View Full Version : [No Threads Allowed - Post Suspension] Cold Waters Epic Mod 2.12
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
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.
https://www.youtube.com/watch?v=yZi5HQbLP7c&t=3484s
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
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
https://drive.google.com/file/d/1iH9SJRCGyEPG4FIr-XqiuCgpOYLRdEGt/view?usp=sharing - Cold Waters Epic Mod 2.22
Enjoy)
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:
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:
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:
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
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:
+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:
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?
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!
Really great mod. :yeah:
But is there a reference anywhere what specs all the russian weapons have and when to use which one?
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'
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
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
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
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:
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:
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
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
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:
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
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).
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
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
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 .
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
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"
Hi! Link is updated 13.09.20, critical fixes in USSR Campaigns :salute:
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
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
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,
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
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.
Hi! I create a Discord server, please welcome! https://discord.gg/vhqu3U :salute:
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?
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)
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:
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.
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
steel shark
10-16-20, 03:30 PM
thanks mate
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?
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:
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
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
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.
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
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.
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.
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?
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.
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!
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
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!: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:
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:
https://www.youtube.com/watch?v=0tn_mqEXPHI&t=2s
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
Nice addons for Epic mod), when will you share them with ordinary players, when is the Dot release?
This is not an addon for EM. We based mostly on vanilla. It is to early to talk about release.
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!
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:
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.
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
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:
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
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