View Full Version : [WIP] CWA
steel shark
02-26-21, 09:19 AM
we have Discussed the different Design Game bases and play style options and have decided to make CWA a pure Playable submarine game
this has quite a few Benefits as the game can be Focused on Submerged warfare more in depth with game mechanics dedicated to it.
this will also mean a return to coldwaters roots as a pure submarine simulation game
the Base for this game Wont Be EM but a new multiple Combined Creation using Brand new Elements and some existing CW mods Elements
To get the best Mix over all
we ALSO have decided that only the actual models of :
aircraft
submarines
surface warships
weapons
will be used in CWA as As we Think this will Improve the Gaming experience More
as the mod Develops & Grows more and more models can be added & existing ones improved were needed.
ill put updates on this periodically
take care all & stay safe
From The CWA - Team
steel shark
03-02-21, 03:55 PM
CWA [ Hud ] Progress ------->
the Signature & Conditions are finished now for the Vessels with :
BQQ-2 Sonar
&
BQQ-3 Sonar
im still messing about with weapons and settings tho
Steel Shark
MR. Wood
03-03-21, 02:17 PM
:Kaleun_Cheers:
goldmastersims
03-29-21, 10:50 PM
How's life going? Any progress on this mod since then?
steel shark
04-03-21, 06:24 AM
iv,e been working on this still .... on and off but been doing family & friends matters also
The Base for CWA is about 60% done as it stands
by Base i mean the starting version for the CWA TEAM to start modding with
their are also a few mod design matters i need to discuss with them when i get more time
the family member that was critically ill died yesterday so after a few weeks ill start to look at this project more in depth and also the various help offers from people
Steel Shark
Bilge_Rat
04-06-21, 08:44 AM
this mod looks very interesting so far. :up:
goldmastersims
04-06-21, 02:14 PM
It's very sad to hear about your loved one's death. I am certain it was no easy battle they fought. Again, here are my final condolences, and may he/she rest in peace.
steel shark
09-02-21, 12:50 PM
Cold Waters Advanced is now Reborn
ive done this for a few reasons but mainly its to make it more different from the other DotMod addons Name wise for ease of Identification of it
originally this was my Standalone project but im now reusing parts of this for my Dotmod Add-On Mod
when i was Originally Designing CWA i looked at the Main different engine types on underwater weapons ect :
mono-pr-otto-II
electric
solid-fuel-p-j-p
kerosene-hp-turbine
mono-pro-ax-p-pump
ect
this is to add improved & rebalanced Sound values to each weapon and remove the generic sound values & average ones
so i made a very large chart of weapons statistics to keep a Balance for Realisms sake
then i came up with a fair way to add or remove sound values for each type of weapon
then i added + or - values To noise values that were applied to each torpedo for its Passive / Active States
these were based on speed settings / torpedo age / type / Nationality
even taking in to consideration propeller types & number of propellers
i also made Individual Sounds for all water weapons so :
torpedo_electric_motor
torpedo_combustion_engine
ISO_torpedo_combustion_engine -- ISO means its got a Isolated engine from the case of the weapon to make it quieter
Chemical_motor
rocket_torpedo
Supercavitating_Rocket
steam_torpedo
this work will now be included in to CWA Versions for DotMod
Progress ----->
I've found my CWA Weapon noise charts & will start modification of weapons Text when i can
and Will make Version 2 of my individual Weapon noises
These 2 changes.
As well as the substantial. Existing Changes for CWA Version 0.2a
Should make quite significant Changes To DotMod Game play Experience
My MSO mod (Meaningful Signatures Mod ) Will also be present I've also made the 2004 addon New Signatures also so that won't be a issue
you will also have the option to hide enemy sensor values for added Difficulty
I've Also Designed a New installation method also For easy install and uninstallation of Optional files. ....and Mod Installation & Removal
This Thread Will Now Become were i Post DotMod Stuff so its not all over the place and make for easier following with what im up to.
other place to keep up or talk to me Directly is the DotMod server Of Course
Stay Safe and watch your Backs out their ALL
Steel Shark
steel shark
09-03-21, 10:58 AM
When i get Round to changing the weapons file text
i,ve decided to change it to my CWA statistic's version
in short when i made my weapons in CWA i spent time researching all weapon's in depth from as many sources as possible for better coloration so :
Warhead Size
Max Range
Min Range
did it have a passive run speed / Active Run speed
OFC noise values & better sounds per weapon
Max depth / Max Launch Depth
Ect
"ill Include my CWA statistic's to make this as accurate as possible their ALSO their will be no bias towards any side if something is rubbish it will be if its good it will be"
Some of the weapons in DotMod did not exist in my CWA Mod and vise versa so ill have to add any missing Weapons' as i go
this should add even more Realism & Challenge to my Mod depending what you using Weapons wise as you will have to adapt if you have the inferior weapons
"So this wont be for the Faint Of Heart"
ill make this a optional file maybe for causal player that don't want it for more game Configurations Choices
ill add my own sensor's much later,s as i need to finish existing works that are in progress before i take anything else on modding wise
Steel Shark
Looking forward to your CWA mod.
Thank you for your work !!!
:Kaleun_Salute:
steel shark
09-04-21, 01:01 PM
thank you
All DotMod v0.2a-beta weapons Redone + NEW Sounds Added - ill do the 2004 add on ones tomorrow
Steel Shark
steel shark
09-15-21, 01:45 PM
CWA Version (1.a) is at 85%
ive been Kindly Offered Help with testing elements of it so should be all good on release
im doing new Install methods too for optional mods and as this mod changes Loads
will seek Authorization to host a DotMod Link of the Version I use Before Release for a GitHub Link
as the DM Bleeding Edge Changes Fast
this is excellent from a Game Development & Improvement Standpoint not tho from a Modding stand point
as any changes even small will break my work .... so if they ok this ill Do CWA Version,s Now and again Using Different DM versions & My Own Developments
So a Github link to the Version used but its Static and dose not change then Most likely My CWA Mod on SUBSIM ect ..... This way we can both Help Each-other With Advancements Game Wise and Accelerate Game Progress
Steel Shark
steel shark
09-17-21, 11:53 AM
Era Mini Campaigns ( RESURRECTION ) For CWA
The Era Mini Mission Campaigns were made by me way back for Cold Waters South China Sea
They are Basically ERA based & Side Based Missions with different mission types
So for example 60,S NATO Anti-Sub Mission ect or Port Raid ect
they are laid out in order of Movement and Choices and are designed as realistically as possible
So if its set near coastal waters coastal Neutral Vessels with be present and coast defense vessels will be present and short range aircraft ect
If its near NATO land then the enemy forces will be adjusted accordingly
So no surface ships ect Most likely SSN,S & SSGN,S cause they done need to surface or snorkel like diesel boats do
Lastly all Sea Traffic for all missions is custom to that area to add more realism and configuration of Neutral Vessels Sea Traffic types so ect :
NATO_arctic_ocean_traffic_60,s
NATO_Atlantic_ocean_traffic_60,s
NATO_Baltic_sea_traffic_60,s
NATO_Barents_coastal_traffic_60,s
NATO_Barents_sea_traffic_60,s
NATO_Denmark_strait_traffic_60,s
NATO_Greenland_sea_traffic_60,s
NATO_Kara_sea_traffic_60,s
NATO_North_sea_traffic_60,s
NATO_norwegian_sea_traffic_60,s
Also some missions have two Versions with or with out Air cover so you can chose your difficulty ect a example of a full run of ERA Missions would be :
60,s Norwegian Sea patrol (NATO)
60,s North Sea patrol (NATO)
60,s Baltic Sea patrol (NATO)
60,s Baltic Sea patrol air(NATO)
60,s Baltic Sea fleet (NATO)
60,s Atlantic Ocean patrol (NATO)
60,s Atlantic Ocean Wolfpack Diesel(NATO)
60,s Atlantic Ocean Wolfpack nucl(NATO)
60,s Barents Sea patrol (NATO)
60,s Barents Sea patrol air(NATO)
60,s Barents Sea fleet (NATO)
60,s Barents Sea Resupply (NATO)
60,s Kara Sea port (NATO)
60,s Arctic Ocean boomer (NATO)
60,s Greenland Sea asw (NATO)
60,s Greenland Sea patrol air (NATO)
60,s Greenland Sea patrol (NATO)
60,s Denmark strait patrol (NATO)
Key :
asw = Anti-Submarine Warfare % chance of Other things tho
nucl = Nuclear Enemy's Present % chance of Other things tho
Diesel = Diesel Enemy's Present % chance of Other things tho
air = Enemy Air Support Present
Sea port = This a Raid Mission to inflict Damage on Port shipping so for example catching boomers coming in or out Oil tankers Submarine Supply ships ect Troop transports
Resupply = Thia is a attack enemy Re_supply Vessels mission at sea ot coastal Areas under enemy control ect
if i do this you will be able to choose your side so NATO or Pack then pick your ERA or Year ect then pick your mission then choose your player vessel
so these are fast Missions with Very selectable types and options for a given ERA so you can Select your options & choices then get in to playing Coldwater's faster and more what you wanted
all missions enemy's are Grouped in to Types also so :
a group of Destroyers
A group of Capital ships
a group of support ships so Oilers ect or Missile Resupply Vessels
this way the enemy's are better distributed like a realistic Force Per Mission
so no Like 5 Kirovs spawning ect or 3 Papa Class subs
as all the missions are designed with real enemy vessel Number Limits in mind per class in their respective separate groups
Also all NATO & PACK vessels are checked for actually being in service in your selected mission or era for extra Realism
If i do remake these they wont be in the first Release of CWA
Steel Shark
steel shark
09-28-21, 07:56 AM
these older work pics but will get the Point across ive
RE Introduced actual Realistic Max Depths in Meters & Feet
this will Cover any Possible under sea Trenches additions if they ever get made For Cold Waters
Steel Shark
steel shark
10-20-21, 06:12 PM
Ive added My port & Starboard tubes mod to my new CWA From my old CWA mod with Own Vessel Map icon to keep track of which side is facing what for added information on tube selection
also New DEX mod is enabled giving Weapon information easier (Description Expansion Mod) like i use to do for My older works (THIS WILL BE OPTIONAL Extra MOD Selection)
also new counter measure's are being tested too these still WIP tho so Ecl & IcL (External Countermeasures Launcher's) & (Internal Countermeasures Launchers)
these add added realism and survivability to Nato Boats and Greatly Expand on the Basic Moss only stuff All nations Extra countermeasures are being added over time
Lastly New Damage Control Panels are Being created for all player Controllable Vessels these WIP as i go
Steel Shark
steel shark
10-25-21, 06:56 PM
The very lightweight torpedo
so a USN ATT or CAT Possible Addition (Anti-Torpedo-Torpedo) for added game weapons & Defense
The compact rapid attack weapon (CRAW) is the offensive version of the torpedo and the countermeasure anti-torpedo (CAT) is the defensive version.
“The only difference fundamentally between the defensive capability of the very lightweight torpedo, which is CAT and the offensive capability, which is CRAW, is the software that gets loaded onto the weapon at time of launch,”
a previous iteration of the Penn State-so designed torpedo was fielded as a defensive weapon intended to take out incoming torpedoes fired at aircraft carriers. That program has since been canceled, although the system remains on a small number of carriers, said David Portner, program manager for the very lightweight torpedo at Northrop Grumman.
The submarine community expressed an interest in the technology because of its size and weight, he said. Northrop Grumman has invested internal research-and-development funding to improve the design.
“The nice thing about it is it’s about one-third the size of the existing Mark 54 [lightweight] torpedo,” he said. That weighs about 600 pounds.
“The submarine force recognized that having this very capable torpedo on a submarine would allow them to increase the weapons load without impacting the size of the torpedo room, because this weapon will fit into the six-inch launcher devices"
So rather then decoying incoming torpedo's Hard Kill em
Steel Shark
steel shark
10-26-21, 01:11 PM
K All 4 Ohio SSGN Conversions are made .... added relevant new weapons too + CAT need testing though
So Work In Progress
With the SSGN,S Firepower & new added Defense's these are very Lethal Vessels
Steel Shark
steel shark
11-02-21, 02:50 PM
Ok i decided to Re-Make the Ohio SSGN,s Weapons selection for more Faster Fire Power & also Split the Land & Anti-Ship Load outs as anti ship really needs to be faster ....WELL it is now .....98 on tap no delay Trying out 8 weapons loads for added Weapons and equipment selection adding New Stuff as I go so WIP .... Just for a change
Slightly Aggressive test but went well
Steel Shark
steel shark
11-02-21, 03:02 PM
The 1984 SSBN Ohio is Just about Finished just a few refinements still left to do then she's ready for sea
Steel Shark
steel shark
11-29-21, 02:18 PM
New Ohio D.C & ... ive set up New flooding compartments Positions to ignore the missile center as in CW this isn't a section anyways
ive moved the labels locations for the spanner too bar the mid or middle one which needs to be mid for reactor call out
This system ill carry one with for all SSBN & SSGN Vessels Remakes were its needed ,, this new Damage Control set up makes the Boomers lay out more Realistic for Cold Waters when you take damage & Flooding
"The Very Deep depth was me i changed the crush depth to give me time to test out flooding the various sections while i moved the positions of the flooding"
Steel Shark
steel shark
12-28-21, 07:46 AM
I,ll be releasing 3 Small Mods soon when I get some time in the next few days
CWA Lite Pack 1 ( C-Sharp ) Ver 1.a
CWA Lite Pack 2 ( Subs ) Ver 1.a
CWA Lite Pack 3 ( Surface ) Ver 1.a
These 3 Mods will add some new options and game play elements for more ways to play DotMod and add more Challenge to missions & Campaigns
Pack 1 will be For Normal Dot mod or DM + 2004 add-On
OR
For use with DM & pack 2 or 3
OR
DM + 2004 + Pack 1 & pack 2 or 3
Or not use Pack 1 so :
DM or DM + 2004 & Or pack 2 or 3
Steel Shark
steel shark
01-04-22, 02:13 PM
Ok as Dot Mod Added a New Surface ship I though id try something new
A dedicated Surface Ship Damage Control
I've Changed Flooding arrangement Too
so now the Control room cant flood nor the torpedo tubes which are Generally High up or on the On Deck on Most ships
the ones with Hull Torpedo tubes ill place in the hull Of Course ,, when i get to redoing Others ,, So No More Submarine Damage Control Layouts for Surface ships
Steel Shark
steel shark
02-23-22, 11:53 AM
This is my New Reworked CWA Torpedo Tubes Idea
So I've added Torpedo Tube Doors & Reworked the tube Display Boxes & Sprites
This will Help keep track of what tubes doing what Easier and give a new look to Coldwater's Torpedo Tubes
The Tube Door Appears Straight off this will indicate loading time better as you have a tube door which will line up with the tube Now
I've also reworked the Wired Guided Graphic Too I went with a Flooded torpedo tube with a wire in it and external door open to sea
New Tube Disabled Graphic too so Tube Door sealed & Yellow Backlight and warning symbols
Steel Shark
kongovsfuso142
06-17-22, 09:35 AM
Is anyone still working on this mod.
Kongo.
steel shark
06-21-22, 02:58 AM
Is anyone still working on this mod.
Kongo.
First off sorry for late response not been at home
have a lot on atm but yes im still on with it and am working on dotmod also as well as my own CWA add-on
also check this :
https://www.subsim.com/radioroom/showthread.php?t=252021
Steel Shark
steel shark
06-30-22, 02:37 PM
Decided to add realistic depth i did do this before for a older cw mod version but have now decided to re add it to CWA
This scales to actual real life depths as close as I’m happy to do in FEET & METERS so you will always be able to find the sea floor were ever you are
you can also set the dive depth to the max visible depth too also submarine crush depth permitting of course.
The Different Zones within the Pelagic Zone
The open ocean lies over the continental shelf. The seafloor is not included in the open ocean.
Epipelagic zone (ocean surface to 200 meters deep). This is the zone in which photosynthesis can occur, because light is available.
Mesopelagic zone (200-1,000m) - This is also known as the twilight zone, because light becomes limited. There is less oxygen available to organisms in this zone.
Bathypelagic zone (1,000-4,000m) - This is a dark zone where water pressure is high and the water is cold (around 35-39 degrees).
Abyssopelagic zone (4,000-6,000m) - This is the zone past the continental slope - the deep water just over the ocean bottom. This is also known as the abyssal zone.
Hadopelagic zone (deep ocean trenches, greater than 6,000m) - In some places, there are trenches that are deeper than the surrounding ocean floor. These areas are the hadopelagic zone. At a depth of over 36,000 feet, the Mariana Trench is the deepest known point in the ocean.
Also noticed that the Ocean Surface & Floor share the same Graphic in Cold Waters a line well as you can now all ways find the floor I've changed that so all 3 are different
Hears a nice link too for reading also on Deep Diving
https://www.forgottenhistory.me/amazing-feats/triestes-voyage-to-the-deep
Steel Shark
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