View Full Version : epic mod + epic waters
steel shark
08-02-20, 06:45 AM
ive been away on business for quite a bit ive read all of the messages i have been sent on & off subsim forum
and have decided that the best way to get what work ive done with my various mods and assets in time ive got left is to amalgamate and in some cases make new versions that are all geared TOWARDS epic mod
AS THIS IS THE BEST coldwaters PLATFORM TO WORK OFF
this version of my work will be MODS installer capable so my Epic w@ters wont be a stand a loan mod as i originally envisioned this is mainly because of 4 main factors
1. TIME the greatest of all resources and im short of time & its not for sale on Ebay or Amazon so ill adjust my original plans.
2. Family & friends matters ive have to attend to
AND family & friends will all ways come first with me.
3. as epic mod is rapidly changing its better to make my mod a add on option as this will be the more flexible option to plug & play as Epic mod progresses & my Epic w@ters will also progresses along side it for as long as i can.
4. content ive all ready done loads of work on my 4 mods so i want the stuff out their for the community in some form
Pacific waters
Atlantic waters
Epic waters
Cold waters South china sea - Heavily modded
Steel Shark
ps ive made a cold waters album as ive took down my attachments its in my PUBLIC PROFILE
steel shark
08-02-20, 05:25 PM
im currently modernizing my gato,s from my Pacific waters mod in to cold war Radar Picket subs
most likely arm em with mark 16 mod 1
and mark 37 Mod 0 torpedo,s these were none wire guided torpedo's
could make Mark 39 torpedo as well as these were the First wire-guided torpedo,s to enter service with the USN
also gong to make ZULU class ss Soviet subs
and
also the 6 zulu class submarines that were converted in 1969 to become the Worlds first ballistic missile submarines SSB
ivandracov
08-04-20, 09:10 AM
Dear Steel, (Question at bottom)
I am enjoying your mod ALOT.
I tend to mod War game Air land battle!
and that took some time to learn as the files are in modern Sol descriptor and modual format (and in FRENCH)
I enjoy opening the simple data files in Coldwaters to tweak and play with numbers and see the result in game. (just personal use of course)
So for example I logically found the BA-111 high speed surface torpedo and gave it sensors and made it attack deep as well great fun and so simple to do!
I have yet to cause the game to crash once !
I just want to know where do you find the tutorials or software suite/packages to mod cold waters in greater detail?
I would love to know as it looks great.
Sorry if this is posted in the wrong pllace this website is vast !
Aktungbby
08-04-20, 10:41 AM
ivandracov!:Kaleun_Salute:
steel shark
08-04-20, 12:38 PM
to mod coldwaters you need different elements
1. dnSpy for the Code Modification
2. a photo shop or paint shop program for menus and sprites textures ect
3. a sound editor like Audacity or something also mabey a text to speech editor for voices ect
4. loads of research as theirs are loads of statistics , dates ect to get right
im lucky as i am all ready Very familiar with Most Navy Technology past and present and when im not sure theirs wiki or various internet Sources
5. how too code games well my knowledge is based off inter net various utube videos also im very good at game modding also i use trial & error approach
If you like i could put together a Coldwaters Editor tools pack and upload it some were on subsim let me know
stay safe Mate
Steel Shark
steel shark
08-04-20, 02:24 PM
ive fully made the mark 37 Family now
Mark 37 Mod 0 - free Running Passive-Active Homing Torpedo
Mark 37 Mod 1- Wired Guided Passive-Active Homing torpedo
Mark 37 Mod 2 - ( this is the Mod 1 upgraded )
Mark 37 Mod 3 - ( this is the Mod 0 Upgraded )
Mark_NT37 - free running Not wired
also Otto-Fueled Engine not a Battery so speed was increased by 40% so 36 Knots
& the range by 150% this Version remained in US Navy service until the early 1990,s
steel shark
08-08-20, 02:05 PM
ive done the Russian and the USN huds for Epic W@ATERS plug in mod for Epic mod 2.22 just UK ones to finish up now
these one are my OLD 60,s & 70,s hud mod ones adjusted for this mod ive not finished my 80,s to 00,s ones yet
steel shark
08-09-20, 01:47 PM
The now well-known phrase Underway on Nuclear Power was first transmitted by flashing light at 11:00 a.m. on January 17, 1955, as the submarine USS Nautilus (SSN-571) made history as the first sea-going vessel of any kind to be successfully powered by a nuclear reactor.
Onkel Neal
08-10-20, 06:39 AM
Cold Waters Gameplay - Epic Mod - First Look!
https://www.youtube.com/watch?v=6DJAS7e3_rs&feature=youtu.be&fbclid=IwAR3knjFj7bNA4EuWPQd_J96k9fWtM3MPfX2dWA2Xg dPhV0p7FpOs3W6eGYM
steel shark
08-10-20, 03:14 PM
ive had to re do my huds for Epic mod + Epic W@ters so ive in turn adjusted my 60,70,s ones
this needed to be done to fit new changes in to the new 80,s to 00 Huds
as they are more modern Glass screen look then 60,70,s ones i made ages back
but in turn ive had to lose the pre made Labels as they would look rubbish on my new glass screen versions
so ive made new labels to compensate for this and finally got a round to fully doing all soviet weapons in photo realistic sprites
they have shading and 2D LIGHT MAPPING ECT
they are also 100% like the actually models that you fire
also made new textures for missiles no more most things look like a Harpoon or tomahawk Missile
steel shark
08-11-20, 06:54 AM
ive added 5 bladed propellers to
barbel 60,s / skipjack 60,s / thresher 61,s
these are changed later on for 7 bladed ones so ect USS skipjack 68 is seven bladed
ive finished the USN redo of huds also
new improved crew sounds , ive reworked my crew sounds mod added noise & mic clicks or bleeps were necessary crew voices in the "conn" have echo only as they in same room so no need for a mic
ive added depth creeks when you go deeper they get worse
total noise overhaul is under way atm this will include
different noises for vessels so for instance dose it have 2 reactors
dose it have more then one propeller
this addition to my mod aims to fix sounds in Epic W@ters
Torpedo's have all ready been done so they now got more wider sound variations
ect torpedo types noises
(electric)
(kerosene-mix)
(kerosene-ox-turbine)
(kerosene-hp-turbine)
(solid fuel rocket)
(mono-pro-ax-p-pump)
(solid-fuel-p-j-p)
(mono-pr-otto-II)
then date which affects the propeller designs so in turn noise
then is the torpedo noise is the torpedo insulated or rafted to reduce motor noise
all these changes mach up to weapon noise values when the torpedo goes active speed wise also some torpedo have fixed speed and are active out of the tube like a Mark 16-m1 or the Russian set-53-57 unguided anti-ship Torpedo
to differentiate my mods vessels , weapons , aircraft , sensors , from Epic mod ive added ssv prefixes in data and on vessels or weapons
ssv - Steel Shark Version
Steel Shark
steel shark
08-11-20, 12:07 PM
was testing out sierra II & mike dive depths
SIERRA TestDepth=2460 feet = crush / 3,688.25 feet
MIKE TestDepth=2788 feet = crush / 4180.25 feet
turns out the set depth Display counter wont go below 3000 feet on ordered depth it maxes out at 3000 feet
so ive changed to 11000 feet Display MAX
this matches up with my depth mod which maxes out at 11000 feet in the conditions display
to all ways find the sea floor
this is mainly for the hand full of subs that can go below 3000 feet
ill have to add a extra 1000 feet to my 3000 call out mod making it my 4000 feet call out mod
this will all be added to Epic W@ters
Steel Shark
NeonsStyle
08-12-20, 12:45 PM
I love the Epic Mod. It's what CW should be. However I'm hoping
we can get the author some help with his translations of Russian to English.
Google translate doesn't seem to be cutting it, many of the missions seem to be a fair hard to get the object of the mission. Not all of them, but most of them.
Do we have anyone who speaks Russian and English and can translate the mission briefing and intro texts?
steel shark
08-19-20, 02:29 PM
Finally got around to making the SUBROC for the USN & the Mark 44 Torpedo for the Payload
i also made and added the 53-57 Heavy Anti-Ship Unguided Russian torpedo
so the Russians now have a Mark 16 Equivalent in the Game
Steel Shark
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