkulSS
05-29-20, 05:45 AM
Due to an ongoing dispute between Epic Mod and the Dot Mod development groups in regards to asset theft among other concerns, it is hereby ordered that discussion of both mods is hereby suspended indefinitely. Threads related to either will be closed non-punitively unless determined to be in direct and deliberate violation of the topic spamming rules.

Furthermore both Epic Mod and Dot Mod are also suspended from consideration for any Mod of the Year contests.

Update from 17 January 2022 - Due to the updates made to DotMod 0.3b4 that have been verified by myself, the restriction on DotMod is being lifted. The restriction on EpicMod remains in place.
Update from 31 March 2022 - Due to Epic continuing to take DotMod material without permission, the restriction on EpicMod continues to remain in effect. Threads about EpicMod will be closed and are not welcome.

Admiral Prower
SUBSIM Radio Room Moderator for Cold Waters
SUBSIM Discord Moderator
Ordered as of 8 January 2022 until further notice
Updated on 17 January 2022
Updated on 31 March 2022


Hi all!

New update for Cold Waters Epic Mod[vk.com] (https://vk.com/club165613870) has been released.

Changes in 2.12 version:
- Crew experience (test in the USSR Campaign 1984 North Atlantic)
- Fixes of the NATO Campaign 1968, 1984, 2002 (beta)
- Fix artillery of surface ships
- Fix guidance torpedoes on surface ships
- Fix guidance torpedoes on the submarine
- Extension damage to surface ships
- Dates in the corresponding language, etc.

Download removed by moderator order -Admiral Prower

Changes in 2.11 version:
- Different languages are now switchable via config.txt. Credit and our sincere thanks for partial English translation goes to Rokvam and Frank G. Thank you guys! Your work made this mod avaliable to english-speaking players (and actually inspired multilanguage feature development)
Gaps, like campaign briefings filled with auto-translated text.
- Measurment system witchable via config.txt.
- Voiceover switchable via installation option. You can choose Russian or English.
- Some other options(with explanation) in config.txt.
- 3 NATO Campaigns (1968NA|1984NA|2002Global)reworked by Epic (still WIP, but playable), again, inspired by Frank G. and Rokvam's work.
- Traversable border on global map. You can go around the world now. (AI can't)
- Surface vessels are automaticly spawns on 0 depth, so they will not be crushed anymore. Added to Quick Mission.
- US awards are back. Medals miniature number no longer limited.
- Some bugfixes and improvements. US subs now has correct towed array position
- Some info about mod is added to ingame help(shift+F1). That info is in blue color, so it is easily recognized.
- Player moved a bit away from enemy right before battle starts. This is tweakable via config.txt

IMORTANT: Campaign saves are not compatible with previous versions! New game is required!

ALSO IMORTANT: After playing Epic Mod or any mod that adds hotkeys (Skwabie's fo example) you will not be able reassign hotkeys if you return to original game. To fix this you have either to delete \AppData\LocalLow\Killerfish Games\Cold Waters\options.txt or delete all lines with new keys from that file.

Changes in 2.08 version:
- Fix for Wake guidance of 65-76 torpedoes
- Range of torpedoes depending on the mode of run
- Accounting the maximum depth of torpedoes
- Fixes, extensions, and improvements for all Campaigns
- Re-equipment of Soviet / Russian SUBMARINES in accordance with the project
- Close to real tech chars of torpedoes, etc.
- New campaigns (1968|1984|2002) including World Map War Theatre
- Surface vessels campaing (in test-mode)
- And many other things...

How to install
- Install clean version of Cold Waters 1.15 g (if another version of the mod is already installed, then in EpicMod Install.exe roll back the mod, delete the old MODS folder)
- Unpack the contents of the archive to the game folder next to ColdWaters.exe
- Run EpicMod Install.exe, activate the Main mod
- Additional options are available at will
- Run ColdWaters.exe

Have fun!

P.S. Many thanks to To Daniil Smirnov, Ivan Baranov, Oleg Vygovsky, Kosta Martynov, Skwabie, Max Panov, Alexander Krymsky, Lorenzo, Eugene "Ramius", Maria Sklyarova, Nikita Nichagin, Max Safonov, SEMA Ivanov, Dmitry Bondarenko, Rokvam and Frank G for partial translation into English, 「M〤」patrosha and Dot for initial post about 2.072 and to all those who participate in discussions, bug detection and testing of builds!

https://www.youtube.com/watch?v=FQpQtqRuX4I

https://sun9-4.userapi.com/c206828/v206828507/1247df/3lK0aO54iJQ.jpg

https://sun9-21.userapi.com/WENCVBjzzX94KqfJ4vljlzw1vuJe74PudwLk7Q/1LyuaH6We0Q.jpg

https://sun1-17.userapi.com/MD6vo5sOb6ENBSAnr7XaiaZ-nSGRg2B4IWdeRQ/J8rqPlLPwRs.jpg

https://steamuserimages-a.akamaihd.net/ugc/785253567351276914/15F5419A85F7E27C9254FD595090A47F1448DC29/

https://sun9-58.userapi.com/c858424/v858424177/1857f7/y81Ihx1AdR0.jpg

https://sun1-16.userapi.com/2pVlmv_0TGn0mohIayVtrk68aidTgBkjpJRoSA/GbIfw3ebu2k.jpg

https://sun9-71.userapi.com/c851024/v851024196/1cd234/QXO-6IcrNvs.jpg[/IMG[IMG]https://sun9-65.userapi.com/c856132/v856132196/fe94e/lGlsSCvHi3k.jpg[/IMG[IMG]https://sun9-16.userapi.com/c852136/v852136196/1d7ebc/f-AgfI0MfTU.jpg

https://sun9-13.userapi.com/zomCcG6_ncZTQONdh917PSNvOk7uUo9koTriIA/JPmczVcVsyk.jpg https://sun1-17.userapi.com/JP3EhBXAc5zjaa4a4x66fZOWLMdy4YtEK0Sifg/X6ph60rHIt0.jpg?ava=1

https://sun9-5.userapi.com/yi4eMCWOblNslgMinIGPSP2yxkgpT8mpX305tQ/kVgJ7hqkZZE.jpg https://sun9-23.userapi.com/8UcE47zzFzuSf6fR29ZViogfSA2Gygl765XhyQ/VIBOzsqiCHI.jpg

https://sun1-93.userapi.com/9bE67qwhEU9ZOZfHgba5P9sgk9aKZpW9D6cXNg/1UdJFu5wUB0.jpg

Work in progress...

SKIPPER80
05-29-20, 06:09 AM
The wake-homing torpedo attack is WOW! 32:40 - 34:00:Kaleun_Cheers:

rpembert
06-01-20, 06:05 PM
Sorry if this has been addressed before, but how does the Towed Array get deployed on the US boats? VLF LF TOWED is showing 0.

Thanks,
Joshua

M134
06-01-20, 07:31 PM
Sorry if this has been addressed before, but how does the Towed Array get deployed on the US boats? VLF LF TOWED is showing 0.

Thanks,
Joshua

By pressing "Backspace" (by default. Can be remapped)
Also you can find some info about mod changes and looking for the blue text.

rpembert
06-02-20, 05:07 PM
By pressing "Backspace" (by default. Can be remapped)
Also you can find some info about mod changes and looking for the blue text.

Thanks a lot man!
Joshua

Aktungbby
06-02-20, 08:58 PM
rpembert!:Kaleun_Salute:

HobbitJack
06-02-20, 11:36 PM
Just so you guys know, you're insane.

Keep up the good work. I may not speak Russian but CW and your mod are both great.

SkulSS
07-25-20, 10:58 PM
https://www.youtube.com/watch?v=yZi5HQbLP7c&t=3484s

SkulSS
07-25-20, 11:00 PM
Changes in 2.21 version:
-Full English NATO Campaigns 1968, 1984, 2002 + Surface fleet Campaign (beta)
-Fire of artillery guns of the player's surface ships (ENTER)
-Fire RBU (anti-submarine rocket launcher) of player's surface ships (SHIFT + ENTER)
-Fire CIWS of player's surface ships (automatically)
-Use of anti-missile passive interference on surface ships (DELETE)
-Added Campaigns on the Global Map for the Surface Fleet
-Expanded list of playable surface ships
- AI of the enemy applies anti-ship missiles /anti-submarine missiles depending on the target
-Fixes, edits, improvements

M134
07-26-20, 07:00 PM
Hot fix for 2.21:

https://vk.com/club185265557?w=wall-185265557_145%2Fall

Comes in two versions with English and Russian voiceover.

- Correct language files
- Message about incoming missile in near zone will now appear for players without AddtionalChangesEnabled
- Color filter Blockbuster 15 (as Nils suggests)
- Kirov's DC image
- Alert sound an missile launch detection
- DC image corrections for player surface ships
- Mast's fixes (no more UFO on Sovremenny)
- Grisha 3 added to Quick Mission

SkulSS
07-27-20, 03:53 PM
https://drive.google.com/file/d/1iH9SJRCGyEPG4FIr-XqiuCgpOYLRdEGt/view?usp=sharing - Cold Waters Epic Mod 2.22

Enjoy)

SkulSS
07-28-20, 05:01 AM
https://www.youtube.com/watch?v=urGCe1B9-ig

NavalAviator15
07-30-20, 11:18 AM
What folder do I unpack this mod into? Just place the mods forlder in the basic cold waters folder? Streaming assets? Coldwaters_Data?

Aktungbby
07-30-20, 11:38 AM
NavalAviator15!:Kaleun_Salute: after a long silent run!:up:

jack33
07-31-20, 05:28 AM
This mode epic 222 is completely changing the way the game's artificial intelligence works and I like it, the way enemies react to attacks is much more aggressive and effective. What I would ask the developers in this way would be the option of being able to make marks on the navigation map so that I can track the contacts of the sonar and thus know the last known position of the contact, a kind of TMA, since that when a contact is lost in the game, the mark on the map disappears. For the rest, magnificent work and to continue working if you want., So we enjoy the community, thank you very much

Carcass.
07-31-20, 07:51 PM
Good day to you all.
I have installed the 2.22 mod and activated English UI with Russian voice but all orders etc are still in Russian language. Anyone know what i'm doing wrong?

Aktungbby
07-31-20, 07:53 PM
Carcass.!:Kaleun_Salute:

Carcass.
07-31-20, 07:55 PM
:Kaleun_Cheers:

wwulf
08-01-20, 06:39 PM
GREAT job on this mod ! Just need to fix some of the translations. Please keep up the amazing work. And if you could find it in your heart to add the Virginia class sea wolf. I would be ever grateful :Kaleun_Applaud::Kaleun_Thumbs_Up::Kaleun_Cheers:

SkulSS
08-17-20, 06:06 AM
https://www.youtube.com/watch?v=n55kU7L6Fd4&t=5644s

https://drive.google.com/file/d/1iH9SJRCGyEPG4FIr-XqiuCgpOYLRdEGt/view?usp=sharing - Cold Waters Epic Mod 2.22
https://www.donationalerts.com/r/epic_fun - поддержать проект)
https://www.buymeacoffee.com/EpicFun - Buy me a coffee)
https://vk.com/club165613870 - Группа VK по данному моду

Orthy
08-18-20, 12:21 AM
The surface ships offer a very unique challenge. It's weird having to be on the receiving end of submarine warfare in the technical sense... can we use aircraft yet?:salute:

SKIPPER80
08-18-20, 12:47 AM
The surface ships offer a very unique challenge. It's weird having to be on the receiving end of submarine warfare in the technical sense... can we use aircraft yet?:salute:

+1. Boom or accelerate solution, extend detection & attacking range by deploying Helicopter equipped with dipping sonar and air-drop torps.
:Kaleun_Cheers:

Aktungbby
08-18-20, 12:48 AM
Orthy!:Kaleun_Salute: after a long silent run!:up:

Lasstmichdurch
08-18-20, 10:09 AM
What an absolute great Work! Thx a lot!:yeah:

M134
08-20-20, 02:12 AM
+1. Boom or accelerate solution, extend detection & attacking range by deploying Helicopter equipped with dipping sonar and air-drop torps.
:Kaleun_Cheers:

They are quite OP and well-equiped to be on delivering end)
No aircraft planned atm. Making guns and RBU was hard, but aircraft is even harder and is beyond my skill for now.

SKIPPER80
08-20-20, 05:36 AM
They are quite OP and well-equiped to be on delivering end)
No aircraft planned atm. Making guns and RBU was hard, but aircraft is even harder and is beyond my skill for now.

What you guys have achieved is brilliant and appreciated. Can't ask more even being eager to get more, LOL.

:Kaleun_Salute:

M134
08-20-20, 07:21 AM
What you guys have achieved is brilliant and appreciated. Can't ask more even being eager to get more, LOL.

:Kaleun_Salute:

How about abilty to place NavMarker on TacMap and separate calibers for soviet tubes (player only)? ;)

Furworm
08-20-20, 11:26 AM
I'm guessing this won't work on the Mac version of the game?

M134
08-20-20, 11:28 AM
I'm guessing this won't work on the Mac version of the game?

AFAIK it works on mac. You just have to install mod manually without (not really needed) installer

johan_d
08-23-20, 05:24 AM
Alternative download ? drive is over its limit..

SKIPPER80
08-23-20, 06:24 AM
Alternative download ? drive is over its limit..

You can get the download link from their own website and the latest version is 2.22. OP should Update the post title.

https://vk.com/club165613870

:Kaleun_Cheers:

johan_d
08-23-20, 06:41 AM
No I cannot.
The download link to google drive is quota exceeded... is there an alternative link ?
EDIT: tried on my other PC and it works, without the error.. strange!

caine007
08-24-20, 02:06 AM
This mod... holy crap...

So much content. Incredible job!

Any idea on when there will be new translations? I can read cyrillic but it takes me ages on some of the mission briefs to find a word I recognise :D

It's be great to even just translate or even highlight the critical words.

Tankers
Greenland Sea
ASW Patrols

etc.

спасибо!

Fire
08-24-20, 05:35 AM
Really great mod. :yeah:


But is there a reference anywhere what specs all the russian weapons have and when to use which one?

M134
08-24-20, 06:22 AM
Really great mod. :yeah:


But is there a reference anywhere what specs all the russian weapons have and when to use which one?Check in-game reference

Railgun
08-24-20, 01:59 PM
Hi Everyone


Big thanks to the modders for this.



Can anyone tell me, what do you install ? I have JGSME on screen and I can see about 5 elements in Russian under what I think the main mod is and then some options in English which you can clearly choose from.



Did I miss the installation instructions ?

steel shark
08-24-20, 02:29 PM
1. The main mod - Epic Mod 2.22 (Main Mod)


2. Add. option - unidentified enemy contacts on campaign map

3. Add. option - Water transparency TRANSPARENT (underwater visibility like in vanilla)

4.1 Add. option - Dashboards HORIZONTAL (All 3 control panels are visible and are at the bottom of the screen)


4.2 Add. option - Dashboards RIGHT TO COLUMN (All 3 control panels are visible and are attached to the right of minimap)


5.1 Add. option - English voice acting

others easy to read

install

1.the main mod

then install desired options choices

hope this helps you


Steel Shark

Railgun
08-24-20, 03:05 PM
Steel Shark



Thats great !


Thank you for the very quick reply !


:up:

Railgun
08-24-20, 03:35 PM
Steel Shark,



Or anyone else patient enough ;)



Which file folders do you install it into, in the Cold Waters folder ?




Thanks In advance



Rg

steel shark
08-24-20, 06:36 PM
once you have downloaded Epic Mod 2.22 ---UNZIP IT THEN put the mod folder were your cold waters EXE file is Easy way is to RIGHT CLICK on your cold waters icon with mouse then
go to Open file location

when this is done copy the mods folder and the Epicmod Install program were coldwaters exe is once mod folder is added their use mod installer to add your options

so click on the Epicmod Install its the yellow G thing set a folder name by default its MODS what ever is in there is able to be added or removed using the arrows

so a enabled load order would be for example :

1. Epic Mod 2.22(Main Mod)

4.2 Доп. опция - Приборные панели СПРАВА В СТОЛБЕЦ ( All 3 control panels are visible and are attached to the right of minimap)

5.2 EnglishUI + EnglishVoices

once you have added main mod no 1 and any options then just launch the game normally

Steel Shark

Railgun
08-25-20, 01:52 AM
All working fine now



Thanks :salute:

caine007
08-25-20, 02:28 AM
Really great mod. :yeah:


But is there a reference anywhere what specs all the russian weapons have and when to use which one?

I almost feel like the torpedoes themselves could use a bit more iconography to show what they do as they have quite similar names and share a lot of functionality.

Oh and the Shkval is awesome :up:

I have no idea how to actually hit anything with it but it's super cool to fire. (I know it's WIP)

Whitzwolf
08-25-20, 03:03 AM
So I'm doing a spec ops mission into Gremikha 1984 campaign and uhh...there's HUGE FPS lag (like 10fps) ... was wondering why and after a ship suddenly seeming randomly exploded I found the answer...

https://imgur.com/a/cHOITCT

It's over 9000!

Yeah uh too many harbour mines lol

EDIT: I did some digging and it might be the INSERTION_LOCATION_18 mission?
The numbers seem very different to 11 and 12, especially the "number across" figure being 90 instead of 10

"ProximityMineLocations=-4,81|-92,104|-134,124
//number across,number deep,length,depth
ProximityMineField=90,14,100,10|90,14,100,10|90,14 ,100,10
ProximityMineFieldAngles=25,5,40
ProximityMineScatter=0.3,0.3,0.3"

I changed it to 10 each for "number across" and it totally fixed the FPS (and also the mines too). Will try experiment some numbers to see how high before FPS tanks
50 was too high, '30' seems to optimum number (no FPS loss) for me but it was playable with a little FPS lag at '40'

Fire
08-25-20, 05:56 AM
Check in-game reference


So there is no printable reference anywhere? It also seems that some weapons are missing in the in-game reference, for example MK20S or MK VIII

M134
08-25-20, 08:43 AM
EDIT: I did some digging and it might be the INSERTION_LOCATION_18 mission?
The numbers seem very different to 11 and 12, especially the "number across" figure being 90 instead of 10

"ProximityMineLocations=-4,81|-92,104|-134,124
//number across,number deep,length,depth
ProximityMineField=90,14,100,10|90,14,100,10|90,14 ,100,10
ProximityMineFieldAngles=25,5,40
ProximityMineScatter=0.3,0.3,0.3"

I changed it to 10 each for "number across" and it totally fixed the FPS (and also the mines too). Will try experiment some numbers to see how high before FPS tanks
50 was too high, '30' seems to optimum number (no FPS loss) for me but it was playable with a little FPS lag at '40'

Yep, Epic told that he was experimenting with mine density...

Be aware that total mine quantity is number across * number deep, so in this case it is 90*14=1260 per minefild

M134
08-25-20, 09:14 AM
So there is no printable reference anywhere? It also seems that some weapons are missing in the in-game reference, for example MK20S or MK VIII

No, there is no printable reference.

MK20S and MK VIII descriptions with mistakes... Correct text is a very weak point of this mod, both in russsian and in english.

https://prnt.sc/u5mcbq
https://prnt.sc/u5mdr7
https://prnt.sc/u5mcbq

steel shark
08-25-20, 02:05 PM
when i make weapon in any cold waters mod i add tags to em for a basic reference you can too look in epic mod for this folder :

Cold Waters\MODS\1. Основной мод - Epic Mod 2.22 (Main Mod)\ColdWaters_Data\StreamingAssets\override\lang uage_en\weapon

in their are the weapons so for example :

[Weapon Reference]
WeaponName=MK8 (M4 anti-ship)
WeaponDescriptiveName=Mark 8 torpedo ( Mk8 mod 4 ) heavy anti-ship torpedo
WeaponDescription=The Mark VIII was the first burner-cycle torpedo in service although the original design dates from the 1920,s those manufactured during and after world war II were to a much-modified design. this torpedo was still in front line use with the Royal Navy as late as 1982.

were it says

WeaponName=

is what you see in game so for example :

WeaponName=MK16 (M1 Anti-Ship)

WeaponName=MOSS MK70 (decoy)

see pic 1 for a picture example

one thing to note tho dont make em too long or they go over hud elements

and REMEMBER TO remove then re add any mod with the installer after you change anything

hope this helps

Steel Shark

Fire
08-25-20, 02:35 PM
Thanks for the tip, that's great and enough in-game reference for me with the tags. :up:

steel shark
08-25-20, 06:46 PM
no problem

im going to be away for a bit got to attend a funeral

leave any messages in private chat ill get back to u when i can


l8r,s @ll stay safe


Steel Shark

kalkanor
08-26-20, 05:08 AM
Is it possible to deploy the helicopters when you are playing the surface ships campaign? If yes, what is the shortcut? Thanks in advance.:salute:

BlackHawkElite
08-27-20, 01:35 AM
They are quite OP and well-equiped to be on delivering end)
No aircraft planned atm. Making guns and RBU was hard, but aircraft is even harder and is beyond my skill for now.

So no, no helicopters for now. It would be awesome tho.
btw, saudações curitibanas!
:()1:

mabi1977
08-27-20, 02:11 PM
Hi. I do not yet have the mod installed, as I am looking for playable diesel-electric subs like ie. the German types 206 or 212A. Are these somehow (also visually) implemented in this mod? Thanks in advance for your replies! :salute:

SKIPPER80
08-27-20, 08:11 PM
Hi. I do not yet have the mod installed, as I am looking for playable diesel-electric subs like ie. the German types 206 or 212A. Are these somehow (also visually) implemented in this mod? Thanks in advance for your replies! :salute:

It has playable Type 209 and Type 212A. Astute class for Royal Navy is also available. Ambushing battle with AIP sub is really fun.

:Kaleun_Cheers:

BeeGee
08-29-20, 01:58 AM
Hi, I already have the epic mod 2.22 + (5.6) epic mod 2.22 tweaks but can't find Virginia class sub on the submarine selection for the NATO 2002 campaign. I do find it on the single modes modes. It seems virginia class is not the only missing sub when I checked the editor.txt file. Anyone else experiencing this issue?

mabi1977
08-29-20, 02:54 PM
It has playable Type 209 and Type 212A. Astute class for Royal Navy is also available. Ambushing battle with AIP sub is really fun.

:Kaleun_Cheers:


Thanks, mate. Installed mod under Windows and found the subs.

All I could now only ask for was 1) a way to install the mod on a MAC and b) proper visuals of the 209 and 212A subs instead of having e.g. an ALFA... :har:


:Kaleun_Cheers:

CaptainHaplo
08-29-20, 06:33 PM
A lot of great things in this mod - makes me regret I can't really play it much. Sadly, the lack of English translated orders make it impossible for me to know what it is I need to do be doing.

However, I have played some and found the game to be greatly enhanced. This is what Modding is about - taking a good game and making it much better. :Kaleun_Cheers:

The only "fail" here is with me and my inability to understand the information presented. So hopefully there will be a full translation at some point (I admit, I also wanted to know what the newpapers said!!) but I want to encourage anyone with a love of the game and the ability to read the language to give it a try.

SKIPPER80
08-29-20, 11:37 PM
A lot of great things in this mod - makes me regret I can't really play it much. Sadly, the lack of English translated orders make it impossible for me to know what it is I need to do be doing.

However, I have played some and found the game to be greatly enhanced. This is what Modding is about - taking a good game and making it much better. :Kaleun_Cheers:

The only "fail" here is with me and my inability to understand the information presented. So hopefully there will be a full translation at some point (I admit, I also wanted to know what the newpapers said!!) but I want to encourage anyone with a love of the game and the ability to read the language to give it a try.

Have you installed the optional language patch? AFAIK, campaign 1 - 4, 8, 9, 11 - 13 have been translated. :Kaleun_Wink:

BlackHawkElite
08-30-20, 05:33 PM
Since i greatly enjoy playing the soviet campaign, one way i found to translate the things i don't understand is to use the google translator app on my phone, it can translate from an image of the screen, not perfectly, but enough to understand what's your objective. Highly recommend it!
(works better on the "scan" function):Kaleun_Wink:

Other than that, had one helluva great time playing with this mod, with correct text it will be a really solid experience(already is imo).

Can't wait to start seeing new 3d models being added to it!:Kaleun_Cheers:

Aktungbby
08-30-20, 07:54 PM
kalkanor!:Kaleun_Salute: & BlackHawkElite!:Kaleun_Salute: & mabi1977!:Kaleun_Salute: & BeeGee!:Kaleun_Salute:

SkulSS
08-31-20, 01:04 PM
https://www.youtube.com/watch?v=_M0TFU5Ne34&t=15206s

https://drive.google.com/file/d/17CPOPVmkuOt9qWSlrCoWAIwv_Fl4mFlv/view?usp=sharing - DOWNLOAD Cold Waters Epic Mod 2.23

https://www.donationalerts.com/r/epic_fun - поддержать проект)

https://patreon.com/EpicFun - support Patreon

https://www.buymeacoffee.com/EpicFun - Buy me a coffee)

https://vk.com/club165613870 - Группа VK по данному моду

SkulSS
08-31-20, 01:15 PM
Changes in 2.23 version:
-New models
-Accounting for the caliber of torpedo tubes
-Versatility of the missile guidance mode (surface / ground targets)
-Indication of the launch point of enemy anti-submarine missiles
-Setting markers on the tactical map
-Metric system, menu language, and voice-overs change in the game options
-Improvements, fixes, extensions

wwulf
08-31-20, 05:48 PM
Keep them coming ! LOVE this mod . Breathed life back into this fine game for me. Had it from the start. A shame that KillerFish is no more :(:Kaleun_Salute:

SKIPPER80
09-01-20, 04:57 AM
https://www.youtube.com/watch?v=_M0TFU5Ne34&t=15206s

https://drive.google.com/file/d/17CPOPVmkuOt9qWSlrCoWAIwv_Fl4mFlv/view?usp=sharing - DOWNLOAD Cold Waters Epic Mod 2.23

https://www.donationalerts.com/r/epic_fun - поддержать проект)

https://patreon.com/EpicFun - support Patreon

https://www.buymeacoffee.com/EpicFun - Buy me a coffee)

https://vk.com/club165613870 - Группа VK по данному моду

Really appreciate your fantastic work! Could you plz enable the automatic captioning feature in youtube for your video so that we can also enjoy it with auto-generated English subtitles. :Kaleun_Cheers:

SkulSS
09-01-20, 06:34 AM
Really appreciate your fantastic work! Could you plz enable the automatic captioning feature in youtube for your video so that we can also enjoy it with auto-generated English subtitles. :Kaleun_Cheers:

Okay, I'll try it next time :salute:

CaptainHaplo
09-01-20, 06:46 PM
@Skipper80,

Yes I did - specifically installed the English ui and voices pack - but that is the only translation pack available that I saw. Order screens were still in Cyrillic as were "news update" screens.

If there is something else out there that I missed, throw me a link please.

SKIPPER80
09-01-20, 07:07 PM
@Skipper80,

Yes I did - specifically installed the English ui and voices pack - but that is the only translation pack available that I saw. Order screens were still in Cyrillic as were "news update" screens.

If there is something else out there that I missed, throw me a link please.

EM 2.23 is out, in which voice and ui switching are integrated into the game menu. You can find the link through the developer's thread at #60.

Spielmann
09-05-20, 07:06 AM
The game looks great on utube and I wand to play it also, but I have a big problem. I Am trying to install the epic mod on my new Cold Waters game.
I must be doing something wrong. I can not get it working. The only thing that is changed in the game is that all texts are in russian now....
Is there a toturial for using these mods?

I Am a coldwar surviver and not the best with computers. As long as they are running its fine but when there is something wrong I can not repair it.

On the other hand, I am very good in repairing schips in real life. Fixing a dieselengine is in my opinion less complex than installing this mod. Yes you may laugh, but please have some compassion.

Please help me before I try to fix this with a hammer. (and killing my new computer...)

steel shark
09-05-20, 10:39 AM
1.)--------Installing




once you have downloaded it ---UNZIP IT THEN put the mod folder were your cold waters EXE file is Easy way is to RIGHT CLICK on your cold waters icon with mouse then
go to Open file location

when this is done copy the mods folder and the Epicmod Install program were coldwaters exe is once mod folder is added their use mod installer to add your options


1. Epic Mod 2.22(Main Mod)

then any options you want

use the arrows to add or remove stuff


to launch coldwaters just use your normal desktop icon as per usual




any problems just message me on Subsim


steel shark

Rotor
09-05-20, 04:17 PM
The game looks great on utube and I wand to play it also, but I have a big problem. I Am trying to install the epic mod on my new Cold Waters game.
I must be doing something wrong. I can not get it working. The only thing that is changed in the game is that all texts are in russian now....
Is there a toturial for using these mods?

I Am a coldwar surviver and not the best with computers. As long as they are running its fine but when there is something wrong I can not repair it.

On the other hand, I am very good in repairing schips in real life. Fixing a dieselengine is in my opinion less complex than installing this mod. Yes you may laugh, but please have some compassion.

Please help me before I try to fix this with a hammer. (and killing my new computer...)

...and after you have install the EM2.23, you CHANGE language in the main menu (where it is in Russian).

Topo65
09-05-20, 06:40 PM
For those who do not know where is the option to select the language in English.


3540


3541

Spielmann
09-08-20, 03:04 PM
Thank you for your help and time. My brother helpt me. Teamviewer is a great thing. It was very simple for him. I Am very glad I did not kill my computer but in reallife I think it is better for me to keep repairing schips. Again thanks a lot.

Aktungbby
09-08-20, 03:28 PM
Spielmann

cwmurt
09-09-20, 07:21 AM
hello all thank you very much for all the work on epic mod!


first time installer and i might have a problem: all units on the global/strategic map 2000 nato campaign global is moving very very fast, much more noticeable than vanilla and playable subs mod.


is there a setting etc. that i need to tweak for them to slow it all down?


em2.23 + steel sharks latest tweak that he mentioned above, cheers tia.

Aktungbby
09-09-20, 12:14 PM
cwmurt!:Kaleun_Salute:

Railgun
09-10-20, 01:14 AM
Hi everyone.


Having alot of fun in the 1968 North Atlantic in my Juliet . One quick question, do the surface escorts have a limited amount of torpedoes to use or can they just fire them ad infinitum if they have a valid contact ?



Thanks and well done the modders,



R

steel shark
09-10-20, 05:58 AM
Surface ships have ammunition limits on :

Torpedoes

RBU-Launchers

decoys

--------------------------------------

Deck Gun,s & Chaff are infinite tho as are Anti-Aircraft Missiles

&

Aircraft be it Fixed Wing or Helicopters have Fully Limited ammo

so they can run out of everything eventually

so like Sonar buoys Active & Passive

&

Depth-bombs & Torpedoes

well Bar fuel to fly

NOTE : tho helicopters dipping sonar will all ways be available of course

Steel Shark

Fire
09-10-20, 11:14 AM
I'm driving a Yasen-class submarine.
I'm at 76m and 5 knots, no rudder or ballst set. Everytime I deploy the towed array it gets damaged.
This doesn't happen with other submarines and I find it strange that this is the most up do date sub for the russians....:hmmm:
Is there any file where I can look what the save settings for deploying the towed array are?

Railgun
09-11-20, 04:20 AM
Thanks Steel Shark .

SkulSS
09-11-20, 06:17 AM
hello all thank you very much for all the work on epic mod!


first time installer and i might have a problem: all units on the global/strategic map 2000 nato campaign global is moving very very fast, much more noticeable than vanilla and playable subs mod.


is there a setting etc. that i need to tweak for them to slow it all down?


em2.23 + steel sharks latest tweak that he mentioned above, cheers tia.

Hello! Thanks for the report, fixed it, download the mod again

kalkanor
09-11-20, 11:56 AM
So no, no helicopters for now. It would be awesome tho.
btw, saudações curitibanas!
:()1:

Thanks, man!! Saudações! :Kaleun_Salute::Kaleun_Cheers:

Santini
09-11-20, 12:06 PM
Hello! Thanks for the report, fixed it, download the mod again

From the google drive link?

Swordsman422
09-11-20, 12:21 PM
Where can I find the English version please?

steel shark
09-11-20, 12:51 PM
fire up the game then go to options UNDER ( GAME ) there are 2 options for voice and language they on slider bars 2 choices :

so

Voice Russian or English

Language Russian or English

try that


Steel Shark

Swordsman422
09-11-20, 02:25 PM
There it is. Thanks!

xceptor
09-12-20, 10:05 AM
Surface ships have ammunition limits on :

Torpedoes

RBU-Launchers

decoys




I dunno if its my fault, everytime i try to play surface fleet with kirov, the ship starts emerging from underwater to about 3 meters above water and its destroyed. That didnt happen last version. Im also using the tweaked epic version ver 3 so Im not 100% its an epic mod issue or something else.




UPDATE> I did a clean install of the game and the epic mod 2.23 only. Issue isnt there anymore. So I guess the epic mod tweak ver 3 has some serious issues and broke the surface game. Im not using it anymore. Epic mod 2.23 works perfectly anyway

steel shark
09-12-20, 11:01 AM
humm yes its that 20 to 50 kyd mod i only really play as submarines and that is not effected so i dident notice ill fiddle with it or just rip it out then put it back up thank you for bringing it to my attention

as for issues that is just modding mate so nothing is ever going to be 100%

you can have large corporation company's that miss stuff and make mistakes
so im no different bar im a one person show



Steel Shark

steel shark
09-12-20, 11:32 AM
i just ripped out the 20 to 50 k code changes and all good ive tested it too on surface ships & subs so no issues

Steel Shark

xceptor
09-12-20, 01:29 PM
humm yes its that 20 to 50 kyd mod i only really play as submarines and that is not effected so i dident notice ill fiddle with it or just rip it out then put it back up thank you for bringing it to my attention

as for issues that is just modding mate so nothing is ever going to be 100%

you can have large corporation company's that miss stuff and make mistakes
so im no different bar im a one person show



Steel Shark


Sorry, didnt realise how insesitive my post was. To use your tweaked mod meant I like it, so please accept my thanks and GOOD JOB! Thanks for your time and effort trying to mod a mod:)



Now that im here, I wanted to say that I really really enjoyed how you made the bottom of the sea being visible even if its really deep, and especially how you made it have Whole mountains.

Also, maybe its all in my head, but I have a feeling that the sounds of war (firing torps, missiles etc) its louder in your mod and it felt more realistic.

keep it up!

steel shark
09-12-20, 01:54 PM
i will all ways learn more from mistakes & errors

my main problem is time i use my free time to mainly mod so that i dont get time for proper testing ive never actually used a surface ship in 2.23 un till your post to day
so Very Glad for your input

as i view ocean vessels in two category,s

Submarines & Targets


i spent a lot of time doing sounds i like em noticeable but not too loud
doing the mic bleeps took ages .....for crew voices

so Glad you like the sound

i would have found out next week tho as im making my redone surface huds

new UZO style bridge mounted binoculars totally redesigned hud so no depth controls visible

you stay safe Mate

p.s try out new fixed version of Tweaks III it should be ok now



Steel Shark

507
09-12-20, 05:49 PM
I'd like to add my thanks too. You have transformed the game in such a short time I had no idea you were a one man band. I particularly like your red transient noise markers and that they are persistent,also the 50,000 yard mod.gives one time to plan and think before the torpedoes fly.would it be possible to show sonobuoys and hovering helicopters on the tatical map so we have an idea where they are trying to triangulate on us. kind regards stay safe from down under

xceptor
09-12-20, 06:29 PM
hello all thank you very much for all the work on epic mod!


first time installer and i might have a problem: all units on the global/strategic map 2000 nato campaign global is moving very very fast, much more noticeable than vanilla and playable subs mod.


is there a setting etc. that i need to tweak for them to slow it all down?


em2.23 + steel sharks latest tweak that he mentioned above, cheers tia.


They forgot a "0" for a setting. go to your gamedata, overide, streaming assets etc, campaigns, campaign 3 I think is the one with the problem. Open the text file and look for MapTimeCompression=3600. If its 3600 its ok. The campaign with the issue has 360. Just add a "0"

SkulSS
09-13-20, 03:59 AM
Hi! Link is updated 13.09.20, critical fixes in USSR Campaigns :salute:

Tucker
09-15-20, 11:52 AM
This is an amazing mod, thank you for all your hard work, SkulSS. :Kaleun_Salute:

But I do have one quick question, I am currently playing the beta campaign for NATO 1984 campaign and the Los Angeles Class doesn't have harpoon or tomahawk missiles available to it. Why is this? Especially when the Flight II boats are also available in the campaign and can use both of them. Thanks!

steel shark
09-15-20, 12:32 PM
im guessing it depends on what date that los Angeles represents


to get round this i do Variant types for each class i make so for example my los Angeles Class Line would be :


los Angeles_flt1_76 / type ssn (Original Version)


los Angeles_flt1_78 / type ssn (harpoon Version)


los Angeles_flt1_83 / type ssn (Tomahawk Version)


los Angeles_flt1_88 / type ssn (Mk48 ADCAP Version)


los Angeles_flt1_00_imp1 / type ssn (Refit Version)


los Angeles_flt1_00_imp2 / type ssn (End of Life Version)

Actual Decommissioned dates are all over the place as this class of Nuclear Attack submarine is the largest in the world but i believe the last one was scheduled to be Decommissioned in 2020 ish (USS Olympia)


the Numbers Represent Vessel Equipment Change Dates so 1978 is the Harpoon Entry in to service and Default Equip Hence los Angeles_flt1_78

all changes are in the Vessel read me,s too for Information :


ShipClass=Los Angeles
Description=SSN-688 Los Angeles Flt-1 Los Angeles-class Nuclear Attack Submarine (1978 Harpoon Version)
History=In service since 1978, this class was the first to be designed from the outset with a towed array, and the first to return to the 30+ knot speed of the Skipjacks. Originally designed to screen carrier groups against Soviet submarines, they combine high speed with excellent digital sonar and firecontrol, and the most advanced quieting available. With the addition of Harpoon Anti-Ship missiles, these boats are as capable against enemy shipping as they are against submarines. the decoy launcher is now a larger 25 rounds. Their only drawback is their very expensive cost and large size, that makes them and less maneuverable and deep-diving than the earlier Sturgeons.


by doing this i can add different radars , towed arrays Torpedo types , Missile types Quietening Methods ect

and you can choose your version more easily
or let random vessel assignment have even more choice to pick from
[U]
Steel Shark

steel shark
09-16-20, 06:02 AM
Cold Waters Epic Mod 2.23 (13.09.20)

ive been looking at few vessels in epic mod there are errors that need fixing for example

usn_68_ssn_sturgeon_un

[Weapon Systems]
TorpedoTypes=usn_mk37,usn_mk16
TorpedoNumbers=12,11
TorpedoTubes=4
NumberOfWires=2
TubeConfig=1,1,1,1
TorpedoTubeSize=533,533 <---- Needs 2 more so should be 533,533,533,533
TubeReloadTime=45


so you wont be able to use (usn_68_ssn_sturgeon_un) at all

also the typhoon has 6 tubes should have 7 counting vls

theirs multiple errors on other single missions too


however as i make mods my self i know all to well theirs a load of data to check & this mod represents the future Growth of coldwaters

Steel Shark

Mr.Rooster
09-27-20, 12:12 PM
Question, have or would you consider putting the model of the SSBN USS Seaview to the mod? I think it would be a cool and fun thing to play in the game. Thank you

Polundra
09-30-20, 04:37 AM
Thank you! For creating this awesome mod. I found and installed this epic improvement just one week ago, but wow great accomplishment.

steel shark
09-30-20, 11:08 AM
thanks its comments like that that are very appreciated

to keep me interested in modding for others so Thank you

as for sea view i could possibility make it if the eternal argument as to which way the torpedo tubes fire has been settled because it seems hey load backward facing but fire out forward

also while im on these are the latest epic water,s improvements


ive adjusted the maximum Sonar error range to 3 kyd

so it cant be anymore than that

so no more vast differences in actual position distance when you get a high solution

see Pics 1 , 2 ,3

on this test which was test 2 i got a consistent range with in the error margins ive set so :


PIC.1) low solution 40% 19 kyd

PIC.2) medium solution 83% 17.5 kyd

PIC.3) max solution 95% = 18 kyd


"Also remember that im moving and so is the contact so that has to be taken in to consideration of course regarding distance gain or loss"


as some of you may have noticed ive removed the enemy sensor readings so now

you only get your own

&

instead it now only shows enemy sensor types that are detected on that contact so i named it "CONTACT SENSORS"

so this will make the game harder


as you wont know the enemy's sensor levels it will also mean using the identification book to look up what sensors are equipped on the various contacts to gauge their sensor capability's


this plus experience of the vessels over time will give a good added depth to judging when you are in danger of being detected


also you will need to take in to account the conditions more so ect ;


is their a thermal layer


how loud is the back ground ocean noise


how close is the ocean floor


& how loud your own vessel is


as these factors will matter in how close you can safely get without fear of being detected


pic 4 shows the 60,s Sonar station for BQQ-2 & BQQ-3 signature panel

The target in this case a Don Submarine Tender dose not have sonar sensors so none are shown



im making the new virginia full glass ones & the BQQ-5 / 6 sonar one,s atm
then illl finish up the NATO then do Russian ones


Steel Shark

Dignan
10-02-20, 09:17 AM
Great work here. :Kaleun_Salute:

Would it be possible to release a mod with just the sounds you've added to Epic Mod for those of us not ready to make the full leap into the mod?

steel shark
10-02-20, 11:27 AM
which epic mod you want Audio mod for ?

2.22 or 2.23 ?

i suppose i could make a duel mod that contains both then its not a problem


Steel Shark

Dignan
10-02-20, 01:23 PM
which epic mod you want Audio mod for ?

2.22 or 2.23 ?

i suppose i could make a duel mod that contains both then its not a problem


Steel Shark

Either would be good. I just enjoyed the ambience and different sounds of the Epic mod I see in youtube videos.

steel shark
10-02-20, 02:43 PM
ive just remembered i made a request mod for a friend a while back


that will work just fine with epic mod 2.22 and give my epic mod Tweaks version 2.23 audio to epic mod 2.22

its called :


5.9 - Epic mod ver 2.22 tweaks Ver 2 Mod (AUDIO+)


that should sort you out ok

its in the Downloads Coldwaters Game play section


if you want a epic mod 2.23 audio only let me know & ill make it when i can

as their are different features in epic mod 2.23 like tactical map marking & tube calibers + campaign fixes & various other changes




Steel Shark

Mr.Rooster
10-03-20, 09:29 AM
Question, have or would you consider putting the model of the SSBN USS Seaview to the mod? I think it would be a cool and fun thing to play in the game. Thank you

I just wanted to thank you for the great work on this mod. I love it. I hate to be a pest about this but have you made any progress on the Seaview yet and i don't know what help I can be but if there is something I can do please let me know. Thanks mate,

Dignan
10-03-20, 10:26 AM
ive just remembered i made a request mod for a friend a while back


that will work just fine with epic mod 2.22 and give my epic mod Tweaks version 2.23 audio to epic mod 2.22

its called :


5.9 - Epic mod ver 2.22 tweaks Ver 2 Mod (AUDIO+)


that should sort you out ok

its in the Downloads Coldwaters Game play section


if you want a epic mod 2.23 audio only let me know & ill make it when i can

as their are different features in epic mod 2.23 like tactical map marking & tube calibers + campaign fixes & various other changes




Steel Shark

Thanks. I'll check it out

BENICK
10-05-20, 11:53 AM
Excellent work and congratulations for the Russian team for their efforts to further improve.
Just a small piece of advise for realistic reasons only.
American Subs have as Home port Washington...... That's an inland place.
Suggest Norfolk in the Atlantic. It is a naval port, or New London which is subs' hub.
Wonder is the global map can be improved.
No doubt you have noticed that it is impossible to go from East Pacific to west Pacific or Australia without passing Africa and Indian Ocean. Passage stops almost in the Date line.

SkulSS
10-09-20, 03:51 AM
Hi! I create a Discord server, please welcome! https://discord.gg/vhqu3U :salute:

SkulSS
10-10-20, 07:31 AM
Changes in 2.24 version:
-Restored the Chinese Navy
-The revival Campaign in the South China sea (NATO)
-Rebalance the noisiness of submarines
-New models 658M, 65-76, 65-76A, 3M-54
-Expanding the list of NATO ships, player ships
-Improvements, fixes, extensions

Download: Cold Waters Epic Mod 2.24 (https://drive.google.com/file/d/1_f4e4XB9LjRV-4B8OJCGStJt9jcHPIRz/view?usp=sharing)

https://www.youtube.com/watch?v=yX5LKhFbCVA&t=10048s

Spielmann
10-10-20, 10:43 AM
:Kaleun_Applaud: A big THANK YOU for the new mod!!
I Am a big fan.

weldroid
10-10-20, 11:38 AM
"Sorry, you can't view or download this file at this time.
Too many users have viewed or downloaded this file recently."

Anyone with an alternate link, wetransfer or torrent?

SkulSS
10-10-20, 08:08 PM
Link is updated 11.10.20

Download: Cold Waters Epic Mod 2.24 (https://drive.google.com/file/d/1_f4e4XB9LjRV-4B8OJCGStJt9jcHPIRz/view?usp=sharing)

SkulSS
10-10-20, 08:16 PM
Dear moderators, please correct the text in top "Cold Water Epic Mod 2.12" to "Cold Water Epic Mod (Actual Version)"

Aktungbby
10-10-20, 09:21 PM
weldroid!:Kaleun_Salute: after an 11 year silent run!:salute:

weldroid
10-11-20, 08:31 AM
Link is updated 11.10.20

Download: Cold Waters Epic Mod 2.24 (https://drive.google.com/file/d/1_f4e4XB9LjRV-4B8OJCGStJt9jcHPIRz/view?usp=sharing)
:) Thank you Sir! Also: thanks for the awesome mod.

weldroid
10-11-20, 08:33 AM
weldroid!:Kaleun_Salute: after an 11 year silent run!:salute:


:subsim: haha, well, had to come up to resupply, see you in 2031!

Kal_Maximus_U669
10-11-20, 08:48 AM
Link is updated 11.10.20

Download: Cold Waters Epic Mod 2.24 (https://drive.google.com/file/d/1_f4e4XB9LjRV-4B8OJCGStJt9jcHPIRz/view?usp=sharing)

If you connect to your googledrive it's better, isn't it ?? try!:har:
https://image.noelshack.com/fichiers/2020/41/7/1602424107-capture.png

This is where it takes place for the info ...
Thanks to them a great job "https://vk.com/club165613870"

AggressorBLUE
10-11-20, 11:50 AM
Link still showing they are over limit for downloads...

Lanzfeld
10-11-20, 08:28 PM
How the heck do I play in English?

Polundra
10-12-20, 03:12 AM
How the heck do I play in English?

Try: OPTIONS
Select first tab: GAME
Select: Language = English
Select: Voiceover = English
Select: Accept
Done!

Enjoy your hunt. :up:

Badger343rd
10-12-20, 02:08 PM
can someone upload 2.24 to downloads please

Aktungbby
10-12-20, 03:25 PM
AggressorBLUE! :Kaleun_Salute:

cwmurt
10-13-20, 05:47 AM
hello again, quick q:


is it normal for russian capital ships and a/c carriers to spam rocket propelled torpedoes?


i had no time to take a screen but 2 encounters in a row, i might have seen about 20 or 30 rpts rain down on me and it was smack right on the noggin'. :timeout:



granted there were a lot of sonobuoys they might have gotten a pinpoint on my posit, but still i don't ever recall seeing something like this in cw and or it's mods ever.


epic mod version is 2.24 btw.


still, it was a great sight to see. :har:

cheers.

SkulSS
10-13-20, 10:37 AM
hello again, quick q:


is it normal for russian capital ships and a/c carriers to spam rocket propelled torpedoes?


i had no time to take a screen but 2 encounters in a row, i might have seen about 20 or 30 rpts rain down on me and it was smack right on the noggin'. :timeout:



granted there were a lot of sonobuoys they might have gotten a pinpoint on my posit, but still i don't ever recall seeing something like this in cw and or it's mods ever.


epic mod version is 2.24 btw.


still, it was a great sight to see. :har:

cheers.

Each escort ship to the point of bold and impudent contact with 3-4 missiles) it is necessary to behave more modestly with the air strike group ))

steel shark
10-13-20, 12:22 PM
5.6 - Epic mod ver 2.24 tweaks Ver 4 Mod

is up and in the downloads / coldwaters / Gameplay mods section




1.)------------------Sound changes

this mod adds my NEW Crew Mic voices i made ive tried to get this the best that i can with mic bleeps and voice sounds & what department section is reporting.

3000 feet call out mod Ver II

this voices depth up to 3000 Feet also
ive added Depth hull pressure noises at fixed intervals they play when you use the dive plans to dive


New torpedo tube SFX mod & External Tube Sounds


New reworked Torpedo engines sounds


New Deck gun Sounds with reverb / mechanical / ejected shell effects


New Towed array out & in sounds


New Ultra quiet on/off sound

(this i recorded my self then reworked my voice using software ill redo it when i get a better mic at some point)



New cavitation sound

New Nuclear sub sound

New Diesel sub sound


New Diesel crew sounds for when its not a nuclear vessel so :

diesel_engines_back_online
diesel_engines_damaged
diesel_engines_offline
dc_diesel_section
flooding_diesel_section

(this i recorded my self then reworked my voice using software ill redo it when i get a better mic at some point)


Fire & Flooding Sfx for Control Room
so when the Conn takes fire or Flooding Damage you can hear it



2.)------------------Depth Displays & Maneuvering changes

the helm depth arrow keys are now 100 ft increments so depth is

100 ft on arrows

50 ft on increase decrease depth keys

10 ft on increase decrease depth keys + shift


the displayed depth has been increased to 11000 feet so you can all ways find the sea floor

also the set depth readout can now show up to 11000 feet as well



3.)-------Tactical Game Changes

The towed array can now be used at 45 feet minimum or 14 meters ish i did this so in noisy sea condition it can help as well as ESM/Periscope

you still need

200 feet / 60 meters above the sea floor like it was for before tho to deploy the Array



also the maximum sonar error range has been reduced by 75% so its should be more accurate now


4.)------------------ssn_virginia replacer


ive have also included my virginia replacer model as a option so you can use it if you want to


5.)------------------Mod Fixes

also ive noticed a few missing vessels in single player that were not added to the ship rosta so it was impossible to id em till you get auto id so ive added those and reordered the rosta too so now its better to use for western side so :

soviet subs first then soviet warships ect better order i think

also if you find more missing vessels let me know



6.)------------------Custom Config Changes

this Version has my custom Config as well for better Realism Data Wise

ive also restored the (TestDepthAddition * 1.5) which affects the crush depth to the original Cold waters 1.5 rating so

take test Depth then times by 1.5 then -1.75 to get result ect

skipjack test depth on my game is 950 then times X this by 1.5 = 1,425 then - 1.75 so crush depth is 1,423 FEET

so a sturgeon with test depth of 1320 feet will crush at about 1,978 feet

REMEMBER DAMAGE reduces crush depth by about 50%


my config factors sea states , rain and thermal conditions to my set levels that i think are about right within the limitations of coldwaters data wise.


[Difficulty Settings]

I have made all of these 1 which means realistic so no advantage or disadvantage is given on hull points or reload times ect.

this is what i use so no matter what Difficulty setting you use or is scripted on a Campaign or Missions you get a realistic game.

[Difficulty Settings Campaign]

for the Campaign were left as was so Number of ASW do still increase as difficulty is Increased also handicap,s or Bonus Points are still valid.


7.)--------Installing


this mod requires Epic Mod 2.24 to be installed first


once you have downloaded it ---UNZIP IT THEN put the mod folder were your cold waters EXE file is Easy way is to RIGHT CLICK on your cold waters icon with mouse then
go to Open file location

when this is done copy the mods folder and the Epicmod Install program were coldwaters exe is once mod folder is added their use mod installer to add your options


and id add this mod last in the load order so for example :

1. Epic Mod 2.24 (Main Mod)
3.2 ( All 3 control panels are visible and are attached to the right of minimap)
5.6 - Epic mod ver 2.24 tweaks Ver 4
7.4 Epic mod ver 2.24 ssn_virginia

to launch coldwaters just use your normal desktop icon as per usual


To install simple put the

" 5.6 - Epic mod version 2.24 tweaks Ver 4 folder "

&

"7.4 Epic mod ver 2.24 ssn_virginia folder"

in to the MODS folder then install with Epic mod Install application

enjoy


8.)-------Help

any problems just message me on Subsim

Steel Shark

Sabreliner
10-14-20, 12:49 AM
Hey, I just wanted to post a BIG thank you to the wonderful people who made this project! This mod tranforms the game completely!




Sabre

steel shark
10-14-20, 02:37 PM
k ive made this mod for those that want a choice on Depth arrow keys

i also added

SnS Comp Hider options as well for those that want to use that also for a harder game

its under :

Downloads / Coldwaters / GamePlay Mods


Epic mod ver 2.24 Tweaked files Ver 4 Depth & SnS Comp Hide Mod



1.)------------------Depth Manouvering changes

This helm depth Mod allows you to change the Helm arrow keys Depth increments


Choices are :

50 ft on arrows

100 ft on arrows


2.)------------------Depth Manouvering changes + SnS Comp Hide Versions

This Dose exactly what the above mod dose but also hides the Enemy Sonar Sensor Values


as you wont know the enemy's sensor levels it will also mean using the identification book to look up what sensors are equipped on the various contacts to gauge their sensor capability's

this plus experience of the vessels over time will give a good added depth to judging when you are in danger of being detected

also you will need to take in to account the conditions more so ect ;

is their a thermal layer & Duct

how loud is the back ground ocean noise

how close is the ocean floor

& how loud your own vessel is

as these factors will matter in how close you can safely get without fear of being detected

as not knowing what the enemy can see Sensor wise will make it harder to know when you in danger of being Detected


Choices are :

50 ft on arrows + SnS Comp Hide

100 ft on arrows + SnS Comp Hide



3.)--------Installing

this mod requires Epic Mod 2.24 to be installed first & my 5.6 - Epic mod ver 2.24 tweaks Ver 4 (IV) so you need both


First Unzip------ this file

its going to be best to replace the original file without mod installer as this can cause problems if too many Assembly
files are stacked so


To install simple replace the ( Assembly-CSharp )


so find this path :


Cold Waters\MODS\5.6 - Epic mod ver 2.24 tweaks Ver 4\ColdWaters_Data\Managed


and delete ( Assembly-CSharp ) then pop the one you want in replacement files are :



" 50 FEET Helm Depth Mod folder " ( Standard Cold waters Version Depth )
" 100 FEET Helm Depth Mod folder " ( Original Mod Version )

---------------------------------------------------OR--------------------------------------------------------

"SnS Hide + 50 FEET Helm Depth Mod folder" ( Standard Cold waters Version Depth + SnS Hidden )
"SnS Hide + 100 FEET Helm Depth Mod folder" ( Original Mod Version + SnS Hidden )




IMPORTANT !!!!!!!!! Use the mod installer to remove ( 5.6 - Epic mod ver 2.24 tweaks Ver 4 ) then RE-ENABLE it before
launching Cold Waters. after swapping the ( Assembly-CSharp ) File.


enjoy

3.)-------Help

any problems just message me on Subsim


Steel Shark

jack33
10-15-20, 09:44 AM
Steel Shark, Thank´s

steel shark
10-16-20, 03:30 PM
thanks mate

Tucker
10-17-20, 01:40 PM
Awesome update SkulSS! Also now with the Chinese added back into the game, have you thought about a Soviet vs Chinese campaign?

Examples could be like the boarder conflict that actually happened in 1969 spins out of control, or a follow on fictional dispute in the 70’s/80’s develops into a full on war.

Other options could be the Soviets intervene in the Sino Vietnamese War in 1979, or China moves on Russia in the 1980's to claim contested territory when it believes Russia is stretched thin, fighting in Afghanistan and focused on Europe with the build up of American forces under Reagan.

I think it would be a fun campaign to add even more variety to the Russian campaigns.

steel shark
10-17-20, 03:27 PM
EM ver 2.24 Weapons Tags Mod

ive nearly finished making my Weapons tag mod this also expands on weapons descriptions were needed

the main aim of the mod is to identify the Different types of weapons in Epic Mod to assist in playing the game by knowing :

what they do so for example is the missile a

anti-ship missile

or

land-attack missile


is the torpedo a wake homing torpedo or a wire guided one ect



ive also renamed the soviet side weapons to the actual Russian names as a Russian boat should not have NATO names for their weapons for example :


Epic Mod language_en Version

[Weapon Reference]
WeaponName=SS-N-16
WeaponDescriptiveName=SS-N-16 Stallion
WeaponDescription=Submarine-launched stand-off ASW missile. It is similar to the SS-N-14 and drops the same UGMT homing torpedo.


In my Version is now :


[Weapon Reference]
WeaponName=Rpk-6m (Anti-Sub)Hm
WeaponDescriptiveName=RPK-6 Vodopad ASW Missile
WeaponDescription=RPK-6 Vodopad , "waterfall" is a Soviet 533 mm anti-submarine missile deployed operationally since 1981 RPK-6 "Waterfall" (NATO SS-N-16 STALLION), rockets 83Р and 84Р, after exiting the torpedo tube, the lattice rudders open, the solid propellant rocket turns on and the rocket leaves the water, then the flight continues in the atmosphere along a ballistic trajectory, along When the aiming point is reached, the warhead is detached from the missile and splashed down by parachute. The missile-torpedoes of the complex are capable of hitting enemy submarines at a distance of up to 50 km. The 400-mm small-sized electric torpedo UMGT-1 is used as a combat head (dropped by parachute, the speed 41 knots, cruising range - 8 km, depth - up to 500 m)


I think this add to the game when playing on the Russian side



weapon types Key :


Rd-Hm = Radar+Homing

Rd = Radar

Wh = Wake Homing

wr = Wire Guided

Hm = Homing

Un = Unguided

Ww = Wire Guided + Wake Homing

Int-G = Internal Guidance


the Abbreviated names had to be a certain length to fit ok and not go over hud elements so i came up with these bear in mind the names of the weapons have to fit as well


--------------missiles

(Ship-Sub) Rd-Hm

(Anti-Ship) Rd

(Anti-Sub) Hm

(Land-Atk) Rd

(Duel-Role) Rd

(SLBM) Int-G

--------------anti ship torpedoes

(Anti-Ship) Un

(Anti-Ship) Hm

(Anti-Ship) Wh

------------anti sub torpedoes

(Anti-Sub) Un

(Anti-Sub) Hm

(Anti-Sub) Wr

--------------duel role torpedoes

(Duel-Role) Hm

(Duel-Role) Wh

(Duel-Role) Wr

(Duel-Role) Ww

--------------Counter fire torpedo

(Cntr-Fire) Hm

---------------anti torpedoes

(Anti-Torp) Hm

----------------decoys

(Decoy) Un

(Decoy) Wr


pic 1 is a Usn example & Pic 2 is a Russian example


Steel Shark

steel shark
10-22-20, 12:18 PM
Epic Mod ver 2.24 Weps Tags & DEX

Or

Epic Mod ver 2.24 Weapons Tags & Description Expansion Mod


NOTE : this was made for Epic Mod 2.24 but will
work on other versions too tho if certain names
are different the new Information Names won’t be
used it that’s all.

i,ve put it up in the :


Downloads /coldwaters / Gameplay section





Steel Shark

LeathalMeatball
10-25-20, 11:30 AM
Has anyone else run into an issue with 2.24 where the game fails to start with the message "Streaming Assets/ default/ language/ dictionary/ dictionary_message_log.txt" Not found? Never had any issues with 2.22.

whiskey111
10-26-20, 05:51 AM
Please, can you tell me how to get an english version of this mod? All my menu is written in Russian now.


Thanks in advance !

steel shark
10-26-20, 10:12 AM
epic mod 2.24 is just like 2.23



fire up the game then go to options UNDER ( GAME ) there are 2 options for voice and language they on slider bars 2 choices :

so

Voice Russian or English

Language Russian or English

try that


Steel Shark

whiskey111
10-27-20, 02:21 AM
Thanks, that helped. Is it normal behaviour that mod is still installed even when I removed it by Mod Enabler?

BENICK
10-29-20, 02:23 PM
Excellent job Steel Shark, carry on.
Perhaps a small correction....
Driving A U.S. Sub, (tried on China Sea campaign dont know if happens on other campaigns) after a mission when I get a medal, it is a Russian one !!!!
However when returning at the base the medal is corrected to U.S. one.

steel shark
10-29-20, 02:51 PM
none of my alterations or improvements or other mods touch medals

so not sure i only use Epic Mod for my epic w@ters as a game engine

so not really played the default epic mod bar game play testing my tweaks mods & various other mods ideas out


cheers mate & stay safe



Steel Shark

Deadlockgunner
10-29-20, 03:21 PM
First off Amazing mod I can really see the passion that went into making it a reality.


I am currently unable to load a campaign in progress.
when I click on the tab to view my saved games there is nothing, the list is blank. however if i start a new game my save files appear on the list of games to overwrite so it is saving.


Alas two re installs and the problem persists.
Cold waters file system is somewhat alien to me so I've not had any luck finding files that control the menu UI, any insight from you fine gentlemen would be much appreciated. (currently running the most recent version of the mod and game.)


Fair winds and following seas.:Kaleun_Salute:
third re install problem still persists despite my earlier statement that it was fixed.
I have finally found the screen shots.

Aktungbby
10-29-20, 03:38 PM
Deadlockgunner!:Kaleun_Salute:

ijozic
10-29-20, 03:43 PM
I've started the Soviet 1984 campaign several times over and it doesn't get saved automatically, I can only find saves that I saved during the campaign?

But, the real issue I've noticed is that sometimes the sea bottom isn't indicated in shallow waters. E.g. the conditions diagram would show no bottom till e.g. 260 meters of the scale it's showing and I'd dive and hit the bottom at like 200. Happened once or twice.

PatrickCui
10-31-20, 11:28 AM
Finally, a great mod with tons of playable submarines, and with russian voice over!!!! Feels like in a real soviet sub.

Anyways, I found a little bug, where are the Chinese subs, can't find them in the unit interference after installing the mod, and can't find them in the campaign or single mission. Maybe you should have a look at that.

Stokes96
11-01-20, 01:52 AM
hey guys new to cold waters and modding in general, im having trouble getting the epic mod working i follow the guide down to the letter and its still not working anyone have any ideas?
thanks jordan

steel shark
11-01-20, 01:20 PM
k this is up under the Downloads , coldwaters , gameplay section

its a improved version of the original

5.6 - Epic mod ver 2.24 tweaks Ver 4.b IV (AUDIO+)

------------------------------------------------------------



5.6 - Epic mod ver 2.24 tweaks Ver 4.b IV (AUDIO+)

This is a replacer Version for " 5.6 - Epic mod ver 2.24 tweaks Ver 4 "

it features many improvement’s over the original but i was mostly focused on

improving the sounds and audio for submarines & Surface warships

================================================== ==

IMPORTANT NOTE:

this version is fully compatible with all of my 2.24 mods so :

cold waters multi-mod hud replacer ----- as its a Generic hud mod

Epic mod ver 2.24 Tweaked files Ver 4 Depth mod + SnS-Comp Hide

Epic Mod ver 2.24 Weps Tags & DEX


================================================== ==


1.)------------------Sound changes

this mod adds my NEW Crew Mic voices i made i,ve tryed to get this the best that i can with mic bleeps and voice sounds & what department section is reporting.

3000 feet call out mod Ver II

this voices depth up to 3000 Feet also
ive added Depth hull pressure noises at fixed intervals they play when you use the

dive plans to dive


also my NEW torpedo tube SFX mod & External Tube Sounds


New VLS Fire = ver2


VLS too deep to fire
VLS not ready

torpedo tubes too deep to fire


New Towed array out & in sounds = ver 2


Fire & Flooding Sfx for Control Room = Ver 2
so when the Conn takes fire or Flooding Damage you can hear it


New reworked Torpedo engines sounds


New cavitation sound = Ver2


New Ultra quiet on/off sound


New Deck gun Sounds with reverb / mechanical / ejected shell effects


Full Voiced English surface crew = Ver 1
so :

guns low solution to target
guns at bad range
guns out of ammo
guns fire at will
guns on hold

rbu engage
rbu hold
rbu no ammo

-------------------------------------------------------------------------------

NOTE:

i settled the Bridge for stations to report to as this is more traditional


as for GUNS & RBU stations and these are classed as BATTERY'S


for ammo depletion i used MAGAZINE


remember tho that other commands are still CONN as we play as surface ships & submarines

--------------------------------------------------------------------------

New Diesel crew sounds for when its not a nuclear vessel = Ver2

so :

diesel_engines_back_online
diesel_engines_damaged
diesel_engines_offline
dc_diesel_section
flooding_diesel_section




2.)------------------Depth Displays & Maneuvering changes

the helm depth arrow keys are now 100 ft increments so depth is

100 ft on arrows

50 ft on increase decrease depth keys

10 ft on increase decrease depth keys + shift


the displayed depth has been increased to 11000 feet so you can all ways find the

sea floor

also the set depth readout can now show up to 11000 feet as well



3.)-------Tactical Game Changes

The towed array can now be used at 45 feet minimum or 14 meters ish i did this

so in noisy sea condition it can help as well as ESM/Periscope

you still need

200 feet / 60 meters above the sea floor like it was for before tho to deploy the

Array



also the maximum sonar error range has been reduced by 75% so its should be

more accurate now


4.)------------------ssn_virginia replacer


ive have also included my virginia replacer model as a option so you can use it if

you want to


5.)------------------Mod Fixes

also ive noticed a few missing vessels in single player that were not added to the

ship rosta so it was impossible to id em till you get auto id so ive added those

and reordered the rosta too so now its better to use for western side so :

soviet subs first then soviet warships ect better order i think

also if you find more missing vessels let me know




6.)------------------Custom Config Changes

this Version has my custom Config as well for better Realism Data Wise

ive also restored the (TestDepthAddition * 1.5) which affects the crush depth to

the original Cold waters 1.5 rating so

take test Depth then times by 1.5 then -1.75 to get result ect

skipjack test depth on my game is 950 then times X this by 1.5 = 1,425 then -

1.75 so crush depth is 1,423 FEET

so a sturgeon with test depth of 1320 feet will crush at about 1,978 feet

REMEMBER DAMAGE reduces crush depth by about 50%


my config factors sea states , rain and thermal conditions to my set levels that i

think are about right within the limitations of coldwaters data wise.


[Difficulty Settings]

I have made all of these 1 which means realistic so no advantage or

disadvantage is given on hull points or reload times ect.

this is what i use so no matter what Difficulty setting you use or is scripted on a

Campaign or Missions you get a realistic game.

[Difficulty Settings Campaign]

for the Campaign were left as was so Number of ASW do still increase as

difficulty is Increased also handicap,s or Bonus Points are still valid.


7.)--------Installing


this mod requires Epic Mod 2.24 to be installed first


once you have downloaded it ---UNZIP IT THEN put the mod folder were your

cold waters EXE file is Easy way is to RIGHT CLICK on your cold waters icon

with mouse then
go to Open file location

when this is done copy the mods folder and the Epicmod Install program were

coldwaters exe is once mod folder is added their use mod installer to add your

options



hear is a load order example so if you are using my other mods would be :

1. Epic Mod 2.24 (Main Mod)
3.2 ( All 3 control panels are visible and are attached to the right of minimap)
5.6 - Epic mod ver 2.24 tweaks Ver 4.b IV (AUDIO+)
7.4 Epic mod ver 2.24 ssn_virginia
Epic Mod HUDS
Epic Mod ver 2.24 Weps Tags & DEX

to launch coldwaters just use your normal desktop icon as per usual


To install simple put the

" 5.6 - Epic mod ver 2.24 tweaks Ver 4.b IV (AUDIO+) "

&

"7.4 Epic mod ver 2.24 ssn_virginia folder"

in to the MODS folder then install with Epic mod Install application

enjoy


8.)-------Help

any problems just message me on Subsim

Steel Shark

steel shark
11-01-20, 01:42 PM
is your cold waters version definitively the latest one before you add epic mod

so 1.15g i think it was

Steel Shark

SkulSS
11-03-20, 08:42 AM
Changes in 2.25 version:
-Fixes for critical bugs (the continue button disappears)
-Does not throw back to the port on contact near the base
-Crew leveling in all Campaigns
-Updated system for calculating pre-emptions
-Darkness at depth
-Improvements, fixes, extensions

Download here: Cold Waters Epic Mod (http://coldhunter.ru)

https://www.youtube.com/watch?v=McOJV8xin2k

steel shark
11-04-20, 07:25 AM
5.6 - Epic mod ver 2.25 tweaks Ver 5 V


is up under downloads coldwaters game play section


1.)------------------Sound changes

this mod adds my NEW Crew Mic voices i made i,ve tryed to get this the best that i can with mic bleeps and voice sounds & what department section is reporting.

3000 feet call out mod Ver II

this voices depth up to 3000 Feet also
ive added Depth hull pressure noises at fixed intervals they play when you use the

dive plans to dive


also my NEW torpedo tube SFX mod & External Tube Sounds


New VLS Fire = ver2

VLS too deep to fire
VLS not ready

torpedo tubes too deep to fire


New Towed array out & in sounds = ver 2


Fire & Flooding Sfx for Control Room = Ver 2
so when the Conn takes fire or Flooding Damage you can hear it


New reworked Torpedo engines sounds


New cavitation sound = Ver2


New Ultra quiet on/off sound


New Deck gun Sounds with reverb / mechanical / ejected shell effects


Full Voiced English surface crew = Ver 1
so :

guns low solution to target
guns at bad range
guns out of ammo
guns fire at will
guns on hold

rbu engage
rbu hold
rbu no ammo

-------------------------------------------------------------------------------

NOTE:

i settled the Bridge for stations to report to as this is more traditional


as for GUNS & RBU stations and these are classed as BATTERY'S


for ammo depletion i used MAGAZINE


remember tho that other commands are still CONN as we play as surface ships & submarines

--------------------------------------------------------------------------

New Diesel crew sounds for when its not a nuclear vessel = Ver2

so :

diesel_engines_back_online
diesel_engines_damaged
diesel_engines_offline
dc_diesel_section
flooding_diesel_section




2.)------------------Depth Displays & Maneuvering changes

the helm depth arrow keys are now 100 ft increments so depth is

100 ft on arrows

50 ft on increase decrease depth keys

10 ft on increase decrease depth keys + shift


the displayed depth has been increased to 11000 feet so you can all ways find the

sea floor

also the set depth readout can now show up to 11000 feet as well



3.)-------Tactical Game Changes

The towed array can now be used at 45 feet minimum or 14 meters ish i did this

so in noisy sea condition it can help as well as ESM/Periscope

you still need

200 feet / 60 meters above the sea floor like it was for before tho to deploy the

Array



also the maximum sonar error range has been reduced by 75% so its should be

more accurate now



4.)------------------Epic Mod ver 2.25 Weps Tags & DEX ----- (Optional mod Add On)


The main aim of the mod is to identify the Different
Types of weapons in Epic Mod to assist in playing
The game by knowing:

What they do so for example is the missile a

anti-ship missile

or

land-attack missile

Is the torpedo a wake homing torpedo or a wire
Guided one ect



I’ve also renamed the soviet side weapons to the
Actual Russian names as a Russian boat should
Not have NATO names for their weapons for
Example:


Epic Mod language_en Version

[Weapon Reference]
WeaponName=SS-N-16
WeaponDescriptiveName=SS-N-16 Stallion
WeaponDescription=Submarine-launched
stand-off ASW missile. It is similar to the SS-N-14
and drops the same UGMT homing torpedo.


In my Version is now :


[Weapon Reference]
WeaponName=Rpk-6m (Anti-Sub)Hm
WeaponDescriptiveName=RPK-6 Vodopad ASW
Missile
WeaponDescription=RPK-6 Vodopad , "waterfall"
is a Soviet 533 mm anti-submarine missile
deployed operationally since 1981 RPK-6
"Waterfall" (NATO SS-N-16 STALLION), rockets
83p and 84p, after exiting the torpedo tube, the
lattice rudders open, the solid propellant rocket
turns on and the rocket leaves the water, then the
flight continues in the atmosphere along a ballistic
trajectory, along When the aiming point is
reached, the warhead is detached from the
missile and splashed down by parachute. The
missile-torpedoes of the complex are capable of
hitting enemy submarines at a distance of up to
50 km. The 400-mm small-sized electric torpedo
UMGT-1 is used as a combat head (dropped by
parachute, the speed 41 knots, cruising range - 8
km, depth - up to 500 m)



I think this add to the game when playing on the
Russian side



I’ve also Greatly expanded the weapons data base information
on weapons that needed it and done some translations of the Russian weapons info files to English then blended it all too make a better English Reference weapons files from internet & other sources.

this give a greatly Enhanced Information Base
For the Weapons In Epic Mod



I’ve made these Abbreviated Information weapon
Types to help with weapons management this will
Massively help the player in choosing the right
Weapons to Load up at port or use in combat


Key Meaning :


Rd-Hm = Radar+Homing

Rd = Radar

Wh = Wake Homing

wr = Wire Guided

Hm = Homing

Un = Unguided

Ww = Wire Guided + Wake Homing

Int-G = Internal Guidance


the Abbreviated names had to be a certain length
to fit ok and not go over hud elements so i came
up with these bear in mind the names of the
weapons have to fit as well


--------------missiles

(Ship-Sub)Rd-Hm

(Anti-Ship)Rd

(Anti-Sub)Hm

(Land-Atk)Rd

(Duel-Role)Rd

(SLBM) Int-G

--------------anti ship torpedoes

(Anti-Ship)Un

(Anti-Ship)Hm

(Anti-Ship)Wh

------------anti sub torpedoes

(Anti-Sub)Un

(Anti-Sub)Hm

(Anti-Sub)Wr

--------------duel role torpedoes

(Duel-Role)Hm

(Duel-Role)Wh

(Duel-Role)Wr

(Duel-Role)Ww

--------------Counter fire torpedo

(Cntr-Fire)Hm

---------------anti torpedoes

(Anti-Torp)Hm

----------------decoys

(Decoy)Un

(Decoy)Wr


5.)------------------Epic Mod HUDS 2.25----- (Optional mod Add On)


this mod is a Multi-Mod Hud replacer for :


any epic mod version up to 2.25



the changes in this mod are all just cosmetic changes as i dident want to add hud text files as these differ depending on
what mod you have installed

and also some users have changed their hud text configs to their personal choices depending on screen resolution & panel layouts or colors ect


also i did it this way to make it more compatible with different mods as a lightweight hud replacer


ive designed the panels of the huds to be fairly hybrid as you have to use em on multiple platforms ect :

you might be in a 1968 skipjack then next you might play as a 1997 seawolf so i designed my huds to be blended to fit a
wide array of vessels & time scales



6.)------------------Mod Fixes

also ive noticed a few missing vessels in single player that were not added to the

ship rosta so it was impossible to id em till you get auto id so ive added those

and reordered the rosta too so now its better to use for western side so :

soviet subs first then soviet warships ect better order i think

also if you find more missing vessels let me know




7.)------------------Custom Config Changes

this Version has my custom Config as well for better Realism Data Wise

ive also restored the (TestDepthAddition * 1.5) which affects the crush depth to

the original Cold waters 1.5 rating so

take test Depth then times by 1.5 then -1.75 to get result ect

skipjack test depth on my game is 950 then times X this by 1.5 = 1,425 then -

1.75 so crush depth is 1,423 FEET

so a sturgeon with test depth of 1320 feet will crush at about 1,978 feet

REMEMBER DAMAGE reduces crush depth by about 50%


my config factors sea states , rain and thermal conditions to my set levels that i

think are about right within the limitations of coldwaters data wise.


[Difficulty Settings]

I have made all of these 1 which means realistic so no advantage or

disadvantage is given on hull points or reload times ect.

this is what i use so no matter what Difficulty setting you use or is scripted on a

Campaign or Missions you get a realistic game.

[Difficulty Settings Campaign]

for the Campaign were left as was so Number of ASW do still increase as

difficulty is Increased also handicap,s or Bonus Points are still valid.


8.)--------Installing


this mod requires Epic Mod 2.25 to be installed first


once you have downloaded it ---UNZIP IT THEN put the mod folder were your

cold waters EXE file is Easy way is to RIGHT CLICK on your cold waters icon

with mouse then
go to Open file location

when this is done copy the mods folder and the Epicmod Install program were

coldwaters exe is once mod folder is added their use mod installer to add your

options



hear is a load order example so if you are using my other mods would be :

1. Epic Mod 2.25 (Main Mod)
3.2 ( All 3 control panels are visible and are attached to the right of minimap)
5.6 - Epic mod ver 2.25 tweaks Ver 5 V
Epic Mod HUDS 2.25
Epic Mod ver 2.25 Weps Tags & DEX

to launch coldwaters just use your normal desktop icon as per usual


To install simple put the

" 5.6 - Epic mod ver 2.25 tweaks Ver 5 V "

&

" Epic Mod HUDS 2.25 "

&

" Epic Mod ver 2.25 Weps Tags & DEX "

in to the MODS folder then install with Epic mod Install application

enjoy


9.)-------Help

any problems just message me on Subsim

Steel Shark

steel shark
11-04-20, 07:26 AM
Epic mod ver 2.25 Tweaked files Ver 5 V Depth & SnS Comp Hide Mod


is up under the downloads coldwaters gameplay section


1.)------------------Depth Manouvering changes

This helm depth Mod allows you to change the Helm arrow keys Depth increments


Choices are :

50 ft on arrows

100 ft on arrows


2.)------------------Depth Manouvering changes + SnS Comp Hide Versions

This Dose exactly what the above mod dose but also hides the Enemy Sonar Sensor Values


as you wont know the enemy's sensor levels it will also mean using the identification book to look up what sensors are equipped on the various contacts to gauge their sensor capability's

this plus experience of the vessels over time will give a good added depth to judging when you are in danger of being detected

also you will need to take in to account the conditions more so ect ;

is their a thermal layer & Duct

how loud is the back ground ocean noise

how close is the ocean floor

& how loud your own vessel is

as these factors will matter in how close you can safely get without fear of being detected

as not knowing what the enemy can see Sensor wise will make it harder to know when you in danger of being Detected


Choices are :

50 ft on arrows + SnS Comp Hide

100 ft on arrows + SnS Comp Hide



3.)--------Installing

this mod requires Epic Mod 2.25 to be installed first & my 5.6 - Epic mod ver 2.25 tweaks Ver 5 V so you need both


First Unzip------ this file

its going to be best to replace the original file without mod installer as this can cause problems if too many Assembly
files are stacked so


To install simple replace the ( Assembly-CSharp )


so find this path :


Cold Waters\MODS\5.6 - Epic mod ver 2.25 tweaks Ver 5 V\ColdWaters_Data\Managed


and delete ( Assembly-CSharp ) then pop the one you want in replacement files are :



" 50 FEET Helm Depth Mod folder " ( Standard Cold waters Version Depth )
" 100 FEET Helm Depth Mod folder " ( Original Mod Version )

---------------------------------------------------OR--------------------------------------------------------

"SnS Hide + 50 FEET Helm Depth Mod folder" ( Standard Cold waters Version Depth + SnS Hidden )
"SnS Hide + 100 FEET Helm Depth Mod folder" ( Original Mod Version + SnS Hidden )




IMPORTANT !!!!!!!!! Use the mod installer to remove ( 5.6 - Epic mod ver 2.25 tweaks Ver 5 V ) then RE-ENABLE it before
launching Cold Waters. after swapping the ( Assembly-CSharp ) File.


enjoy

3.)-------Help

any problems just message me on Subsim


steel shark

steel shark
11-09-20, 01:29 PM
a few people have asked for help in either locating or installing epic mod so hear :


this is a link to the download

Cold Waters Epic Mod 2.25 (04.11.20) updated version

and also a installation help guide :


https://vk.com/away.php?to=https%3A%2F%2Fdrive.google.com%2Ffile% 2Fd%2F1_f4e4XB9LjRV-4B8OJCGStJt9jcHPIRz%2Fview%3Fusp%3Dsharing&post=-165613870_21616&el=snippet


if not go to google and type vk epic mod go to it and look for the 2.25 link its called


Cold Waters Epic Mod 2.25 (04.11.20).rar
drive.google.com



down load that once you have it unzip it then


Installing EpicMod mod on Cold Waters 1.15g
1) Install clean Cold Waters 1.15g on your own old MODS folder)
2) Unpack the contents of this archive into the game folder, next to ColdWaters.exe
3) Run EpicMod Install.exe, activate the Basic mod
4) Extras. options are connected at will
5) Run ColdWaters.exe
6) Old save can be buggy
7) Metric system, menu language and voice acting change in the game options


to find the cold waters exe easier try this



once you have downloaded it ---UNZIP IT THEN put the mod folder were your

cold waters EXE file is Easy way is to RIGHT CLICK on your cold waters icon

with mouse then
go to Open file location

when this is done copy the mods folder and the Epicmod Install program were

coldwaters exe is once mod folder is added their use mod installer to add your

options
so you use the program called

Epicmod Install

to actually add the mod there are 3 arrows

one adds things

one removes things

the last one removes everything

when installing if it fails just close the


Epicmod Install program and retry


once it adds it via the mod manager then just click on the cold waters exe shortcut like normal to start the game

so basically you put any mod you want in to the

MODS folder

then add it via the installer


hope this helps some people out



Steel Shark

steel shark
11-09-20, 02:31 PM
mods manager keep backup files so if you switching to a new version of a mod lets say

Cold Waters Epic Mod 2.25 (03.11.20)

to

Cold Waters Epic Mod 2.25 (04.11.20)


or if you have installed then removed loads of mod files i find it helps to clean out the saved backup files now and a gain


to do this first you need to enable show hidden files on windows so :


Select the Start button, then select Control Panel > Appearance and Personalization. Select Folder Options, then select the View tab. Under Advanced settings, select Show hidden files, folders, and drives, and then select OK.

then go to the mods folder and look for 3 files inside the mods folder called :


JSGME

!INSTLOGS

!BACKUP


deleting these in effect makes the mod manager forget all saved data so its like new again

if you not sure you want to delete them just copy the files out rather then deleting em


remember after this you will need to re enable your mods and in the order you prefer


i found as i am constantly enabling and disabling mods as im making stuff all the time

that the mod manager would glitch up textures or files now and a gain

so this method wipes it clean so its not got like a a thousand backup files saved in its memory


hope this helps some of you out in making mods run smoother


Steel Shark

LoBlo
11-09-20, 08:30 PM
This mod is epic!

Does version 2.25 have an English version?

Kartaugh
11-11-20, 11:35 PM
How in the nine hells did you guys manage to make the enemy subs react to attack like that?

They change depth, speed, turn hard...

In all the time I spent trying to mod this game, I never came across a way to make enemy subs react properly when under attack...

Astounding.

SkulSS
11-13-20, 08:57 AM
This mod is epic!

Does version 2.25 have an English version?

Hi! Change language in Main menu - Options

BezimiennyPL
11-15-20, 06:07 AM
Witam czy w tym modzie Cold WAters jest też język Polski???

NeonsStyle
11-17-20, 12:25 AM
[Rant Mode] lol

I love this mod for it's gameplay and visuals. However there's
a huge problem with the global campaign in that often the enemy
target mission either never shows up, or the instructions in the
briefing are so screwed up by google translate, that you just can't
understand them.

Currently I have a mission (2nd in a row) of defend Eastern seaboard from
Russian Cruise Missile subs. The atlantic is nearly always empty of Russian contacts and this mission, they just don't show up. Weeks of waiting and nothing. Missions should time out when they fail to show up without effecting the war. It's not my fault if the enemy change it's mind lol.

[Rant Over] lol

Cheers :Kaleun_Cheers:

Neon

SkulSS
11-20-20, 01:51 PM
Changes in Cold Waters Epic Mod 2.26 (update 20.11.20):

-Fix a critical bug that caused some mods to not start immediately after installation (dictionary_message_log)
​-New submarine, new torpedoes and missiles on it
-Fixes and managed Chinese SUBMARINES + one new modification
​-Redesigned the darkness at a depth of
-Redesigned the behaviour of the enemy SUBMARINES while avoiding the torpedoes
-Fixes campaign NATO
-Fixes for some submarines
-The set-65M was removed from 1984
​-Sea Lance replaced by SUBROC (while with a torpedo)
-Towed Array can be released at periscope depth
-Redesigned some interface elements, etc.

Download here: Cold Waters Epic Mod (http://coldhunter.ru)

https://www.youtube.com/watch?v=DqCPUUB8Fow

Texas Red
11-20-20, 06:33 PM
Changes in Cold Waters Epic Mod 2.26 (update 20.11.20):

-Fix a critical bug that caused some mods to not start immediately after installation (dictionary_message_log)
​-New submarine, new torpedoes and missiles on it
-Fixes and managed Chinese SUBMARINES + one new modification
​-Redesigned the darkness at a depth of
-Redesigned the behaviour of the enemy SUBMARINES while avoiding the torpedoes
-Fixes campaign NATO
-Fixes for some submarines
-The set-65M was removed from 1984
​-Sea Lance replaced by SUBROC (while with a torpedo)
-Towed Array can be released at periscope depth
-Redesigned some interface elements, etc.

Download here: Cold Waters Epic Mod (http://coldhunter.ru)

https://www.youtube.com/watch?v=DqCPUUB8Fow


I have the Cold Waters version 2.21, and I am wondering if I would need to install all the previous updates, or can I jump from 2.21 to 2.26?
Also, how would I install the update?

TIA :salute:

SKIPPER80
11-20-20, 07:03 PM
I have the Cold Waters version 2.21, and I am wondering if I would need to install all the previous updates, or can I jump from 2.21 to 2.26?
Also, how would I install the update?

TIA :salute:


Roll back 2.21 to the original clean CW 1.15 with installer.
Remove Mods folder.
Put unzipped content of 2.26 in the CW folder and re-install EM in the same way as before.

:Kaleun_Salute:

NeonsStyle
11-27-20, 12:49 AM
Roll back 2.21 to the original clean CW 1.15 with installer.
Remove Mods folder.
Put unzipped content of 2.26 in the CW folder and re-install EM in the same way as before.

:Kaleun_Salute:

I did this, but now CW is in Russian and I can't understand a single menu item. Before in 2.5 it was englisnh. Is there an english version of 2.6? Because I had to follow those instructions, I've lost the save game for the YouTube series I was doing, so I need to start another asap.

M134
11-27-20, 03:17 AM
I did this, but now CW is in Russian and I can't understand a single menu item. Before in 2.5 it was englisnh. Is there an english version of 2.6? Because I had to follow those instructions, I've lost the save game for the YouTube series I was doing, so I need to start another asap.

English is in options.

Do you have a discord? If yes - find me there and we can work something for your save. Campaign saves can be repaired in EM.

I am Dot. #7424

NeonsStyle
11-27-20, 04:11 AM
English is in options.

Do you have a discord? If yes - find me there and we can work something for your save. Campaign saves can be repaired in EM.

I am Dot. #7424

I tried the options, but it's in Russian and can't see anything that might look like a language option. I tried to add you, but it gave an error with #7424
add me, I'm NeonsStyle #7371

I looked through the config.txt also but couldn't find anything about that either.

M134
11-27-20, 04:36 AM
I tried the options, but it's in Russian and can't see anything that might look like a language option. I tried to add you, but it gave an error with #7424
add me, I'm NeonsStyle #7371

I looked through the config.txt also but couldn't find anything about that either.

Sent a friend request. Looks like it is required to chat since we dont have servers we're both connected to. Interesting... you're not on CW server?

NeonsStyle
11-27-20, 08:49 AM
Sent a friend request. Looks like it is required to chat since we dont have servers we're both connected to. Interesting... you're not on CW server?

Accepted. No, I didn't know there was a CW server. Send me a link on discord please :)

Branull
12-02-20, 05:16 PM
thanks for making the game 10,000 times better. (waiting for a Spanish submarine hehe)

:Kaleun_Cheers:


https://ibb.co/Vp09hrn

steel shark
12-03-20, 08:56 AM
i made time this morning to make


5.6 - Epic mod ver 2.26 tweaks Ver 6 (VI)

&

Epic mod ver 2.26 Tweaked files Ver 6 VI Depth & SnS Comp Hide Mod



these have a few improvements ive done to various files and of course the new stuff in epic mod 2.26


they in the :

Downloads Coldwaters / Gameplay / Section



im away for a few days now helping a friend out



L8r,s @ll


Steel Shark

r_scientist
12-05-20, 04:45 PM
Hello everyone,
I need help. How on earth am I supposed to get anything done with a whisky long bin? I am in a 1964 campaign and four torpedoes aren't enough. and the missiles are surface launch only. Any tips and Ideas for its use? I am filled with despair. :Kaleun_Crying:

thanks in advance
SCIENCE

steel shark
12-05-20, 07:08 PM
a whisky long bin is basically a whisky with missile tubes bolted on the to conning tower you better change it to correct load out


hears a standard whisky class in epic mod

wp_68_ss_whiskey_un

[Weapon Systems]
TorpedoTypes=wp_set-65,wp_saet-60m,wp_53-65M
TorpedoNumbers=8,4,8


hears the long bin class


wp_68_ssgn_whiskeylb_un

[Weapon Systems]
TorpedoTypes=wp_53-65M,wp_set-65
TorpedoNumbers=4,0


so you need to copy the default standard whiskey load out to the long bin

how to change it

follow this path to find vessels


Cold Waters\MODS\1. Основной мод - Epic Mod 2.26 (Main Mod)\ColdWaters_Data\StreamingAssets\override\vess els

should be this at end it keeps adding a gap on this messenger typer

StreamingAssets\override\vessels


yours might be different but the coldwaters and after will be valid if you cant find it try a search with windows so :


WINDOWS 7 = Windows logo key + F

WINDOWS 8 = Windows logo Key + F

WINDOWS 10 = Windows logo key + Q


then look for coldwaters ect in search

once in vessels find the whiskeyLb then copy this text in between the brackets from this message


===============================================

[Weapon Systems]
TorpedoTypes=wp_set-65,wp_saet-60m,wp_53-65M
TorpedoNumbers=8,4,8

===============================================


then over write it on the whiskey long bin class

you will need to remove the mod then re add it after for changes to take effect & any other mods ect


bear in mind this epic mod load out is very generous on my mod its all 100% accurate for better or for worse


hears the actual load out of a standard whisky

Armament:
6 × 533 mm (21 in) torpedo tubes (4 bow + 2 stern) for:
12 × torpedoes or,
22 × mines
1 × single-mounted 25 mm (1.0 in) AA gun
2 × single-mounted 57 mm (2.2 in) AA gun

Long bin also had

four SS-N-3 Shaddock cruise missiles

guns were optional but mostly removed in real life to remove drag on this sub & noise


also on my mod campaigns & single missions are vessel specific so the assigned missions are designed for that particular platform of vessel so :


SSBN campaign

SSGN campaign

SSN campaign

SS campaign

also SSB & SSG vessels included as they all diesel powered


which in turn are 50,s to 2020,s year selectable


this was done because i relised ages back that you use the right tool for the the right job as it was very unrealistic to expect diesel boats to have the -range / weapons load / endurance - of nuclear boats


REMEMBER tho that coldwaters was originally Nuclear only subs hence this point only became an issue with playable subs & epic mod introducing diesel vessels


i corrected this on my Epic W@ters mod for play subs quite a while back

hence my vessels type campaign and single missions Expansion efforts


Steel Shark

NeonsStyle
12-06-20, 06:20 PM
Hi! Change language in Main menu - Options

This will show you how to change the languages in the 2nd part of the intro where I start talking about epic mod update.


https://www.youtube.com/watch?v=aHpYd9Zoxcw

NotLindemann
12-08-20, 08:50 PM
Just wanna ask, can you fire the rbu-6000? If yes what is the key binds.

Aktungbby
12-08-20, 09:37 PM
NotLindemann!:Kaleun_Salute:

steel shark
12-09-20, 02:40 PM
you can change your keys in options

i think these are the default mapped ones tho for extra weapons


Toggle Guns=Return

Toggle RBU=LeftShift+Return

Deploy Chaff=Delete


Steel Shark

dmav522
12-09-20, 05:25 PM
I just installed Epic Mod and when I try to create a new save it doesnt let me continue from the naming screen no matter how hard I click
Help?

SkulSS
12-10-20, 05:23 AM
I just installed Epic Mod and when I try to create a new save it doesnt let me continue from the naming screen no matter how hard I click
Help?

game version in main menu?

dmav522
12-10-20, 08:58 AM
1.15g

Griviues
12-12-20, 09:00 AM
I just installed Epic Mod and when I try to create a new save it doesnt let me continue from the naming screen no matter how hard I click
Help?

Same issue here. The list of save games is completely empty, no matter how many times I try to save during the campaign.

Tucker
12-14-20, 01:48 PM
Hey yall, I've got a quick question about the mod, what are the setting for detection range? Because it seems like every time I start a scenario my sub is already detected. This even applies to quick missions where I spawn in at 5 knots and am already getting pinged and fired upon right out of the gate.

Is this how it is supposed to play out every single time? Or is there a way to change the ranges etc? This would be especially helpful in the campaigns so you don't spawn in right in front of a battlegroup and within active sonar range. This has happened quite a few times to me.

whiskey111
12-19-20, 07:30 AM
I have installed new version 2.26 and noticed that so called "dark of depth" is much darker. Personally, I prefered the one made for 2.24 which was much lighter. Does anyone know how to change "dark of depth" to be much lighter than now?

steel shark
12-19-20, 10:04 AM
well for now if its not to your liking just switch it off

go to config look for

//Use the underwater darkening or not
UseUnderwaterDarkening=TRUE

change to


//Use the underwater darkening or not
UseUnderwaterDarkening=FALSE

this will disable it

======REMEMBER TO REMOVE THEN relaunch the mod via manager after changes tho =======================


as and like i think you mean restoring it to what it was before you need to C,sharp edit


ive not looked at all at the new depth darkness settings


but on my next tweaks i could make optional C,sharp change files with my own depth mods so :


Depth & SnS Comp Hide + Lighter at depth mod



50 ft on arrows

100 ft on arrows


&


50 ft on arrows & lighter at depth

100 ft on arrows & lighter at depth



or



50 ft on arrows + SnS Comp Hide

100 ft on arrows + SnS Comp Hide


&


50 ft on arrows + SnS Comp Hide & lighter at depth


100 ft on arrows + SnS Comp Hide & lighter at depth




this is assuming that they dont give you that option anyways in next mod version


it dose get dark fast tho in real life


Steel Shark

steel shark
12-19-20, 10:17 AM
Tucker


if you look in the config you can add range but


BUT DONT ADD TOO MUCH !!!


or units might spawn out of game area


in the config text look for


//Flat distance in kiloyards that will be added upon entering combat by pressing "All hands man Battlestations". "Close to" button is not affected.
//Making it negative works, but is't tested, so use it on your own risk
CombatStartDistanceIncreace=1

//Flat distance in kiloyards that will be added over CombatStartDistanceIncreace upon entering combat by pressing "All hands man Battlestations" for player's surface vessel. "Close to" button is not affected.
//Making it negative works, but is't tested, so use it on your own risk
CombatStartDistanceIncreaceSurface=0


add larger numbers after=

id go in slow increments till to find your desired perfect range


REMEMBER THO TO REMOVE THEN RE ADD THE MOD AFTER k


hope this helps



normal path to find config file is :


usually C:drive but might be different per computer types

Cold Waters\MODS\1. Основной мод - Epic Mod 2.26 (Main Mod)\ColdWaters_Data\StreamingAssets\override


then look for config text file so :

config.txt




Steel Shark

whiskey111
12-19-20, 05:02 PM
well for now if its not to your liking just switch it off

go to config look for

//Use the underwater darkening or not
UseUnderwaterDarkening=TRUE

change to


//Use the underwater darkening or not
UseUnderwaterDarkening=FALSE

this will disable it




Steel Shark



Thanks, I have edit config file as you suggested but darkening is still active.

steel shark
12-20-20, 05:11 PM
ive turned it off my self with only epic mod on and yes it wont disable


so no idear it was suppose to disable on false i mean if not why have they stuck the option to turn it off in the config


so guess its plan B time a C-sharp edit like i said


when i get more time ill look in to that for you k m8


Steel Shark

whiskey111
12-21-20, 03:03 AM
Thanks a lot ! It could be very nice to have this option installed via ModEnable as "optionally" :)


Does anyone know if developers are planning to make onboard Helicopters (on playable ships) somehow controlled by a player?

SuperEtendard
12-26-20, 09:19 PM
I noticed that some submarines are listed as having wires but they don't have any wire guided weapons for the 1984 campaign, these are the Mike, Papa, Oscar I, Delta III and Victor III

(the last one is quite strange given both Victor I & II in 1984 setting have access to TEST-71 torps while the Victor III doesn't).


Is there a particular reason for this, or did these submarines not use TEST-71 torps in the mid 80s?

Tonci87
12-30-20, 02:24 PM
Hi there,

I decided to record a USSR 1968 campaign playthrough :)

Enjoy :Kaleun_Cheers:

https://www.youtube.com/watch?v=0OqzXmexrYI&feature=youtu.be

NeoDude
12-31-20, 02:29 PM
Hey guys, Loving the mod but having issues.

I've been attempting to start a 2002 campaign in the Seawolf. No matter what I do my first battle starts off with me being detected and then surrounded by torps and helis, this doesn't seem right to me. I've tried all 3 starting positions, shallow at 5kts, deeper at 10kts, and really deep at 20kts. Either way, the first message I get is that I've been detected. Is this a mod issue?

Aktungbby
12-31-20, 07:48 PM
NeoDude!:Kaleun_Salute:

SKIPPER80
01-01-21, 12:16 AM
Luckily found that EM 2.27 emerged on "https://coldhunter.ru/en". Happy new year commanders!

SkulSS
01-01-21, 01:18 AM
Changes in 2.27 version (update 31.12.20):
-Fix a critical bug in the NATO South China Sea Campaign
​-New models of missiles
-Fixes of towed antennas on some submarines
​-Redesigned the darkness at a depth of
-Fixes in Campaigns
-Fixed music in the intro of 1968, as well as supplemented music, etc.
-Added authentic AK630 sound, Engine sounds and propeller noises of surface ships.

Download here: Cold Waters Epic Mod (http://coldhunter.ru)

How to install
- Install clean version of Cold Waters 1.15 g (if another version of the mod is already installed, then in EpicMod Install.exe roll back the mod, delete the old MODS folder)
- Unpack the contents of the archive to the game folder next to ColdWaters.exe
- Run EpicMod Install.exe, activate the Main mod
- Additional options are available at will
- Run ColdWaters.exe

Have fun!

https://www.youtube.com/watch?v=l4KvlpBU52o&t=2592s

whiskey111
01-04-21, 05:15 AM
Thank you for new version !
Is that possible for the mod, to be updated automatically ?

steel shark
01-04-21, 06:58 PM
im back now so ill look in to making a 2.27 Epic Mod tweaks when i get chance

ill add a few new features ive made for Epic w@ters in to it as well



Steel Shark

weeboz
01-05-21, 04:23 PM
I just installed Epic Mod and when I try to create a new save it doesnt let me continue from the naming screen no matter how hard I click
Help?

same issue here. the file is in my save location, but not showing up in game. what am i doing wrong?

Aktungbby
01-05-21, 04:45 PM
weeboz!:Kaleun_Salute:

weeboz
01-05-21, 04:56 PM
weeboz!:Kaleun_Salute:

aye sir. O7

Not been around here since SH2 days (maybe 2002/3?)

Getting back into PC gaming after a long time away from it!

prichardgs
01-05-21, 08:56 PM
Great work! Thank you so much! :Kaleun_Cheers:

SkulSS
01-07-21, 02:41 PM
fixed ships of China, link updated

Tonci87
01-07-21, 05:10 PM
I uploaded a new episode :)

https://www.youtube.com/watch?v=j2h691gMCIk

whiskey111
01-08-21, 05:33 AM
Manual document is signed as 2.25 not 2.27. Current weapons for Yassen are not described.

steel shark
01-10-21, 04:56 PM
k im a way for a bit so i spent this morning making these :



Epic mod ver 2.27 Tweaked files Ver 7 ( VII )


Epic Mod HUDS 2.27 this in inside the above mod


Epic mod ver 2.27 Tweaked files Ver 7 VII Depth mod + SnS-Comp Hide


Epic Mod ver 2.27 Weapons Tags & Description Expansion Mod




they as usual in the Downloads section Under Coldwaters Game play


these all have new features & content apart from the hud one that was jsut checked for Epic Mod Ver 2.27 Compatibility


ive also finally figured out how how make multi audio tracks stack so on other releases ill add it at the moment i can stack 6 at once so :



1.) Music

2.) Voice

3.) Voice again not cut off by the first voice

4.) Sound effects

5.) Boat & vessels alarms

6.) Ambient sounds



if i can get this higher we can have crew background noise

and get background vessel noises so computers , crew on keyboards , alarms , Hatches ect


this will heavily add to the atmosphere of the game



ive stated a 33% or 66% Darkness at depth mod reducer too


Steel Shark

Spielmann
01-12-21, 05:16 AM
Thank you for the new mod. It must be a lot of work. So THANK YOU A LOT

steel shark
01-12-21, 06:05 AM
First off Thank-you Spielmann


Yes Modding a mod is Very hard as i have to check what they have changed on every new version then adapt then add my new stuff from my own mods


so new Audio / Improved game features / redesigns / game editing / Graphics ect.


also a lot of the audio features & extras from the Russian side of the mod are not present in the English version so ive had to work out how to add em and also make them



When i first saw epic mod i was very impressed but i knew Very Quickly that it needed a english modded version that was as good as the Russian version Feature wise hence my Epic Mod tweaks were rolled out


Because at the End of the day


Epic Mod was made by "Russians in Russia for Russians"

&

Epic Mod Tweaks was made by a Briton in Britain for Westerners


"So with the two versions we get the Best of Both Worlds"



Steel Shark

kevinmeij
01-14-21, 10:15 AM
i have dowloaded the file a couple of times and it's always a rar file and i did a couple of things and finaly had a normal file but i think not the right one. because the mod did not work and my game chrased. so is there someone who can explain me how to instal the mod proberly?

steel shark
01-14-21, 03:54 PM
first get 7-zip its my favorite Archiver for packing stuff up

so link is :


https://www.7-zip.org/a/7z1900-x64.exe


once you have it install it k


VERY IMPORTANT !!!!

ALL ways scan zips first

even if god

her/him/it,s

SELF has sent you it pERSONALLY Still virus scan it k


to un-pack zips simply put your mouse cursor over a zip file then RIGHT click then navigate to the 7-ZIP option then go to EXTRACT TO OPTION its the 5 th option down


this is important as it will then put the extracted files in to a folder and not every were the name of the folder will all ways be the name of the zip files so


if i extract a zip called sea
it will make a folder called sea to put the files in



you will also need epic mod ver 2.27 their is a link if you go back a bit on this thread

Actually ill just copy that 4 U

link is

https://drive.google.com/file/d/1_f4e4XB9LjRV-4B8OJCGStJt9jcHPIRz/view?usp=sharing

once you have epic mod you need to Unpack it using 7-zip


then you need to put the contents of the zip in to the right place in cold waters so best way to do this is


once you have downloaded it ---UNZIP IT THEN put the "MODS" folder were your

cold waters EXE file is Easy way is to RIGHT CLICK on your cold waters icon

with mouse then
go to Open file location


when this is done copy the mods folder and the Epicmod Install program were your


coldwaters exe is once mod folder is added their use mod installer to add your choices and mods


to do this run the YELLOW
G icon then use the arrows to add or remove stuff


arrow > is add currently highlighted mod


arrow < is remove currently highlighted mod


arrows << is remove everything


Dont Panic if it fails a few times it dose fail occasionally on big file or when it feels like it


to add my mods its the same as above


just unzip em then put the contents in to the mods folder then add em once you have added all the mods you want


run the cold waters exe as normal


if you get in to major trouble just private message me on subsim k and we can sort it out


Steel Shark

Texas Red
01-15-21, 08:01 AM
Hello,

could Epic Mod possibly make the wars last longer than 2 months? I’d like the war to last long enough to see NATO march on to Moscow and even China. Could that be doable?

Aktungbby
01-15-21, 01:25 PM
kevinmeij!:Kaleun_Salute:

SkulSS
01-17-21, 04:41 PM
https://www.youtube.com/watch?v=0tn_mqEXPHI&t=2s

M134
01-17-21, 08:20 PM
And what would playes got if Epic did't rid of guys who've done most of sofisticated work)

+ Dedicated launcher (stores not shared with torpedoes)
+ Target type selecting (Aircraft/Missile)
+ Selective targetig (missilies are not going all after 1 target)
+ Air searhing radar
+ Interception information in log

https://youtu.be/HkhsF5WE-3w

SkulSS
01-17-21, 10:31 PM
Nice addons for Epic mod), when will you share them with ordinary players, when is the Dot release?

M134
01-18-21, 02:51 AM
This is not an addon for EM. We based mostly on vanilla. It is to early to talk about release.

SkulSS
01-18-21, 06:14 AM
https://www.youtube.com/watch?v=uWMrvZFYNX4

steel shark
01-20-21, 11:13 AM
---------------------------NEW Features ---------------------------------------



NEW -- Emergency Surface & Emergency Dive -- Ver 2



NEW -- Reduced Random Selected speed On all campaign mission,s start

Was :
PlayerStartTelegraphs=2,3,6


Now :
PlayerStartTelegraphs=1,2,3 = So now you enter combat at Quieter Speeds



NEW -- Extra Distance from Enemys on campaign,s Missions

//Flat distance in kiloyards that will be added upon entering combat by pressing "All hands man Battlestations". "Close to" button is not affected.

was 1 for subs 0 for surface ships now its 3,3 For both

Must press "All hands man Battlestations"

"Close to" button is not affected.


so now you get more distance on start from targets


i did not want to add too much of a number hear or we might get Vessel placement issues





NEW -- MapSpeedModifier=1 For all campaign,s

this slows down the campaign map Speed for all campaign play

Yes its Slower but now you have more time to plan a intercept Course

Besides : its the Silent Service not the Speedy Service.



as usual its in the Downloads section Under Coldwaters Game play




Steel Shark

steel shark
01-20-21, 11:16 AM
im gone for a bit after today i got my phone tho it gets private subsim messages for me


any body needs something their you go use that

L8r,s @ll


Steel Shark

NavalAviator15
01-20-21, 05:17 PM
Will the Ohio SSGN be added to the campaigns anytime soon? I'd love to do a campaign in the South Cina Sea with one.

Thanks!

Pablo
01-21-21, 11:39 PM
Hi!


I am playing with the Epic Mod 2.27 (Main Mod), and my US sub is tracking an Oscar-class SSGN at 95% solution. When I am abeam of the Oscar, it shows the Oscar has the following sensor values:Active 10
Passive -4
Towed -2
When I move into the Oscar's baffles, it showsActive -50
Passive -50
Towed -50
Shouldn't it be something like this when I am in the baffles of a sub with a towed array?Active -50
Passive -50
Towed -2
Thanks! :)

steel shark
01-22-21, 09:18 AM
i generally spend my time modding games ill look at the values for you


so "Pablo" if they dont get back to you message me k


Steel Shark

steel shark
01-22-21, 09:29 AM
k so my new version of EM 2.27.b is up

Epic mod ver 2.27 Tweaked files Ver 7.b-r ( VIIB-R )


this is exactly the same but the "campaign map speed modifiers" have been reset.

"the R stands for restored"


its were i all ways place em


Downloads / Coldwaters / Gameplay section


ill make a + version when i can


Epic mod ver 2.27 Tweaked files Ver 7.b+ ( VIIB+ )


this one ill make all the missions in the Campaign Four times longer so kinda a mini free roam Campaign Version for epic mod


so if a mission is 48 hours it would now be 192 hours so 8 days for that mission


given stores & Decoy Expenditure

and maybe damage thats probably extra time enough id say

-------------------------------------------------------------------

expanded campaign ideas would be

in the later part of the war the navy dose :


1.) more land strikes


2.) dedicated hunt missions for ssn , ssbn , ssgn vessels


3.) assault missions so softening up set targets


4.) patrol missions in designated areas to limit aid getting in


5.) mine laying


Steel Shark

nitro Skirata
01-27-21, 09:37 AM
Hey,


i tried playing with the Epic mod and tweaks VIIB-R. i am unable to go anywhere fast on the map with this combinations, making it impossible to intercept enemys on the campaign map. here is a video of a LA class on the campaign map: https://youtu.be/Ve7JoIGDVeo



greetings,

nitro Skirata

steel shark
01-27-21, 10:29 AM
the original setting are used on Ver 7.b-r hence i made (VIIB-r) in the first place to restore em those setting are :


MapTimeCompression=3600 all


so all Campaigns are at same Time Compression



Hear are the Original Value,s for Epic Mod 2.27 Campaign,s MapSpeedModifier,s




campaign001 - NATO (1968) North Atlantic - MapSpeedModifier=2


campaign002 - NATO (1984) North Atlantic - MapSpeedModifier=2


campaign003 - NATO (2002) Global Map-MapSpeedModifier=1


campaign004 - NATO (2002) Global Map Surface Fleet - MapSpeedModifier=1


campaign005 - Soviet Union (1968) North Atlantic - MapSpeedModifier=2


campaign006 - Soviet Union (1968) Global Map - MapSpeedModifier=1


campaign007 - Soviet Union (1984) North Atlantic - MapSpeedModifier=2


campaign008 - Soviet Union (1984) Global Map - Murmansk - MapSpeedModifier=1


campaign009 - Soviet Union (1984) Global Map - Kamchatka - MapSpeedModifier=1


campaign010 - Soviet Union (1984) Surface Fleet - MapSpeedModifier=2


campaign011 - Soviet Union (1984) Global Map Surface Fleet - MapSpeedModifier=1


campaign012 - Russia (2002) Murmansk - MapSpeedModifier=1


campaign013 - Russia (2002) Kamchatka - MapSpeedModifier=1


campaign014 - NATO (2000) South China Sea - MapSpeedModifier=2



So what im saying is you are playing the mod at the map speed that was intended by the makers


Surface Ships are faster then subs so you need to predict were you want to Intercept them on the map and set your Vessels Course Accordingly


Also remember that both mouse buttons do Vessel speed so :


LEFT MOUSE Button is faster +

RIGHT MOUSE Button is slower -


but you all ready knew that ive put it in hear for other that might not know


Hope this helps


Steel Shark

nitro Skirata
01-27-21, 10:37 AM
So, is the slowing of the player submarine a feature of your tweaks?

because those values do match up, but the sub still only crawles, when the tweaks are enbled (player sub speed with tewks is about one fouth of the one for straight Epic mod).


In the video i posted, i alternated between left and right mouse for movement.

also one can see, that merchants are able to outrun a submarine travelling at 35kts

greetings,
nitroSkirata

steel shark
01-27-21, 10:44 AM
yer rates

your speed may affect your depth too im a bit rusty on campaign stuff


so for example :

left click = 30-35kts, 900ft
right click = 25kts, 300-400 ft
stopped = 5 kts, 50-150 ft




Steel Shark

nitro Skirata
01-27-21, 10:49 AM
Ok, figured out what was going on

the reduction in starting bells, was not only influencing the combat entry speed, but also the campaign movement speed.

greetings,
nitroSkirata

steel shark
01-27-21, 10:58 AM
sounds right id forgot about that id also forgot about the depth thing can be use by setting the default x3 x3 settings so

x3 telegraph

x3 starting depths

might need a re do then like i said a bit back this is why ive resisted doing campaign changes till Ver 7

so :

PlayerStartTelegraphs=1,2,6


then make sure not to be moving on intercept



cheers for bringing that back to my memory "nitro Skirata"

ive been doing coding and models so much also audio and graphics ive forgot stuff about campaigns

got a lot on atm also

p.s cheers for using the mod


Real subs dont charge around tho at flank very often kinda defeats the point of being silent hence my changes but yer with mission time limits in mind yer

also you need to be able to go flank for when you need to



Steel Shark

steel shark
01-27-21, 11:12 AM
ill change it then re upload it after testing

ill rename it too so its different from the other version and remove the B-r version to be safe also



Steel Shark

steel shark
01-27-21, 01:08 PM
my other main new features im still testing

so for now use this version

"5.6 - Epic mod ver 2.27 tweaks Ver 7.c VIIC"




ill release a 5.6 - Epic mod ver 2.27 tweaks Ver 7.d VIID
with new features when i can


or it can be in epic mod 2.28 or the other mod when that comes out


ANY one that used my older 5.6 - Epic mod ver 2.27 tweaks Ver 7.b-r VIIB-R

use this instead


5.6 - Epic mod ver 2.27 tweaks Ver 7.c VIIC


its were it usually is Downloads / coldwaters / gameplay

Stay safe all



Steel Shark

Hobomaniac
02-01-21, 03:38 PM
Hello everyone,
After installing the Epic Mod 2.27, I noticed something weird :
enabling english text and voiceovers in the in-game settings modifies the "worldscale" and speedmultiplier values!

It changes from....
worldscale=0
speedmultiplier=10

to this.....
worldscale=1
speedmultiplier=11

Does it mean the russians play at 1/1 distance scale and 1.0 speed, and the english people play at 1/2 distance scale and 1.1?
English and russian versions play at different speed?

Aktungbby
02-01-21, 04:54 PM
nitro Skirata!:Kaleun_Salute: & Hobomaniac!:Kaleun_Salute: after a long silent run! :up:

M134
02-02-21, 01:09 AM
Hello everyone,
After installing the Epic Mod 2.27, I noticed something weird :
enabling english text and voiceovers in the in-game settings modifies the "worldscale" and speedmultiplier values!

It changes from....
worldscale=0
speedmultiplier=10

to this.....
worldscale=1
speedmultiplier=11

Does it mean the russians play at 1/1 distance scale and 1.0 speed, and the english people play at 1/2 distance scale and 1.1?
English and russian versions play at different speed?

Hello.
With introduction of wake-homing scale and speed values were locked at 1:1 for everyone more than a year ago. Later I've used those parameters in options to make language swithchable from the game and eliminate need for separate config file.
So now these parameters influence only language and voiceover. Speed and scale are hardcoded to be 1:1 for everyone.

Hobomaniac
02-02-21, 01:06 PM
nitro Skirata!:Kaleun_Salute: & Hobomaniac!:Kaleun_Salute: after a long silent run! :up:

I've been too busy playing TWos. And still playing. The best game of all times :)

Hello.
With introduction of wake-homing scale and speed values were locked at 1:1 for everyone more than a year ago. Later I've used those parameters in options to make language swithchable from the game and eliminate need for separate config file.
So now these parameters influence only language and voiceover. Speed and scale are hardcoded to be 1:1 for everyone.

Thank you for the intel
I played with one of the old subs ( a permit class I think) and the game seemed to go much faster than what I'm used to (I play on 1/1 scale and on 1.0 speed on vanilla)
The sub accelerates from 5knts to 10 knts in two seconds. The torpedos also seemed to go faster
But i'm surely confused. I'll try some other missions tonight, with other subs

PedroTheGoat
02-05-21, 10:30 PM
Steel Shark...

First I want to thank you and your team so much for this mod. It is absolutely amazing and I’m putting many hours when I can into it.

One very slight issue I have though...

When I play The Duel(1984) as NATO, a lot of the time the contact will not be on my sonar reference. So I’m unable to classify them.

Such as the Yankee and Mike. Sorry if you’ve already addressed this and I missed it when I was skimming.

Don’t know if you have a workaround or if I’m just missing something.

Hope you and your team are doing well.

Aktungbby
02-05-21, 10:41 PM
PedroTheGoat! Nice silent run!:Kaleun_Salute:

PedroTheGoat
02-05-21, 11:37 PM
PedroTheGoat! Nice silent run!:Kaleun_Salute:

Yeah. Been lurking and watching for many years. You guys are so knowledgeable that I’ve never had much to add sadly.

M134
02-06-21, 07:40 AM
Thank you for the intel
I played with one of the old subs ( a permit class I think) and the game seemed to go much faster than what I'm used to (I play on 1/1 scale and on 1.0 speed on vanilla)
The sub accelerates from 5knts to 10 knts in two seconds. The torpedos also seemed to go faster
But i'm surely confused. I'll try some other missions tonight, with other subs

Vessels and weapons characteristics was extensively changed first by PBS then by EM, so... I dunno, probably they would feel differently than in vanilla...

juraj44
02-10-21, 03:02 PM
Can not start the mod at start cold Waters crash report 2021-02-10-204036

Victorry
02-13-21, 08:17 AM
Game crashes now.

unless I don't load in the:
- 'globalgamemanagers' file
- 'resources.assets' ASSETS file
- 'resources.resource' RESOURCE file
- 'sharedassets0.aseets' ASSETS file

Which somehow breaks half of the games by not letting me: move on Global campaign, not loading up single missions, not letting me go to battle on a USSR/Russian submarine, and anti-sub missiles fired from subs lags the whole game down to 1 FPS.

Please fix!

steel shark
02-13-21, 09:38 AM
I Had nothing to do with epic mod ever i just made my tweaks and my own enhancements for it to make the NATO side better


to uninstall cold waters + EPIC mod totally also do this :


After playing Epic Mod or any mod that adds hotkeys (Skwabie's for example) you will not be able reassign hotkeys if you return to original game. To fix this you have either to delete \AppData\LocalLow\Killerfish Games\Cold Waters\options.txt or delete all lines with new keys from that file.

or

delete the preference files that contains the controls settings for epic mod they are in C:\Users\YourUsername\AppData\LocalLow\Killerfish Games\Coldwaters\Options.txt


this will remove the part of epic mod that will make you have trouble in a doing a TOTAL Uninstall of it


various help is available online elsewhere also


i swore to not bother with this any more


but over the years ive enjoyed the great subsim community mods for SH3 /4 /5


SO ILL BE dammed if you lot are left hanging because the epic mod team quit


they quit by choice i didn't


ive had 7 deaths to contend with in well under 1 year and a family member is critically ill


still i made time to make these epic mod tweaks for others


their were over 22 mods but i left only the best ones on subsim


ive got over 7 Chinese friends


my axe to grind is with their Government


not its people


so i wasent impressed with my new picture as you may imagine .....


so their you have it


for what its worth ...........


Steel Shark

steel shark
02-15-21, 12:49 PM
ill tell you how its going to be


OK .... a few things have changed epic mod is in-effect dead but in my case even this has some benefits


the main reason i was all ways so slow at making stuff for my mod was i kept adding my mod on top of epic mod every timed it changed i had to re add it coding included


also translate Russian parts of it and make new English versions if they did not exist

then finally adding new content and improvements or fixes


a Russian version Example would be :


----------------------RUSSIAN---------------------------------


SubsystemDamagedDIESEL=audio/voices/xo/section2/disel_damaged.ogg
SubsystemRepairedDIESEL=audio/voices/xo/section1/disel_repaired.ogg
SubsystemDestroyedDIESEL=audio/voices/xo/section2/disel_damaged.ogg

FLOODINGDIESEL=audio/voices/xo/section3/flooding_in_diselroom.ogg
DCPARTYDIESEL=audio/voices/xo/section3/dc_dieselroom.ogg

GunsFireAtWill=audio/voices/fire control/GunsFireAtWill.ogg|0|FALSE
GunsOnHold=audio/voices/fire control/GunsOnHold.ogg|0|FALSE
GunsLowSolution=audio/voices/fire control/GunsLowSolution.ogg|0|FALSE
GunsNoAmmo=audio/voices/fire control/GunsNoAmmo.ogg|0|FALSE
GunsBadRange=audio/voices/fire control/GunsBadRange.ogg|0|FALSE

RBUFireAtWill=audio/voices/fire control/RBUFireAtWill.ogg|0|FALSE
RBUOnHold=audio/voices/fire control/RBUOnHold.ogg|0|FALSE
RBUNoAmmo=audio/voices/fire control/RBUNoAmmo.ogg|0|FALSE

MissileLaunchDetected=audio/voices/watch officer/MissileLaunchDetected.ogg|1|FALSE
MissileWarning=audio/voices/watch officer/MissileWarning.ogg|0|FALSE
FireSunray=audio/voices/watch officer/DeployChaff.ogg|7|FALSE
SunrayReady=audio/voices/watch officer/ChaffReady.ogg|2|FALSE
DeployChaff=audio/voices/watch officer/!DeployChaff.ogg|7|FALSE
ChaffReady=audio/voices/watch officer/!ChaffReady.ogg|2|FALSE


//Not new. Just edited
NewSonarContact=audio/voices/sonarman/newcontact.ogg|6|SONARBRG
LostSonarContact=audio/voices/sonarman/lostcontact.ogg|6|SONARLASTBEARING_SONARBRG_SONARI SFADED
LostSonarContactBaffles=audio/voices/sonarman/lostcontact.ogg|6|SONARLASTBEARING_SONARBRG_SONARI SBAFFLES
ReEstablishSonarContact=audio/voices/sonarman/regainedcontact.ogg|6|SONARBEARING_SONARBRG


MissileLaunchDetected=audio/voices/sonarman/transient.wav|0|FALSE

------------------------------------------------------------------------


and the English version example :


----------------------ENGLISH-----------------------------------


SubsystemDamagedDIESEL=audio/voices/xo/section2/reactor_scrammed.wav
SubsystemRepairedDIESEL=audio/voices/xo/section1/reactor_back_online.wav
SubsystemDestroyedDIESEL=audio/voices/xo/section2/reactor_damaged.wav

FLOODINGDIESEL=audio/voices/xo/section3/flooding_reactorspace.wav
DCPARTYDIESEL=audio/voices/xo/section3/dc_reactorspace.wav


MissileLaunchDetected=audio/voices/sonarman/transient.wav|0|FALSE

-----------------------------------------------------------------------------------

also note the diesel English versions use "REACTOR" audio still so it still didn't say diesel when you clicked on damage control or the crew spoke



note the vast difference also it got worse i then had to get this in to the English version so working out new paths ect


"AND MAKE THE NEW AUDIO FILES as they didn't exist For the English Version"


so my modded English version was


----------------------Steel Shark Version--------------------------


SubsystemDamagedDIESEL=audio/voices/xo/section2/diesel_engines_offline.wav
SubsystemRepairedDIESEL=audio/voices/xo/section1/diesel_engines_back_online.wav
SubsystemDestroyedDIESEL=audio/voices/xo/section2/diesel_engines_damaged.wav

FLOODINGDIESEL=audio/voices/xo/section3/flooding_diesel_section.wav
DCPARTYDIESEL=audio/voices/xo/section3/dc_diesel_section.wav

GunsFireAtWill=audio/voices/fire control/GunsFireAtWill.wav|0|FALSE
GunsOnHold=audio/voices/fire control/GunsOnHold.wav|0|FALSE
GunsLowSolution=audio/voices/fire control/GunsLowSolution.ogg|0|FALSE
GunsNoAmmo=audio/voices/fire control/GunsNoAmmo.wav|0|FALSE
GunsBadRange=audio/voices/fire control/GunsBadRange.wav|0|FALSE

RBUFireAtWill=audio/voices/fire control/RBUFireAtWill.wav|0|FALSE
RBUOnHold=audio/voices/fire control/RBUOnHold.wav|0|FALSE
RBUNoAmmo=audio/voices/fire control/RBUNoAmmo.wav|0|FALSE

MissileLaunchDetected=audio/voices/sonarman/transient.wav|0|FALSE


Note i placed other new files that i made in other locations as i preferred them their


this also had other benefits so for example part of the above group but not included with the above comparison text selection would be :


MissileLaunchDetected=audio/alert/MissileLaunchDetected.wav
MissileEarlyWarning=audio/messagelog/Alarm SUB Alt
MissileWarning=audio/alert/MissileClosingAlert.wav


their were other,s also but you get what im saying


----------------------------------------------------------------------------------


now that was just a example i had to do this For Very Many Files and translate the Russian too. also load of other areas in the game then add new content also that wasent even in their Russian version


so as you can imagine it was ...............SLOW Progress


but now its stopped at EM 2.27 so its stable for the first time ever since ive been modding it


now im not in the mood to work on a new project 24/7 as ive, got many other things on atm that matter more to me



So for the first time ever ive got a modding Partner to take the load off me a bit

so im going to add the most finished or Close to Fished Elements of some of my OWN mods also new models to CW 1.15G + EM 2.27


the result will be :


"Cold Waters Advanced" or CWA


This version of Coldwaters will be very accurate for sensors and weapons


if a torpedo was rubbish it will be


if it was good it will be


their wont be any advantages or disadvantages given at all


for example :

//Ракето-торпеда Шквал 1977г.
WeaponObjectReference=wp_shkval
WeaponSprite=hud/sprites/wp_shkval_sprite.png
WeaponType=TORPEDO
Warhead=400
SurfaceLaunched=FALSE
WireGuided=FALSE
MaxLaunchDepth=105
RangeInYards=2843
RunSpeed=40
ActiveRunSpeed=200
//ActiveRangeInYards для Шквала должен быть больше RangeInYards
//пропорционально разнице в скорости между RunSpeed и ActiveRunSpeed (т.е. в 5 раз), чтобы он быстро не дох после активации.
//Сейчас будет идти как и раньше, примерно на 11 км.
ActiveRangeInYards=14215
TurnRate=25
SensorAngles=10,10
SensorRange=10000
WeaponNoiseValues=150,250
MissileFiringRange=600,2000
MaxPitchAngle=25
HomeSettings=PASSIVE
AttackSettings=FALSE
DepthSettings=SHALLOW
MinCameraDistance=0.5
ResupplyTime=15


Russian Bit Translated

// ActiveRangeInYards for Flurry must be greater than RangeInYards
// proportional to the difference in speed between RunSpeed ​​and ActiveRunSpeed ​​(i.e. 5 times) so that it does not quickly reach after activation.
// Now will walk as before, about 11 km.


NOTE :

RangeInYards=2843
ActiveRangeInYards=14215

SensorRange=10000


10k Sensor range !!!!!!!!


Yer right someone was trying to make it a super weapon hear i think


ive not really looked before because i was making my Tweak mods or my own but now i am looking you better BELIEVE their will be changes to everything !!!!


i know why they did it but its not the proper statistics of the weapon


if i was designing it i would have made 2 versions fast/slow then slow/fast also very little rudder rates like the real thing. also the sensor range would be accurate

or as with the original no sensors at all


just think of the original Version as a 200 knot mark 16 ect


the large warhead rating i have no-problem with as anything at speed has more Kinetic Energy On Impact id say even higher then

Warhead=400 Actually



"if the real thing breaks out of its super cavitation bubble it disintegrates rather abruptly so sharp turns it cant do not at full speed"






and ill hand pick a few QA , testers for "quality assurance"


and ill or get my m8 set up a Discord Server To help with Project Progress and share i dears better. and discussions for improvements



I know straight off who will be the FIRST ONE

HobbitJack


SO when you see this Do what you did before to send me a message if your interested and ill take care of the rest



Btw im thinking small incremental releases so mass community testing can also be done when major parts of the mod are completed this would be also be beneficial for extra Quality Control and Mod Fixes

so ect

CWA Ver.1

CWA Ver.2





Steel Shark

BinMinnie
02-15-21, 04:27 PM
Glad your back Steel!
Take your time, thanks for the good work!!

Tonci87
02-15-21, 05:02 PM
Epic Mod Development is dead?

steel shark
02-15-21, 05:21 PM
first off thank-you BinMinnie


as for epic mod as far as i know yes its "мертвых" or "Dead"


now as to what state EM 2.28 got to who can say ?


if its gets Released good more content for CW


if not theirs mine and a few other mods in the works so No Problem their


also


PedroTheGoat yes i was aware of the missing vessels issue most are fixed with my tweaks mods


but as all my combined tweaks downloads were most likely over 900+ downloads

and i even said in the mod install description :


5.)------------------Mod Fixes

also ive noticed a few missing vessels in single player that were not added to the

ship rosta so it was impossible to id em till you get auto id so ive added those

and reordered the rosta too so now its better to use for western side so :

soviet subs first then soviet warships ect better order i think

also if you find more missing vessels let me know



&


as i never played epic at all i never noticed any others



GUESS What your the first to actually Get BACK to me !!!!



Well Done & Thank you



Steel Shark

Guibaesa
02-15-21, 11:03 PM
Can we expect updated submarine models on the advanced mod?
I really wanted the Ohio, the Virginia and the Nautilus to be more accurate.

NavyGuy570
02-16-21, 09:40 AM
Hold up..... Epic Waters has evolved into CWA, and you will be releasing a closed-door beta version on your Discord? Now I’m curious, will the beta version include the old code-base from Epic Waters? Also, nice to hear you found a friend and you’ll be making a return! Best of luck!

Aktungbby
02-16-21, 11:27 AM
Guibaesa!:Kaleun_Salute: & goldmastersims!:Kaleun_Salute:

goldmastersims
02-16-21, 05:02 PM
I've had Cold Waters for a while. I helped tested some early builds of HobbitJack's 1960 campaign and sniffed out some Epic Mod bugs. This and DotMod are the biggest mods I'm looking forward to. Since North Atlantic 2000, I've run out of quality campaigns that also offer more realism/challenge. EM was great, but this is even greater with having to ID allied contacts (if you're putting that in). I'll be waiting for any testing of this mod if you need it.

mspencer02
02-17-21, 02:15 AM
Ooooo. More content?
I am very down to test, Epic Mod rekindled my interest in CW and Steel Shark's mods make it so much better.
What's the Discord info? I'd be down even to lurk and watch, this has been a fun return to the subsims for me.

steel shark
02-17-21, 04:55 AM
thanks for the fast support


it will be my efforts to have a large but good team hence i wont add people fast


a large number will be good for testing and ideas and gives the project a greater skill pool to dip in too


also if more people are involved the project can survive losses of people leaving


BUT too large and its gets messy so that perfect balance will be critical



someone can spend hours looking at something thinking its ok


then another person comes along and immediately spots a fault


that,s just how it is


cheers all


Steel Shark

SkulSS
02-19-21, 04:26 PM
In the coming days, stream and release Cold Waters 2.28 - SAM, improved AI, an important fix in all Campaigns

https://www.youtube.com/watch?v=RkiXUjVqPd0

Victorry
02-20-21, 06:26 AM
Aw, man, finally! The game can now be playable with the Epic mod installed.

Waiting for the new update soon, I would die to play the Epic mod perfectly!

Xanpitopato
02-20-21, 12:30 PM
:Kaleun_Applaud: Gracias, desde Ferrol... :Kaleun_Wink:

SkulSS
02-23-21, 04:24 PM
Changes in 2.28 version (update 23.02.21):
- Surface-to-air missile systems on ships
​- Improved AI
- Fix the enemy's capture of their territories by amphibious invasion
- Fixes for AI navigation on the global map
​- Destroyed submarines and ships do not disappear at depth
- Revised the noise level of torpedoes
- Fix polar ice
- Fixed the effects of AK630 and others.

Download here: Cold Waters Epic Mod (http://coldhunter.ru)

https://www.youtube.com/watch?v=HBeFEuFZJtA

Sardaukar67
02-24-21, 01:11 PM
Nice!

I recently downloaded Epic mod and based on Youtube vids was about to ask about SAMs. Great work and especially more challenge for sub like Oscar.

:yeah:

Aktungbby
02-24-21, 01:45 PM
mspencer02!:Kaleun_Salute:

steel shark
02-26-21, 09:49 AM
as ive been asked by quite a few People now so i will make a


EMT 2.28

(Epic Mod Tweaks 2.28)

as we in CWA have also decided to use only actual models of stuff
ill also make a


EMT-MDL 2.28

(Epic Mod Tweaked - Models 2.28)


this other version will have my models i made over time out of existing cold-waters parts and vessels so like PBS did

(CW-Playable-Subs)

This is is also to keep my Promise to 5 people who wanted various models ive made over time for CW


ill also make my usual extra additions as well so :


Dex Mod 2.28 (Description Expansion Mod )


Depth & SnS Comp Hide Mod 2.28


and a hud mod i was making for EM 2.27 Ver my 7.d VIID Tweaks mod Which was never released

so a EM 2.28 hud mod


so you will end up with :


EMT 2.28


EMT-MDL 2.28


EM / EMT / EMT-MDL ---- HUD Mod 2.28


EM / EMT / EMT-MDL ---- DEX mod 2.28


EM / EMT / EMT-MDL ---- DEPTH & SNS COMP HIDE mod 2.28


stay safe all


Steel Shark

jack33
02-27-21, 04:02 AM
Thank´s Steel Shark