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Firebar
12-26-21, 06:48 PM
https://github.com/DotModGroup/ColdWaters-DotMod/releases/tag/v0.3a-beta

As a Christmas gift too you all, (and as a matter of coincidence), 0.3a is now available for download! We've added a number of new models, fixed some nasty bugs, fixed the English localization for 1984 USSR, and even added some Christmas spirit on the load screen!

To install this variant properly you will need to delete the previous version of the dotmod folder!

Special thanks for 0.3a to our new little group of Beta Testers: Cmdr SCF_01, General_Dave_1, Mapashelas, RedFor best for, trenchgun91, and 🌸杏奈女帝🇯🇵

https://cdn.discordapp.com/attachments/841511875270934568/921962438214156288/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/913583546562670602/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/906647454131314698/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/916482335183081472/unknown.png

Models

(New) Ticonderoga-class CG by ElectricBoat, customised by TheHappyYachter and with textures by Kevin DDSSTT (Team effort!)
(New) Type 42/City-class DDG by TheHappyYachter with textures by Kevin DDSSTT
(New) Gearing-class DD by TheHappyYachter with textures by Kevin DDSSTT
(New) RUM-139 by TheHappyYachter with textures by Kevin DDSSTT
(New) Sea Dart by TheHappyYachter
(Fix) New textures for the Virginia-class by Kevin DDSSTT
(Fix) Ohio-class texture resolution


Data

(Fix) Added new vessels to Campaigns
(Fix) Merged USSR Campaigns
(Fix) Yandex auto translations of Russian Language Campaign (Anglicisation in progress)
(Fix) Some additional Russian Translations of English
(Fix) Campaign data for Campaign 2 and 4
(Fix) Standard Missile Variants for Ticonderogas and ex-Terrier vessels
(Fix) Tweaked some vessel noise values
(Fix) Correct vessel variants in campaigns
(Fix) Loadout issues in some subs


UI

(New) New sprites for Weapons by SteelShark
(New) Delta III DC Image by SteelShark
(New) Ohio DC Image by SteelShark
(New) Addon Management UI
(New) Ship profiles for Virginia, T21, and T42 by SteelShark


Code

(New) Additional Debug Information
(New) Sorting of Vessels Implemented
(New) Sorting of Weapons Implemented
(New) Weapons.txt file deprecated and removed
(New) Allow multiple sensor description files
(New) Allow multiple sensor files
(New) Allow definition of Hull Prefixes through text files
(New) Support of ingame addon management
(New) Tracer for CIWS can be adjusted and Audio Clip can be changed
(New) Noisemaker logic and values
(New) Removed vessel list
(Fix) Player RBU Bugs fixed
(Fix) Rationalised some Error codes
(Fix) Applied Christmas Spirit (and Christmas Spirits for those of drinking age)
(Fix) Bugfixes for missiles without all effect types
(Fix) Min speed for Towed Array reduced
(Fix) Enchanced Wake Homing torpedo behavior, fixed bug that could cause jamming of WH torpedoes

steel shark
02-18-22, 06:24 PM
In the next release of Dot Mod Their will be 3 variants of the Guppy Program these New addition's add nice Extra early Diesel Boats

to Cold Waters and Build up the None Nuclear Vessel's quite well

and add More Vessel's that take the game Nearer To Post WW2 Vessels

As a Fan of Early Sub Sims My self my favorite's Being Sh3 & SH4
These Boats are a Welcome Edition


Steel Shark

steel shark
02-19-22, 08:52 AM
The Roc Guppys Ones Still In service


Jan 23, 2017#1

Article:

Taiwan’s Ancient Submarine Will Reach an Astounding 80 Years in Service: Another lease on life for the World War II-era ‘Hai Shih’

by ROBERT BECKHUSEN

Life expectancy varies between ships, but U.S. submarines generally stay in service for around 20 or 30 years or so. Taiwan, however, is planning for one of its submarines to reach age 80.

On Jan. 21, 2017, Taiwan announced that the 72-year-old SS-791 Hai Shih, or Sea Lion, will receive a retrofit allowing it to continue sailing until 2026. The $19 million retrofit will be to improve the hull and the diesel vessel’s “navigational elements,” Taiwan News reported.

Eight-zero. That’s a remarkable lifespan for a submarine, and the Hai Shih is already the oldest submarine still in service with a navy anywhere in the world — she looks like she traveled decades into the future through a wormhole.

Before she was Hai Shih, she was the U.S. Navy submarine USS Cutlass, a 1,570-ton Tench-class vessel that launched on Nov. 5, 1944 during World War II. Her wartime service was brief, and Cutlass didn’t reach her first patrol zone near the Kuril Islands until the day after Japan capitulated.

When the United States sold her to Taiwan in 1974, it sealed up Cutlass’ 10 torpedo tubes — six forward and four aft — and she became the Hai Shih. Very little has changed internally, apparently, but she still works.

A few years ago, researchers with the San Francisco Maritime National Park Association took a tour of the ex-Cutlass. “It was absolutely stunning how little has changed,” they wrote. “Equally stunning, is the high grade of operational condition.”

Davidtman
03-21-22, 04:33 PM
In the next release of Dot Mod Their will be 3 variants of the Guppy Program these New addition's add nice Extra early Diesel Boats

to Cold Waters and Build up the None Nuclear Vessel's quite well

and add More Vessel's that take the game Nearer To Post WW2 Vessels

As a Fan of Early Sub Sims My self my favorite's Being Sh3 & SH4
These Boats are a Welcome Edition


Steel Shark

Thank for the update, cannot wait to download it when I get home. I love the old diesel electric boats. Just a side note, the test depth on the old Balao and Tench class subs was limited to 400 feet during WWII due to the limitations of the bilge pumps. The subs themselves could dive significantly deeper and would routinely go to 600 feet or deeper to avoid attacks. The crush depth of the thick skin Balao and Tench class was estimated to be at 900 feet with the 35lb (7/8 inch) HTS steel used in the hull.

Davidtman
03-21-22, 08:03 PM
In the next release of Dot Mod Their will be 3 variants of the Guppy Program these New addition's add nice Extra early Diesel Boats

to Cold Waters and Build up the None Nuclear Vessel's quite well

and add More Vessel's that take the game Nearer To Post WW2 Vessels

As a Fan of Early Sub Sims My self my favorite's Being Sh3 & SH4
These Boats are a Welcome Edition


Steel Shark

A couple of observations on the Guppy models. On the Guppy 2 the radar mast does not raise at all. On the Guppy 3 the radar mast raises less than half the distance shown in you pics. I fI increase the mast height any higher than 0.052 the textures of the mask disappear and it makes it look like the mast is hovering over the sub.

Aktungbby
03-21-22, 09:40 PM
Davidtman!:Kaleun_Salute:

Firebar
03-22-22, 05:41 AM
Happy (nearly) Easter from the team at DotMod! Version 0.3b is now available to download. We've added even more new models, tweaked the behaviour of torpedoes, improved wakes, fixed a few more bugs, started repairing the Mac OS compatability, added some new functionality to the campaign system, and added a WIP Royal Navy Campaign for your feedback.

https://github.com/DotModGroup/ColdWaters-DotMod/releases/tag/v0.3b-beta

Before installing this version make sure that you delete the prevoius version of the dotmod folder!

Special thanks continues to go to the Beta Testers! General_Dave_1, Jennie, Mapashelas, RedFor best for, Russian_Wolf, Stallfighter, and tranchgun91. Special thanks also to our new contributors: RedEagle and Tionstav for their excellent model work.

https://cdn.discordapp.com/attachments/841511875270934568/939637004256280616/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/933130016148033567/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/930981433248468992/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/927065506421309541/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/926305514743291935/unknown.png
http://https://cdn.discordapp.com/attachments/841511875270934568/953426238763065344/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/953075276999430164/unknown.png

Models

US Navy GUPPY Submarines - Made by Tionstav in two flavours, Atlantic and Standard Sail, and has been textured by Kevin DDSSTT to match the USN and ROCN colour schemes
George Washington SSBN - This model was built by RedEagle and has been textured by Kevin DDSSTT
Royal Navy HMS Dreadnought (SSN) - This model was built by TheHappyYachter originally in CAD software but has been completely reworked in Blender with a new texture from KevinDDSSTT.
Royal Navy Resolution SSBN - This model was built by TheHappyYachter in Blender with a texture from KevinDDSSTT for both the 1968 and 1984 variants.
Royal Netherlands Navy Zwaardvis SSK - The model for this submarine was made by Tionstav in and has been textured by Kevin DDSSTT.
US Navy Arleigh Burke – Flight I DDG - This model was originally created by Yi Tsung Lee for Cities Skylines and was released under a
Creative Common’s licence. The model was modified by The HappyYachter and textured by KevinDDSSTT to match the rest of the DotMod inventory.
Minor fixes to some existing models
New weapons have been added to support the new vessels these include: Anabar Decoy, Korum Decoy, VL-ASROC, A.184. These have been modelled by a mix of people including SteelShark, TheHappyYachter, KevinDDSSTT, and ElectricBoat.


Data

KevinDDSSTT has extensively reworked surface ship and Albacore hull sub wakes after developing a formula for providing consistent wakes on a per vessel basis.
Tweaks to some weapons
Vesel Selection in Campaigns can now be implemented based upon a conditional probability.
WIP Royal Navy Campaign
New ROC Single Missions


New Features

Proximity fuses for torpedoes are now implemented thanks to Dsmirnoff
For first time installer the game will now check for the existence of an override folder on first load. This should help reduce the number of people who have issues when they have removed Epic Mod by renaming the override folder to stop DotMod reading it. This happens only on first load.


UI

A new console menu has been added (Shift + `) this is a nicer implementation than the original and will allow you to inspect the game log without exiting the game. It also allows you to input console commands.
Fantastic UI assets for the new vessels built by none other than SteelShark. Without his 2D art none of the new models would be as playable as they are. He has also provided the new HUD elements like Periscope masks, individually selected for the nations based on Open Source
Intelligence.

Davidtman
03-22-22, 08:07 AM
Davidtman!:Kaleun_Salute:

Thank you, nice to be here.

steel shark
03-22-22, 08:08 AM
Thank for the update, cannot wait to download it when I get home. I love the old diesel electric boats. Just a side note, the test depth on the old Balao and Tench class subs was limited to 400 feet during WWII due to the limitations of the bilge pumps. The subs themselves could dive significantly deeper and would routinely go to 600 feet or deeper to avoid attacks. The crush depth of the thick skin Balao and Tench class was estimated to be at 900 feet with the 35lb (7/8 inch) HTS steel used in the hull.


Davidtman i only did the damage control panels and signature's for all the guppy's


but ill look in to the depth stuff for you and the radar mast stuff though seem to remember some one said the mast was fixed so that's why it doesn't raise on that boat ill ask for you thought when i can


did a bit of digging on my work break tho

Guppy II Program


The GUPPY II conversion (SCB 47), implemented from 1947 to 1951, was generally similar to the GUPPY I, except for retention of both periscopes and introduction of the recently perfected snorkel. The addition of three new masts; snorkel induction, snorkel exhaust, and ESM mast -- required more room in the upper portion of the sail. BuShips approved two different sail designs:


1) The "Electric Boat Sail" had a straight trailing edge, round windows, a wider top and a more rounded forward edge.


2) The " Portsmouth Sail" had a thinner top, curved trailing edge, square windows and a sharper lower forward edge. It was put on all boats, which used the government plans for the conversion.


Some boats with a Portsmouth Sail had an SV radar and needed extra room to house the aerial, thus had a bulge at the sail top. Later modifications put the SS or SS2 radars on these and other boats which had a smaller aerial and had an indicator with interlocks which allowed the mast to be housed only with the aerial in certain angular positions. Also, some GUPPY II and GUPPY III boats had their sails extended higher above the waterline, the "Northern Sail", to raise the bridge, allowing it to be manned in more severe weather.


All boats converted during the GUPPY II program that originally had high-speed drive motors with reduction gears had these replaced with low-speed direct-drive motors, producing 2500 horsepower (1.9 MW) per shaft.

The two GUPPY I boats, Odax and Pomodon, were modified to GUPPY II standard.


Boats Converted:

USS Catfish (SS-339) (Balao)

USS Clamagore (SS-343) (Balao)

USS Cobbler (SS-344) (Balao)

USS Cochino (SS-345)
USS Corporal (SS-346) (Balao)

USS Cubera (SS-347) (Balao)
USS Diodon (SS-349) (Balao)

USS Dogfish (SS-350) (Balao)
USS Greenfish (SS-351) (Balao)

USS Halfbeak (SS-352) (Balao)

USS Tiru (SS-416) (Balao)



USS Tusk (SS-426) (Balao)

USS Cutlass (SS-478) (Tench)
USS Sea Leopard (SS-483) (Tench)

USS Odax (SS-484) (From Guppy I)

USS Odax (SS-484) No. Sail
USS Sirago (SS-485) (Tench)
USS Sirago (SS-485) (Tench Southern Sail)

USS Pomodon (SS-486) (From Guppy I)

USS Volador (SS-490) (Tench)


USS Amberjack (SS-522) (Tench)
USS Amberjack (SS-522) No. Sail (Tench)

USS Grampus (SS-523) So. Sail (Tench)
USS Grampus (SS-523) No Sail (Tench)

USS Grampus (SS-523) Aerial View (Tench)

USS Pickerel (SS-524) (Tench)
USS Grenadier (SS-525) (Tench)





Steel Shark

Davidtman
03-22-22, 11:20 AM
Most of the reading I have done indicates that US WWII era subs had their capabilities dramatically understated. The reasons may be partly dues to war secrets and partly due to safety concerns. The US seemed to rate their test depths at 1/2 of the crush depths. Gato's had a test depth of 300 feet and an estimated crush depth of 550-600 feet. Balao's had a test depth of 400 feet (limited to their WWI era bilge pump not working below this depth), and a crush depth of an estimated 900 feet.

There is even a claim here on Subsim that the USS Pollock a Porpoise class submarine with a test depth of 250 feet dove to 540 feet while being attacked. I have not been able to verify this with any other source though.

strykerpsg
04-02-22, 09:14 PM
Fantastic mod! Just a few notes though.

Is there an updated key command list somewhere?

Is there any tutorials available for the surface ships?

Been playing with the Arleigh Burke but cannot shoot down an aircraft to save my life.

Anyway, since I shelved this title almost 2 years ago, totally lost interest. This Dot mod though, provides the missing action I've been craving while awaiting Sea Power to release. Thanks for putting this together and congrats for being able to separate yourselves from the other "Non-mentionable" mod.

Davidtman
04-05-22, 03:34 PM
I see you released an update on GitHub. I will try and take a look at it tonight. I looked at the code and saw the test depth on the Guppy's increased to 600ft. Looking good so far.

What changes did you make to the campaign? It looks like more missions were added.

Overkill
04-14-22, 11:46 AM
Loving this mod so far! :D

steel shark
04-15-22, 10:15 AM
were doing our best with it we just are now testing deploy able towed surface decoys too at the moment

so like a nixie ect should help with surface combat

we improving a few other decoys and weapons too in model terms and stats

Glad you Enjoying it


Steel Shark

steel shark
04-15-22, 10:21 AM
Fantastic mod! Just a few notes though.

Is there an updated key command list somewhere?

Is there any tutorials available for the surface ships?

Been playing with the Arleigh Burke but cannot shoot down an aircraft to save my life.

Anyway, since I shelved this title almost 2 years ago, totally lost interest. This Dot mod though, provides the missing action I've been craving while awaiting Sea Power to release. Thanks for putting this together and congrats for being able to separate yourselves from the other "Non-mentionable" mod.



if you look at the weapons panel their is a ship icon for the sam panel you can click this to cycle to ships / air craft / missiles the icon may vary depending whats loaded if its a harpoon anti ship missile its only anti ship ect if its a rim missile ect its multi role

missiles also are in the vls slot ofc so look their again cycle the options


message me if you need help


Steel Shark

steel shark
04-15-22, 10:24 AM
I see you released an update on GitHub. I will try and take a look at it tonight. I looked at the code and saw the test depth on the Guppy's increased to 600ft. Looking good so far.

What changes did you make to the campaign? It looks like more missions were added.


i forwarded your subsim post they changed it to 600 yer we trying to add new stuff but we are not many and have other real life stuff ofc to attend to we are trying to expand DotMod as best we can when we can



Steel Shark

Davidtman
04-21-22, 07:04 PM
i forwarded your subsim post they changed it to 600 yer we trying to add new stuff but we are not many and have other real life stuff ofc to attend to we are trying to expand DotMod as best we can when we can



Steel Shark

I noticed a couple of other detail. In the Barbel class if you surface the sub, then increase the positive ballast, it will actually lift the sub out of the water and give you plus 12 on the depth. I tried to find a way to correct this myself but could not figure out how.

Also on the Ohio class the total stored weapons is listed at 10. With 4 in the tubes and 6 reloads for torpedoes. The Ohio carried a total of 22 stored weapons with 4 in the tubes and 18 reloads.

steel shark
04-24-22, 08:02 AM
Their are a few variables that effect subs positions relating to Ballast settings


as for Ohio ill look around for data on weapons loads then see what team wants to set it to

ill try sort these when i can 4 ya


Steel Shark

Davidtman
04-24-22, 08:11 AM
Their are a few variables that effect subs positions relating to Ballast settings


as for Ohio ill look around for data on weapons loads then see what team wants to set it to

ill try sort these when i can 4 ya


Steel Shark

The Barbel basically turns into a hoovercraft

Davidtman
04-24-22, 08:16 AM
Their are a few variables that effect subs positions relating to Ballast settings


as for Ohio ill look around for data on weapons loads then see what team wants to set it to

ill try sort these when i can 4 ya


Steel Shark

Here is an article from HI Sutton showing the weapons loadout of most active submarines

http://www.hisutton.com/World-Submarine-Ranking-Weapons-Load.html

Firebar
04-26-22, 06:58 PM
I noticed a couple of other detail. In the Barbel class if you surface the sub, then increase the positive ballast, it will actually lift the sub out of the water and give you plus 12 on the depth. I tried to find a way to correct this myself but could not figure out how.

Also on the Ohio class the total stored weapons is listed at 10. With 4 in the tubes and 6 reloads for torpedoes. The Ohio carried a total of 22 stored weapons with 4 in the tubes and 18 reloads.

Thanks for these. I’ve got them logged into the issue tracker on GitHub so we don’t forget them. The floating Barbel was in normal conditions correct? So no time acceleration.

Davidtman
04-27-22, 08:45 AM
Thanks for these. I’ve got them logged into the issue tracker on GitHub so we don’t forget them. The floating Barbel was in normal conditions correct? So no time acceleration.

Yes, not time compression. It will just slowly rise out of the water if you have positive ballast.

Firebar
05-05-22, 05:25 PM
As I suspect a lot of the people here don't frequent the DotMod Discord I thought I would cross post some of our Dev updates that we have been working on. Release of the update is the traditional "Soon".

One of the biggest new features is a entirely new system for Towed Arrays and Towed Decoys, this lets us render them for player and enemy vessels, as demonstrated below by a Valiant-class this new renderer lest us detail the actual array too.

https://media.discordapp.net/attachments/866115212591104020/971508481788117012/unknown.png

https://cdn.discordapp.com/attachments/841511875270934568/971552126838898718/unknown.png

We've also been hard at work on some new vessels, these include the the below, maybe you recognise them all!

https://cdn.discordapp.com/attachments/841511875270934568/970351196873326622/unknown.png

https://cdn.discordapp.com/attachments/841511875270934568/969379978946945024/unknown.png

https://cdn.discordapp.com/attachments/841511875270934568/967877821756243968/unknown.png

https://cdn.discordapp.com/attachments/841511875270934568/967499162079879178/unknown.png

https://cdn.discordapp.com/attachments/841511875270934568/965399529790767184/unknown.png

https://cdn.discordapp.com/attachments/841511875270934568/964947387569283092/unknown.png

We're also hard at work stabilising and improving systems at the background. I am particularly proud of the fact that this version will have much improved Mac OSX compatability!

Davidtman
05-06-22, 02:22 PM
As I suspect a lot of the people here don't frequent the DotMod Discord I thought I would cross post some of our Dev updates that we have been working on. Release of the update is the traditional "Soon".

One of the biggest new features is a entirely new system for Towed Arrays and Towed Decoys, this lets us render them for player and enemy vessels, as demonstrated below by a Valiant-class this new renderer lest us detail the actual array too.

https://media.discordapp.net/attachments/866115212591104020/971508481788117012/unknown.png

https://cdn.discordapp.com/attachments/841511875270934568/971552126838898718/unknown.png


We've also been hard at work on some new vessels, these include the the below, maybe you recognise them all!

https://cdn.discordapp.com/attachments/841511875270934568/970351196873326622/unknown.png

https://cdn.discordapp.com/attachments/841511875270934568/969379978946945024/unknown.png

https://cdn.discordapp.com/attachments/841511875270934568/967877821756243968/unknown.png

https://cdn.discordapp.com/attachments/841511875270934568/967499162079879178/unknown.png

https://cdn.discordapp.com/attachments/841511875270934568/965399529790767184/unknown.png

https://cdn.discordapp.com/attachments/841511875270934568/964947387569283092/unknown.png

We're also hard at work stabilising and improving systems at the background. I am particularly proud of the fact that this version will have much improved Mac OSX compatability!


I am excited. Cannot wait to test out the new subs.

ReallyDedPoet
05-10-22, 11:55 AM
Nice work here :up:

Barleyman
05-13-22, 10:48 PM
Sturgeon in 1968 scenario self-destructs when launching the mk37 badtorpedo. I know it's pretty useless but I don't think it's supposed to make it quick and painless..

Barleyman
05-16-22, 03:57 AM
Apparently that's the old gag about Mk37 blowing your bow off if you're launching it to a target across the bow since it's so slow. As if it was not lousy enough otherwise..

Davidtman
05-17-22, 11:36 AM
Apparently that's the old gag about Mk37 blowing your bow off if you're launching it to a target across the bow since it's so slow. As if it was not lousy enough otherwise..

The Cold Water devs contemplated adding the Mk37c to the game. In the mid to late 1960's the US Navy created an upgrade kit the MK37 to add a Otto II propulsion. It is similar to the NT37 but kept the original sensor and guidance system with only minor upgrades made to them.

The package would have increased speed by 40% and doubled the range. The upgrades were never used by the Navy probably due to the rapid progress on the MK 48.

https://maritime.org/doc/torpedomk37/index.htm#pg1-1

Barleyman
05-21-22, 08:35 PM
The Cold Water devs contemplated adding the Mk37c to the game. In the mid to late 1960's the US Navy created an upgrade kit the MK37 to add a Otto II propulsion. It is similar to the NT37 but kept the original sensor and guidance system with only minor upgrades made to them.

The package would have increased speed by 40% and doubled the range. The upgrades were never used by the Navy probably due to the rapid progress on the MK 48.

https://maritime.org/doc/torpedomk37/index.htm#pg1-1

Yes, it gives you an another perspective on how things were. Americans had, no doubt about it, superior boats, but the weapons were miserable. Doubly so for Britons, Tigertrash in 80s, ugh. Soviets on the other hand had noisy deaf subs but had torpedoes that could actually kill the opponents, if a) they could hear them b) the torpedo could acquire.

As far as I understood from some online reference, USN was well aware of Mk 37 problems but didn't want to upgrade it because it might have gotten the Mk48 project cancelled outright if there was something that was not quite as dire.

steel shark
05-22-22, 05:53 AM
these shots of the new mark 37 mod 0 , 1 , 2 , 3 Torpedo's being made For DotMod they should be in the next release

these we have made based on real world photos & diagrams best we can
these WIP ofc

Steel Shark

Davidtman
05-25-22, 11:00 AM
Yes, it gives you an another perspective on how things were. Americans had, no doubt about it, superior boats, but the weapons were miserable. Doubly so for Britons, Tigertrash in 80s, ugh. Soviets on the other hand had noisy deaf subs but had torpedoes that could actually kill the opponents, if a) they could hear them b) the torpedo could acquire.

As far as I understood from some online reference, USN was well aware of Mk 37 problems but didn't want to upgrade it because it might have gotten the Mk48 project cancelled outright if there was something that was not quite as dire.

From the little information available it sounds like the MK37c was a backup option in case the cold war turned hot and the MK48 program failed or took to long. The Navy needed quick and cheap way to get a better torpedo. Of course by the 70's even a 36-38 knot torpedo speed was basically useless at that point.

steel shark
05-27-22, 10:25 AM
As we have added improved mark 48,s and Mark 48 AdCaps then the mark 37 family of torpedo's also decoys

I thought it was time to Finished the job with the rest of the weapons so hear is the New Mark 45 Torpedo for CWA & DM

Others to Follow

Steel Shark

Davidtman
05-27-22, 11:18 AM
As we have added improved mark 48,s and Mark 48 AdCaps then the mark 37 family of torpedo's also decoys

I thought it was time to Finished the job with the rest of the weapons so hear is the New Mark 45 Torpedo for CWA & DM

Others to Follow

Steel Shark

Those torpedoes are looking awesome.

TORDO222
05-29-22, 08:59 AM
As we have added improved mark 48,s and Mark 48 AdCaps then the mark 37 family of torpedo's also decoys

I thought it was time to Finished the job with the rest of the weapons so hear is the New Mark 45 Torpedo for CWA & DM

Others to Follow

Steel Shark

Awesome!.Thanks a lot!!!.We anxiously await to the next release of the mod!. Cheers.:up:

steel shark
05-30-22, 07:43 AM
Thanks Davidtman & TORDO222 we are all Doing substantial changes and Major Improvement's across the board to DotMod In nearly all areas with lots of extra added content and Improved Versions of Existing Stuff

im Also Adding CWA elements' to DM and using new DM features In CWA so its beneficial to both Party's

as both The Main mod & my mod are Running Parallel in Joint Development and Joint Expansions


Steel Shark

Firebar
05-30-22, 07:30 PM
DotMod 0.3c-1 provides a pair of fixes to the core game code as a stop-gap before the issue of 0.4. It also provides enhanced OSX compatability and a few minor data updates.


Fixes an issue with campaing vessel selector where the same random number was generated due to the seed being created too quickly
Provides a workaround temporary fix for people who have experienced issues with an unrecoverable error on the main menu
Fixes pink transparent textures in OSX with a fallback shader.


https://github.com/DotModGroup/ColdWaters-DotMod/releases/tag/v0.3c-1

TORDO222
06-02-22, 03:21 PM
Thanks Davidtman & TORDO222 we are all Doing substantial changes and Major Improvement's across the board to DotMod In nearly all areas with lots of extra added content and Improved Versions of Existing Stuff

im Also Adding CWA elements' to DM and using new DM features In CWA so its beneficial to both Party's

as both The Main mod & my mod are Running Parallel in Joint Development and Joint Expansions


Steel Shark

You’re welcome! If you are referring to the modest mod that we make with voices in Latin Spanish, the contribution is minimal compared to the terrible work of you developing and improving the game. Best wishes. We look forward to further improvements in the mod. Kind regards!:up:

Aktungbby
06-02-22, 07:46 PM
TORDO222!:Kaleun_Salute:

steel shark
06-03-22, 02:28 PM
You’re welcome! If you are referring to the modest mod that we make with voices in Latin Spanish, the contribution is minimal compared to the terrible work of you developing and improving the game. Best wishes. We look forward to further improvements in the mod. Kind regards!:up:


this reminds me of when i did the early Audio expansions for cold waters mod,s its great that more voiced audio is being made available for this game to expand it for different audiences to enjoy



Steel Shark

TORDO222
06-09-22, 04:55 PM
this reminds me of when i did the early Audio expansions for cold waters mod,s its great that more voiced audio is being made available for this game to expand it for different audiences to enjoy



Steel Shark

Regarding changing voices, I appreciate that being CW a tactical game more than a submarine simulator, has its limitations. There are orders that are imparted within the actual operations of a submarine that cannot be emulated. So and everything, the audio aspect can be improved and brought closer to the real world. Greetings!:up:

BENICK
06-11-22, 10:00 AM
I recently downloaded the new version.
Since then the toolbars appear horizontally
Tried to change the layout to vertical in default\Steaming Assets\epicmode\hud
Then all toolbars disappeared.
Any help please?

TNT2
06-28-22, 04:43 PM
Just getting back into Cold Waters again after a long break.

This mod is great! Thanks for the self installer as well as making it compatible with the Good Old Games version. :up:

TNT2
06-29-22, 05:24 PM
As someone who plays a lot of the single player missions will there be increased number of subs options available to play in a given mission? Is it possible to import other missions say from the Playable Subs mod?

Davidtman
06-30-22, 08:52 AM
As someone who plays a lot of the single player missions will there be increased number of subs options available to play in a given mission? Is it possible to import other missions say from the Playable Subs mod?

I have copied over quite a few submarines from both playable subs and epic mod. It takes a lot of trial and error. I learned on the fly how to use the notepad programming to get the subs to work properly. So far I have added the following classes:

French: Rubin, Suffren, Scorpene
German: Type 209 and 212
Japanese: Yushio and Oyashio
Canada: Victoria class
Australia: Oberon and Collins
Sweden: Nacken and Gotland
Norway:Ula Class
Netherlands: Walrus class
USA: Tang, Skate, and the Ohio SSGN (Guided Missile conversion)

You can also create your own single mission. I simply use a pre-existing template and make small changes like sub/ ship class that will populate and the number of sub/ ships. You can also add enemy air support to make the missions for challenging.

easy
07-05-22, 12:19 PM
@ Davidtman:

Where can people download your submarines?

Davidtman
07-05-22, 06:20 PM
@ Davidtman:

Where can people download your submarines?

All of the submarines (except for the Tang and Skate) are from Epic mod and Playable Subs mod. The Tang and Skate used the preexisting models (ROC Guppy and Nautilus) and files. I simply copied and changed the names.

easy
07-08-22, 02:49 AM
Thank you Davidtman!

A question: I would like to transfer one of the submarines from Epicmod to Dotmod.

Where should I look which files to find and transfer one particular submarine? Please provide a concrete example...

Davidtman
07-08-22, 03:10 PM
Thank you Davidtman!

A question: I would like to transfer one of the submarines from Epicmod to Dotmod.

Where should I look which files to find and transfer one particular submarine? Please provide a concrete example...

The easiest way I found to transfer files is do a search for the class of sub in the main game folder. This should pull up all of the files needed, then copy and past into the respective folders in Dot Mod. However each individual file may contain data that is not valid in Dot Mod. You will either need to replace that data with data that works in Dot Mod or create the new data. For example both Epic and Playable subs contain torpedoes, missiles, sonar/radar systems that are not in Dot Mod. For realism purposes I created these systems in Dot Mod

https://i.imgur.com/GWsajp6.png

Firebar
07-10-22, 05:11 PM
Ladies, Gents, Boys, and Girls. We are pleased to release a little trailer of what is coming up in the next version of DotMod

https://www.youtube.com/watch?v=VSA08LrXvEE

Davidtman
07-10-22, 06:42 PM
Ladies, Gents, Boys, and Girls. We are pleased to release a little trailer of what is coming up in the next version of DotMod

https://www.youtube.com/watch?v=VSA08LrXvEE
That trailer was amazing. So excited.

easy
07-11-22, 07:41 AM
I have found in the depth of the game that the Dutch submarine "Zwaardvis" is available. OK, fine...
Then why can't I simply choose that submarine in e.g. "Single missions" or in "Camaign" ???

easy
07-11-22, 08:14 AM
Looks Promising.......:Kaleun_Applaud:

Davidtman
07-11-22, 09:45 AM
I have found in the depth of the game that the Dutch submarine "Zwaardvis" is available. OK, fine...
Then why can't I simply choose that submarine in e.g. "Single missions" or in "Camaign" ???

Each individual single mission and campaign has its own file. To add submarines you will need to add the Zwaardvis to the file on the "Player Vessel" line.

easy
07-11-22, 10:23 AM
@Davidtman:

I've put the name of a submarine on that line maybe 20 times today... Without any success!
For a change, I put the name at the beginning of the line instead of now at the end.

And guess what? Strange, but it works now!

Thank you!


EDIT: Ehh.. I mean it works indeed, by the missions! I didn't find such lines by the Campaigns, so.... What to do there?

Davidtman
07-11-22, 12:15 PM
@Davidtman:

I've put the name of a submarine on that line maybe 20 times today... Without any success!
For a change, I put the name at the beginning of the line instead of now at the end.

And guess what? Strange, but it works now!

Thank you!


EDIT: Ehh.. I mean it works indeed, by the missions! I didn't find such lines by the Campaigns, so.... What to do there?


I have never added a sub to a campaign. I almost entirely play single missions an create my own mission.

TNT2
07-11-22, 01:57 PM
Awesome. Very exciting stuff!

rik007
07-12-22, 10:11 AM
Great! Looking forward to it!

TORDO222
07-12-22, 03:23 PM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:Th at trailer was amazing. So excited.

TORDO222
07-13-22, 07:16 AM
I have found in the depth of the game that the Dutch submarine "Zwaardvis" is available. OK, fine...
Then why can't I simply choose that submarine in e.g. "Single missions" or in "Camaign" ???

Well, one more help. I’ll give you the "editor.txt" file modified and incorporating in the front row the Dutch submarine you prefer.You should allow to use it in the "single mission" reconfigured through the "Mission Editor". Make a backup of the original file and replace it in the root directory of the dot mod.I hope you find it useful.Greetings!!!:up:

Firebar
07-13-22, 03:51 PM
Here is a short and simple gameplay video, showcasing the functionality of the Helicopter UI Panel, and the Nixie/Sonar UI Panel.

https://www.youtube.com/watch?v=UWZnl0453C8

Davidtman
07-13-22, 04:43 PM
Here is a short and simple gameplay video, showcasing the functionality of the Helicopter UI Panel, and the Nixie/Sonar UI Panel.

https://www.youtube.com/watch?v=UWZnl0453C8

With the coming updated are we going to get to see helicopters take off from enemy ships and come after us? That would be a cool sight through the periscope.

easy
07-14-22, 03:51 AM
@Tordo:

Thank you for your "editor.txt". I did indeed see your adding from the Zwaardvis added at the beginning of editor.txt. But did you notice that the Zwaardvis is already mentioned almost at the end of that line?
Anyway, it all doesn't matter anymore: I found another way to get the Zwaardvis in all the MISSIONS! Therefore: In any case: thank you for your attention and effort! :Kaleun_Salute:

Remains: Adding the Zwaardvis to the Campaigns! I see that there is also the Swordfish added in the "Unit Reference". But you can't choose the boat in the campaigns. That's why I think the Swaardvis will show up in the Russian campaign as "Enemy Ship". But I'm not sure because I haven't played the Russian campaign.

Still, I'd like to be able to choose the Zwaardvis in NATO campaigns!

Do you have any idea?

Davidtman
07-14-22, 07:52 AM
@Tordo:

Thank you for your "editor.txt". I did indeed see your adding from the Zwaardvis added at the beginning of editor.txt. But did you notice that the Zwaardvis is already mentioned almost at the end of that line?
Anyway, it all doesn't matter anymore: I found another way to get the Zwaardvis in all the MISSIONS! Therefore: In any case: thank you for your attention and effort! :Kaleun_Salute:

Remains: Adding the Zwaardvis to the Campaigns! I see that there is also the Swordfish added in the "Unit Reference". But you can't choose the boat in the campaigns. That's why I think the Swaardvis will show up in the Russian campaign as "Enemy Ship". But I'm not sure because I haven't played the Russian campaign.

Still, I'd like to be able to choose the Zwaardvis in NATO campaigns!

Do you have any idea?
I learned how to mod this game by trial and error. Modding can be very complicated and start a cascade of errors. My advice is ALWAYS keep a clean copy of the original game file. Do not make a bunch of mods at once. Make one, then check to make sure the game works, then make another. That way of an error pops up you know exactly what mod caused it and can reverse it easily.

TORDO222
07-14-22, 02:12 PM
I learned how to mod this game by trial and error. Modding can be very complicated and start a cascade of errors. My advice is ALWAYS keep a clean copy of the original game file. Do not make a bunch of mods at once. Make one, then check to make sure the game works, then make another. That way of an error pops up you know exactly what mod caused it and can reverse it easily.
That’s right. A misplaced or omitted comma at a remote point in the file triggers the disaster. And then,try to unravel the mystery of where the error is. It doesn’t even have a clear log or an understandable language error message, which one can follow to detect what the fault is and remedy it.Maybe in some much later version of MOD...Cheers.

easy
07-14-22, 02:25 PM
@Tordo:

You didn't answered me about my question started with: "REMAINS" :D

Davidtman
07-14-22, 04:46 PM
@Tordo:

You didn't answered me about my question started with: "REMAINS" :D

The Swordfish is not one of the playable subs in the game... that I know of.

TORDO222
07-15-22, 06:16 PM
@Tordo:

You didn't answered me about my question started with: "REMAINS" :D

Okay my friend!. Apparently it wasn’t that complicated. (Really I hope I didn’t make things too complicated for you...).I took to modify (and test and learn...) the first campaign of the mod. I did the following:
1.I took the liberty of modifying your favorite submarine,very poorly armed in origin. Adding a main type of torpedo (heavy torpedo of Italian origin A184) and adding a basic anti-aircraft defense by means of the known (and successfully tested in combat)missile Blowpipe.(So...backup the "rnn_84_ssk_zwaardvis.txt" in the vessels folder & replace it with the file I modify)
2.To add it to campaign 001 you must follow the path:StreamingAssets....dotmod.....folder campaign....folder campaign001...summary.txt
(backup & replace it with the file I modify)....good luck & good hunt.....Cheers!

steel shark
07-16-22, 01:52 PM
Gyrodyne QH-50 DASH

DASH was a major part of the United States Navy's Fleet Rehabilitation and Modernization (FRAM) program of the late 1950s. FRAM was started because the Soviet Union was building submarines faster than the US could build anti-submarine frigates. Instead of building frigates, the FRAM upgrade series allowed the US to rapidly update by converting older ships that were less useful in modern naval combat. The navy could upgrade the sonar on World War II-era destroyers but needed a stand-off weapon to attack at the perimeter of the sonar's range. The old destroyers had little room for add-ons such as a full flight deck. The original DASH concept was a light drone helicopter that could release a nuclear depth charge or torpedoes. The aircraft was considered expendable.

The manned Gyrodyne Rotorcycle program of the mid-1950s provided prototype work for the DASH, and ultimately the Rotorcycle was modified to produce the initial drone version, the DSN-1/QH-50A The DSN-1 was powered by a Porsche YO-95-6 72 hp piston engine and carried one Mark 43 homing torpedo. The next developmental version was the DSN-2/QH-50B that was powered by two Porsche YO-95-6 engines and also carried a single Mk 43. Serial production of the DASH began with the third version, the DSN-3/QH-50C, in which a 255 hp (190 kW) Boeing T50-4 turboshaft engine replaced the piston engine and the payload was increased to two Mark 44 torpedoes. Later On this was Changed to one single Mark 46 Torpedo A total of 378 QH-50Cs were produced before production ended in January 1966.

This Drone has Been Added To DotMod To add extra anti-submarine capability's for vessels that cannot operate full sized Helicopters.

p.s this is new so bear with us as we add it.


Steel Shark

TORDO222
07-16-22, 04:28 PM
Gyrodyne QH-50 DASH

DASH was a major part of the United States Navy's Fleet Rehabilitation and Modernization (FRAM) program of the late 1950s. FRAM was started because the Soviet Union was building submarines faster than the US could build anti-submarine frigates. Instead of building frigates, the FRAM upgrade series allowed the US to rapidly update by converting older ships that were less useful in modern naval combat. The navy could upgrade the sonar on World War II-era destroyers but needed a stand-off weapon to attack at the perimeter of the sonar's range. The old destroyers had little room for add-ons such as a full flight deck. The original DASH concept was a light drone helicopter that could release a nuclear depth charge or torpedoes. The aircraft was considered expendable.

The manned Gyrodyne Rotorcycle program of the mid-1950s provided prototype work for the DASH, and ultimately the Rotorcycle was modified to produce the initial drone version, the DSN-1/QH-50A The DSN-1 was powered by a Porsche YO-95-6 72 hp piston engine and carried one Mark 43 homing torpedo. The next developmental version was the DSN-2/QH-50B that was powered by two Porsche YO-95-6 engines and also carried a single Mk 43. Serial production of the DASH began with the third version, the DSN-3/QH-50C, in which a 255 hp (190 kW) Boeing T50-4 turboshaft engine replaced the piston engine and the payload was increased to two Mark 44 torpedoes. Later On this was Changed to one single Mark 46 Torpedo A total of 378 QH-50Cs were produced before production ended in January 1966.

This Drone has Been Added To DotMod To add extra anti-submarine capability's for vessels that cannot operate full sized Helicopters.

p.s this is new so bear with us as we add it.


Steel Shark
As a contribution to your theme, the FRAM (Fleet Modernization and Rehabilitation Program) reached surface vessels, submarines and aircraft. FRAM for submarines was based on the technical characteristics of German vessels caught at the end of WWII. The U-boats type VII and XXI, had important technical advances such as the "snorkel", which jumped an important tactical advantage. This program was closely related to the GUPPY (Great Underwater Propulsion Power) program, which began in 1947 with the conversion to the new standard, of several units of the "Gato", "Balao","Tench" and "Fleet" Class.Grettings!!! .Marcelo:up:

easy
07-17-22, 02:14 PM
@ Tordo, about "Zwaardvis":

Thank You very much for your effort!
Now I understand fully how to implement a Zwaardvis to The Campaigns.

Thanks to you, it wasn`t too hard! :Kaleun_Cheers:

Davidtman
07-18-22, 09:49 AM
Today is the release day for the new update. So excited. Hopefully the update will be out by the time I get home.

easy
07-18-22, 10:46 AM
Can't waite, but I have to...:O:

Furia
07-18-22, 11:04 AM
I am also eagerly awaiting for this release. :up:

Davidtman
07-18-22, 03:02 PM
the new release is on Github for download...I know what I am doing when I get home......

Firebar
07-18-22, 03:39 PM
https://github.com/DotModGroup/ColdWaters-DotMod/releases/tag/v0.4a-1

The latest DotMod release is now available!

TNT2
07-18-22, 05:46 PM
Oh wow.......just looking at the new subs added! :up:

strykerpsg
07-18-22, 08:15 PM
Do I have to sign into github to download? Not finding a link, just the pdf file.

Nevermind. I had to open up the "Assets" tab towards the bottom. Looking forward to the latest updates. Thanks team!

strykerpsg
07-18-22, 09:06 PM
Love the incorporated new HUD, though not so much the helo control.

I also love the added helo support. Is there a dipping sonar capability or maybe planned in a future update?

Is there a reason you couldn't incorporate the helo controls in the updated HUD?

Nixie controls, thank you for that as well.

Perhaps I should have asked for the readme file, if one is available and questionably probably not really needed, but it may have help to address the questions above.

Thanks Dotmod team! This just gets better and better with each release.

PS, so the new ships added are not necessarily player controlled, correct? I would love to have tried a Spruance or Sumner with the DASH helo.

:Kaleun_Cheers: :Kaleun_Applaud:

Davidtman
07-18-22, 09:19 PM
Love the incorporated new HUD, though not so much the helo control.

I also love the added helo support. Is there a dipping sonar capability or maybe planned in a future update?

Is there a reason you couldn't incorporate the helo controls in the updated HUD?

Nixie controls, thank you for that as well.

Perhaps I should have asked for the readme file, if one is available and questionably probably not really needed, but it may have help to address the questions above.

Thanks Dotmod team! This just gets better and better with each release.

PS, so the new ships added are not necessarily player controlled, correct? I would love to have tried a Spruance or Sumner with the DASH helo.

:Kaleun_Cheers: :Kaleun_Applaud:
One of their videos states the dipping sonar and sonar bouys will be in another update.

strykerpsg
07-18-22, 10:52 PM
One of their videos states the dipping sonar and sonar bouys will be in another update.

Right on! Thanks for the info Davidtman.

rik007
07-19-22, 12:36 PM
Thank you very much! Just installed it and having fun with it!

TORDO222
07-20-22, 07:49 AM
@ Tordo, about "Zwaardvis":

Thank You very much for your effort!
Now I understand fully how to implement a Zwaardvis to The Campaigns.

Thanks to you, it wasn`t too hard! :Kaleun_Cheers:

You're welcome!. Greetings!. Marcelo:up:

TORDO222
07-20-22, 07:52 AM
the new release is on Github for download...I know what I am doing when I get home......

Excellent contribution!. Good job!. And we look forward to future improvements. Cordial Greetings!. Marcelo:up:

TORDO222
07-20-22, 07:58 AM
https://github.com/DotModGroup/ColdWaters-DotMod/releases/tag/v0.4a-1

The latest DotMod release is now available!
Hello colleague!. What’s new about your proposal to bring improvements in voices in CW?. We are attentive. Greetings! Marcelo:up:

Davidtman
07-20-22, 11:59 AM
https://github.com/DotModGroup/ColdWaters-DotMod/releases/tag/v0.4a-1

The latest DotMod release is now available!

Hey Firebar,

I was looking through the various vessel files and noticed you have quite a few files for the Netherlands Dolfijn class. Is this sub going to be added to the game??? That would be awesome.

Firebar
07-20-22, 06:12 PM
Hey Firebar,

I was looking through the various vessel files and noticed you have quite a few files for the Netherlands Dolfijn class. Is this sub going to be added to the game??? That would be awesome.

Yes that is right, we were hoping to get it released in 0.4a but it wasnt complete enough so we pulled it for now.

Davidtman
07-21-22, 08:05 AM
Yes that is right, we were hoping to get it released in 0.4a but it wasnt complete enough so we pulled it for now.

Are there any plans to add Japanese subs? If the South China Sea became hot then Japan will definitely have a big role in that conflict.

Furia
07-21-22, 08:43 AM
I am really enjoying this MOD however I have already suffered 2 crashes when an enemy submarine shot down and destroyed one of the SH-60B helicopters.
The moment the helo is impacted by the missile, the game crashes.

Davidtman
07-21-22, 10:25 AM
I am really enjoying this MOD however I have already suffered 2 crashes when an enemy submarine shot down and destroyed one of the SH-60B helicopters.
The moment the helo is impacted by the missile, the game crashes.

Reply to one of Firebar's messages and let him know. He is one of the Dev's.

gaussian
07-21-22, 01:00 PM
Does anyone know what the various options available for the towed array do?

mhj1992
07-21-22, 02:31 PM
I am loving the new update so far.

To the devs: I would do unsavory things for another more modern campaign (2004 is a great campaign)

steel shark
07-23-22, 03:16 PM
finally got round do doing the new typhoon class damage control for DotMod & CWA as the typhoon is a multi hull construction Submarine ive made the flooding different so the first 2 RAISED UP compartments so the torpedo room then further back & raised up the control room FLOOD from top to BOTTOM then the others are like normal they FLOOD BOTTOM to TOP

this combined with the different lay out i give boomers as missile bays are not taken in to account in Cold waters as when it was made No player Usable SSBN,s were available.

So this is a good representation of this class of Vessel.


Steel Shark

Davidtman
07-23-22, 09:57 PM
Yes that is right, we were hoping to get it released in 0.4a but it wasnt complete enough so we pulled it for now.

Good day Firebar.

I notice the smoke and wake effects are way off of the Austin and Iwo Jima class ships. I have made some corrections to them.

For the Austin:

//Wake and Smoke
MeshPosition=0,0,0
Material=FALSE
BowWaveParticle=ships/particles/bowwave
PropWashParticle=ships/particles/bowwave
CavitationParticle=ships/particles/civ_ms_sl7_cavitation
CavitationParticlePosition=0,0.070,0.630
FunnelSmokeParticle=ships/particles/civ_ms_act_1_smokeemitter
FunnelSmokeParticlePosition=0.135,-0.035,1.007
FunnelSmokeParticle=ships/particles/civ_ms_act_1_smokeemitter
FunnelSmokeParticlePosition=-0.135,-0.035,0.76

MeshPosition=0,0,1.00
MeshHullWake=civ_ms_sl7_hullwake

MeshPosition=0,0,-0.022
MeshSternWake=civ_ms_sl7_sternwake

AssetBundle=bundles/vessels/usn_lpd_austin.unity3d
ModelFile=assets/models/usn_lpd_austin.fbx

ParticleBowWavePosition=0,0,1.222
ParticlePropWashPosition=0,-0.091,-1.22
ParticleHullFoamPosition=0,0,0.822
ParticleHullFoamParameters=DEFAULT_CLIPPER
ParticleSternFoamPosition=0,0,-1.995
ParticleSternFoamParameters=DEFAULT_CLIPPER
KelvinWaves=7.3,4.6


For the Iwo Jima class:

//Wake and Smoke
MeshPosition=0,0,0
Material=FALSE
BowWaveParticle=ships/particles/bowwave
PropWashParticle=ships/particles/bowwave
CavitationParticle=ships/particles/civ_ms_encounter_cavitation
CavitationParticlePosition=0,0.04,0.035
FunnelSmokeParticle=ships/particles/civ_ms_act_1_smokeemitter
FunnelSmokeParticlePosition=0.145,0.04,0.84

MeshPosition=0,0,-1
MeshHullWake=civ_ms_sl7_hullwake

MeshPosition=0,0,-0.822
MeshSternWake=civ_ms_sl7_sternwake

ParticleBowWavePosition=0,0,1.25
ParticlePropWashPosition=0,-0.091,-1.22
ParticleHullFoamPosition=0,0,0
ParticleHullFoamParameters=DEFAULT_CLIPPER
ParticleSternFoamPosition=0,0,-1.83
ParticleSternFoamParameters=DEFAULT_CLIPPER
KelvinWaves=7.3,4.7

TORDO222
07-25-22, 05:55 AM
I notice the smoke and wake effects are way off of the Austin and Iwo Jima class ships. I have made some corrections to them.

For the Austin:

//Wake and Smoke
MeshPosition=0,0,0
Material=FALSE
BowWaveParticle=ships/particles/bowwave
PropWashParticle=ships/particles/bowwave
CavitationParticle=ships/particles/civ_ms_sl7_cavitation
CavitationParticlePosition=0,0.070,0.630
FunnelSmokeParticle=ships/particles/civ_ms_act_1_smokeemitter
FunnelSmokeParticlePosition=0.135,-0.035,1.007
FunnelSmokeParticle=ships/particles/civ_ms_act_1_smokeemitter
FunnelSmokeParticlePosition=-0.135,-0.035,0.76

MeshPosition=0,0,1.00
MeshHullWake=civ_ms_sl7_hullwake

MeshPosition=0,0,-0.022
MeshSternWake=civ_ms_sl7_sternwake

AssetBundle=bundles/vessels/usn_lpd_austin.unity3d
ModelFile=assets/models/usn_lpd_austin.fbx

ParticleBowWavePosition=0,0,1.222
ParticlePropWashPosition=0,-0.091,-1.22
ParticleHullFoamPosition=0,0,0.822
ParticleHullFoamParameters=DEFAULT_CLIPPER
ParticleSternFoamPosition=0,0,-1.995
ParticleSternFoamParameters=DEFAULT_CLIPPER
KelvinWaves=7.3,4.6


For the Iwo Jima class:

//Wake and Smoke
MeshPosition=0,0,0
Material=FALSE
BowWaveParticle=ships/particles/bowwave
PropWashParticle=ships/particles/bowwave
CavitationParticle=ships/particles/civ_ms_encounter_cavitation
CavitationParticlePosition=0,0.04,0.035
FunnelSmokeParticle=ships/particles/civ_ms_act_1_smokeemitter
FunnelSmokeParticlePosition=0.145,0.04,0.84

MeshPosition=0,0,-1
MeshHullWake=civ_ms_sl7_hullwake

MeshPosition=0,0,-0.822
MeshSternWake=civ_ms_sl7_sternwake

ParticleBowWavePosition=0,0,1.25
ParticlePropWashPosition=0,-0.091,-1.22
ParticleHullFoamPosition=0,0,0
ParticleHullFoamParameters=DEFAULT_CLIPPER
ParticleSternFoamPosition=0,0,-1.83
ParticleSternFoamParameters=DEFAULT_CLIPPER
KelvinWaves=7.3,4.7

Since we are on the topic of bugfixes and bugs, I leave you this:the model of helicopter SH-34J/WESSEX,appears flying "back".That is, the tail rotor in the direction of movement. The rest of the helicopters,as far as we’ve tested the mod, are presented and move in the right way . Greetings

Firebar
07-25-22, 12:32 PM
Thankyou everyone, appreciate the bug Reports, we do read these and act on them.

Davidtman your fix is in while we sort out proper cavitation etc.

Davidtman
07-25-22, 02:25 PM
Thankyou everyone, appreciate the bug Reports, we do read these and act on them.

Davidtman your fix is in while we sort out proper cavitation etc.

The cavitation and Kelvin waves were way off. They should both be corrected in the code I provided. The Austin Class sldo only had one smoke effect which was way off line from the exhaust stack. I aligned it properly and added a second smoke effect for the second exhaust stack.

Davidtman
07-25-22, 08:48 PM
Thankyou everyone, appreciate the bug Reports, we do read these and act on them.

Davidtman your fix is in while we sort out proper cavitation etc.

The underwater damage effects on the Iwo Jima are way off. I have not had to time try and fix it yet, maybe tomorrow.

I also updated the smoke particles on all the Oliver Hazard Perry Frigates/Adelaide class: FunnelSmokeParticlePosition=0,0.03531,-0.30.

If you are interested I added working two Phalanx CWIS guns to the 1984 Iwo Jima. The Iwo Jima Class had two CWIS's in addition to the two Sea Sparrow launchers. I do not do 3D modeling so I had to use the available parts. I used the Sea Sparrow platform that the launcher sits on, flipped it upside down and aligned it to the hull, then set the CWIS on it.

https://imgur.com/1H4H5nR
https://imgur.com/0g2kLcQ

TORDO222
07-26-22, 06:33 AM
Thankyou everyone, appreciate the bug Reports, we do read these and act on them.

Davidtman your fix is in while we sort out proper cavitation etc.
As always, what comes out requires polishing and adjustments. Being markedly unfriendly, CW requires above-average knowledge on several items. We hope that in successive updates, all problems will be solved.Greetings!. Marcelo:up:

Davidtman
07-26-22, 08:37 PM
Thankyou everyone, appreciate the bug Reports, we do read these and act on them.

Davidtman your fix is in while we sort out proper cavitation etc.

The smoke particle effects were way off on the UK Type 21 frigate and the County Class Destroyer. The corrections are below.

Type 21:
FunnelSmokeParticle=ships/particles/wp_skr_riga_smokeemitter
FunnelSmokeParticlePosition=0.0,0.075,-0.171

County Class:
FunnelSmokeParticle=ships/particles/wp_skr_riga_smokeemitter
FunnelSmokeParticlePosition=0.0,0.105,-0.127
FunnelSmokeParticle=ships/particles/wp_skr_riga_smokeemitter
FunnelSmokeParticlePosition=0.0,0.108,0.252

Firebar
07-27-22, 07:02 PM
The smoke particle effects were way off on the UK Type 21 frigate and the County Class Destroyer. The corrections are below.

Type 21:
FunnelSmokeParticle=ships/particles/wp_skr_riga_smokeemitter
FunnelSmokeParticlePosition=0.0,0.075,-0.171

County Class:
FunnelSmokeParticle=ships/particles/wp_skr_riga_smokeemitter
FunnelSmokeParticlePosition=0.0,0.105,-0.127
FunnelSmokeParticle=ships/particles/wp_skr_riga_smokeemitter
FunnelSmokeParticlePosition=0.0,0.108,0.252

Thankyou, appreciate all of those. I've put the RN stuff in for sure.

Firebar
07-27-22, 07:03 PM
DotMod v0.4a-2 provides a number of bug fixes and improvements upon 0.4a-1. These include more player surface ships, new sound effects kindly provided by the community, multiple helicopter deck spots useable, and significantly more.

https://github.com/DotModGroup/ColdWaters-DotMod/releases/tag/v0.4a-2

TORDO222
07-28-22, 02:58 PM
DotMod v0.4a-2 provides a number of bug fixes and improvements upon 0.4a-1. These include more player surface ships, new sound effects kindly provided by the community, multiple helicopter deck spots useable, and significantly more.

https://github.com/DotModGroup/ColdWaters-DotMod/releases/tag/v0.4a-2
Thanks in advance!. Greetings!. Marcelo:up:

easy
07-29-22, 01:05 AM
Thank you for this new update 0.4!

I really appreciate that you are able to improve DotMod again and again. This makes DotMod more interesting and more fun to play.

I am really very happy with it!

Davidtman
07-30-22, 11:30 AM
DotMod v0.4a-2 provides a number of bug fixes and improvements upon 0.4a-1. These include more player surface ships, new sound effects kindly provided by the community, multiple helicopter deck spots useable, and significantly more.

https://github.com/DotModGroup/ColdWaters-DotMod/releases/tag/v0.4a-2

The smoke effects are off on some more ships. I made my own corrections.

Spruance:

//Forward Stack
FunnelSmokeParticle=ships/particles/wp_em_sovremenny_smokeemitter
FunnelSmokeParticlePosition=0.050,0.08531,-0.131
FunnelSmokeParticle=ships/particles/wp_em_sovremenny_smokeemitter
FunnelSmokeParticlePosition=0.050,0.08531,-0.181
//Aft Stack
FunnelSmokeParticle=ships/particles/wp_em_sovremenny_smokeemitter
FunnelSmokeParticlePosition=-0.050,0.08531,0.306
FunnelSmokeParticle=ships/particles/wp_em_sovremenny_smokeemitter
FunnelSmokeParticlePosition=-0.050,0.08531,0.356

Iowa Class:

FunnelSmokeParticle=ships/particles/wp_skr_riga_smokeemitter
FunnelSmokeParticlePosition=0,0.277,-0.371
FunnelSmokeParticle=ships/particles/wp_skr_riga_smokeemitter
FunnelSmokeParticlePosition=0,0.277,0.0015

Poti Class:

FunnelSmokeParticle=ships/particles/wp_em_sovremenny_smokeemitter
FunnelSmokeParticlePosition=0,-0.159,-0.165
FunnelSmokeParticle=ships/particles/wp_em_sovremenny_smokeemitter
FunnelSmokeParticlePosition=0,-0.159,-0.235

Firebar
08-07-22, 04:26 AM
The smoke effects are off on some more ships. I made my own corrections.

Thanks for those, I have incorporated them.

ht-57
08-07-22, 08:56 AM
New release v0.4a-2b

https://github.com/DotModGroup/ColdWaters-DotMod/releases


TYVM to the modders, This has been a whole lotta fun! keep it comming!
:Kaleun_Cheers:

TORDO222
08-08-22, 07:29 AM
New release v0.4a-2b

https://github.com/DotModGroup/ColdWaters-DotMod/releases


TYVM to the modders, This has been a whole lotta fun! keep it comming!
:Kaleun_Cheers:
:Kaleun_Thumbs_Up:

Davidtman
08-09-22, 08:01 PM
Thanks for those, I have incorporated them.

The smoke effects are still off in the new update:

Spruance:

//Forward Stack
FunnelSmokeParticle=ships/particles/wp_em_sovremenny_smokeemitter
FunnelSmokeParticlePosition=0.050,0.08531,-0.131
FunnelSmokeParticle=ships/particles/wp_em_sovremenny_smokeemitter
FunnelSmokeParticlePosition=0.050,0.08531,-0.181
//Aft Stack
FunnelSmokeParticle=ships/particles/wp_em_sovremenny_smokeemitter
FunnelSmokeParticlePosition=-0.050,0.08531,0.306
FunnelSmokeParticle=ships/particles/wp_em_sovremenny_smokeemitter
FunnelSmokeParticlePosition=-0.050,0.08531,0.356

Iowa Class:

FunnelSmokeParticle=ships/particles/wp_skr_riga_smokeemitter
FunnelSmokeParticlePosition=0,0.277,-0.371
FunnelSmokeParticle=ships/particles/wp_skr_riga_smokeemitter
FunnelSmokeParticlePosition=0,0.277,0.0015

Poti Class:

FunnelSmokeParticle=ships/particles/wp_em_sovremenny_smokeemitter
FunnelSmokeParticlePosition=0,-0.159,-0.165
FunnelSmokeParticle=ships/particles/wp_em_sovremenny_smokeemitter
FunnelSmokeParticlePosition=0,-0.159,-0.235

Davidtman
08-16-22, 07:19 PM
Thanks for those, I have incorporated them.

It appears that the ASROC's are not working. I have played single missions against the Knox, Spurance, Gearing, and Belknap. And none of these ships will fire an ASROC at me. I run shallow while cavitating with active sonar on so they definitely know I am there. I have even surfaced several time. The ships will fire Harpoons but when I dive they will not fire ASROC's.

Davidtman
08-16-22, 08:05 PM
It appears that the ASROC's are not working. I have played single missions against the Knox, Spurance, Gearing, and Belknap. And none of these ships will fire an ASROC at me. I run shallow while cavitating with active sonar on so they definitely know I am there. I have even surfaced several time. The ships will fire Harpoons but when I dive they will not fire ASROC's.

I tried a clean version of Dot Mod and the ASROC's appear to be working fine. The copy of Dot Mod I was tinkering with somehow disabled the ASROC's.. Back to the drawing board for me.

Davidtman
08-27-22, 03:26 PM
Thankyou everyone, appreciate the bug Reports, we do read these and act on them.

Davidtman your fix is in while we sort out proper cavitation etc.

If you are interested I made a slight modification to Royal NAvy Type 42 Destroyer. Shortly after the Falklands War the Royal Navy added additional anti-air defense to most of their ships. The Type 42 received two Phalanx CIWS located port and starboard of the exhaust stack. I moved the two boats further aft though the modernized Type 42 did not retain them (I think they look good the the Type 42).

Here is the mod to the Type 42 file:

//Missile Defense CIWS Guns and RADARs

ModelFile=ships/usn_cg_belknap/usn_cg_belknap
Material=ships/materials/usn_parts
Material=ships/usn_cg_belknap/usn_cg_belknap_mat
MeshRotation=0,-90,0
MeshPosition=-0.0790,0.128,-0.087
MeshCIWSGun=usn_cg_belknap_ciws
MeshRotation=0,90,0
MeshPosition=0.0790,0.128,-0.087
MeshCIWSGun=usn_cg_belknap_ciws
MeshRotation=0,-90,0
MeshPosition=-0.0925,0.147,-0.4846
MeshCIWSRADAR=FALSE
MeshRotation=0,90,0
MeshPosition=0.0925,0.147,-0.3455
MeshCIWSRADAR=FALSE

//Platform for CWIS
//Mk25 Sea Sparrow Missile Launchers
AssetBundle=bundles/parts/usn_parts.unity3d
ModelFile=assets/models/usn_parts_mk25.fbx
Material=assets/materials/usn_parts_mk25.mat

MeshScale=.8,.8,.8
//Port
MeshPosition=-0.072,0.128,-0.087
MeshRotation=180,-90,0
//Mesh=Traverse
Mesh=Base
//Mesh=Launcher

//Starboard
MeshPosition=0.072,0.128,-0.087
MeshRotation=180,90,0
//Mesh=Traverse
Mesh=Base
//Mesh=Launcher

https://i.imgur.com/vF1Y56s.png

https://i.imgur.com/ZPPti8B.png

https://i.imgur.com/NErk3O8.png

BENICK
09-04-22, 10:00 AM
Somethiing strange after installing the new mod on a clean install of CW 1.15.
On the game start page at the bottom, can see Dot mod version 0.3c-1
My last version 0.4a-1 was working fine.
Wonder what I did wrong. Any advise????

Pelle71
09-05-22, 11:23 AM
I have try to make this mod work, but out of sucsess. So i'm stuck with epic mod. And yes, i have try to put the files in the generic folder and so on bla bla bla.. Why not fix this thing so people who stil has win7 can use this mod? If Epic mod is working fine, why not this?

TORDO222
09-05-22, 03:48 PM
Thank you!. We will use your contribution to update our Type 42 "ARA Hercules" and "ARA Santisima Trinidad". Greetings!. Marcelo:up:

TORDO222
09-05-22, 05:19 PM
I have try to make this mod work, but out of sucsess. So i'm stuck with epic mod. And yes, i have try to put the files in the generic folder and so on bla bla bla.. Why not fix this thing so people who stil has win7 can use this mod? If Epic mod is working fine, why not this?
Hello! I have installed the OS windows 7 64 bits ULTIMATE and the dot mod in version 0.3c and version 0.4a-2b.Both versions work well.The newest,with the defects mentioned in GitHub and that will surely be debugging in future installments.What exactly is your difficulty? If you installed it with the JSGME, I suggest you go to:https://cdn.discordapp.com/attachments/866120539512373268/880131182367498321/Cold_Waters_DotMod_Manual_Install_Guide.pdf and follow the manual installation instructions to the letter.If that’s not the problem,tell us.I hope you can install it and enjoy it without difficulties.Greetings.Marcelo:up:

Pelle71
09-07-22, 05:11 PM
Ok, so now the Dot mod installer is working with win7! Great news! Time to download again. Thanks.

TORDO222
09-08-22, 11:15 AM
Ok, so now the Dot mod installer is working with win7! Great news! Time to download again. Thanks.
Good news!.Just make sure you don’t install the game in the "Program Files" folder.Enable a diferent and specific folder in the Root Directory of your HD.I tell you from my own experience.Greetings and good hunting!:up:

Pelle71
09-14-22, 04:32 PM
Just kidding!!! This thing does not work in win7. Back to Epic mod.

TORDO222
09-15-22, 07:34 AM
Just kidding!!! This thing does not work in win7. Back to Epic mod.
Sorry about that. The good thing is to be able to enjoy both mods. Everyone has their pros and cons. And under the conditions I mentioned earlier, on my machine, I was able to run the DOT MOD without any mishap. Beyond the bugs of a WIP. Greetings. Marcelo.

eggke
09-15-22, 07:58 PM
question to TORDO222


i try to mod the helo but after looking at the txt file, there are no way i can simply put in the function like dropping sonor. the txt file is for helo reference itself only. so if i like to add in those function, do i need to open it from unity in the base game file ?


Thanks

TORDO222
09-16-22, 07:50 AM
question to TORDO222


i try to mod the helo but after looking at the txt file, there are no way i can simply put in the function like dropping sonor. the txt file is for helo reference itself only. so if i like to add in those function, do i need to open it from unity in the base game file ?


Thanks
I understand you want to enter the belly of the monster... then you will have to ask the "High Priests" of the select Order of the Game Programmers.If you do it privately and for your personal enjoyment, it’s another story. Greetings!. Marcelo:up:

Firebar
11-15-22, 03:48 PM
It's been a while since I have posted any updates of how work is going on DotMod here and I thought I should rectify that.

The team is working hard on updates to the campaign system, new models, and polishing what we've done to date. Here are a few sneak peaks of what you can hope to find in the next update of DotMod

https://cdn.discordapp.com/attachments/841511875270934568/1042104434588663848/image.png
https://cdn.discordapp.com/attachments/841511875270934568/1042104434995494953/image.png
https://cdn.discordapp.com/attachments/841511875270934568/1042104435616268338/image.png
https://cdn.discordapp.com/attachments/841511875270934568/1042104436027293767/image.png
https://cdn.discordapp.com/attachments/841511875270934568/1042104436471906344/image.png
https://cdn.discordapp.com/attachments/841511875270934568/1042104436840996874/image.png
https://cdn.discordapp.com/attachments/841511875270934568/1016835934362292276/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/1016835934844616714/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/1016835935167590450/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/1016835935637360790/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/1016835936232947793/unknown.png
https://cdn.discordapp.com/attachments/824087569448435762/1031298507686019122/unknown.png
https://cdn.discordapp.com/attachments/824087569448435762/1031298400920027176/unknown.png
https://cdn.discordapp.com/attachments/824087569448435762/1030895963725910147/unknown.png

Onkel Neal
11-16-22, 08:16 AM
Excellent!

TORDO222
11-16-22, 08:35 AM
It's been a while since I have posted any updates of how work is going on DotMod here and I thought I should rectify that.

The team is working hard on updates to the campaign system, new models, and polishing what we've done to date. Here are a few sneak peaks of what you can hope to find in the next update of DotMod


Very Good job!!!!.Any input from new models, surface ships, submarines and fixed-wing and rotating wings aircrafts,will always be very welcome.It seems that there is a lot of expectation put in SP, but there are many fans of CW even.... Greetings!!!.Marcelo:up:

burnemup
11-17-22, 10:35 AM
i like the mod , thank you .
but is there anyway you would consider getting rid of prestige needed for the USSR and British campaigns?

strykerpsg
11-17-22, 09:52 PM
i like the mod , thank you .
but is there anyway you would consider getting rid of prestige needed for the USSR and British campaigns?

I agree....please remove.

I used the mod to remove it, but it no longer seems to work for last few updates.

Great modelling, great work overall, so not criticizing, just hoping aloud.

Aktungbby
11-17-22, 10:59 PM
burnemup!:Kaleun_Salute:

Davidtman
11-18-22, 04:58 PM
It's been a while since I have posted any updates of how work is going on DotMod here and I thought I should rectify that.

The team is working hard on updates to the campaign system, new models, and polishing what we've done to date. Here are a few sneak peaks of what you can hope to find in the next update of DotMod

https://cdn.discordapp.com/attachments/841511875270934568/1042104434588663848/image.png
https://cdn.discordapp.com/attachments/841511875270934568/1042104434995494953/image.png
https://cdn.discordapp.com/attachments/841511875270934568/1042104435616268338/image.png
https://cdn.discordapp.com/attachments/841511875270934568/1042104436027293767/image.png
https://cdn.discordapp.com/attachments/841511875270934568/1042104436471906344/image.png
https://cdn.discordapp.com/attachments/841511875270934568/1042104436840996874/image.png
https://cdn.discordapp.com/attachments/841511875270934568/1016835934362292276/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/1016835934844616714/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/1016835935167590450/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/1016835935637360790/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/1016835936232947793/unknown.png
https://cdn.discordapp.com/attachments/824087569448435762/1031298507686019122/unknown.png
https://cdn.discordapp.com/attachments/824087569448435762/1031298400920027176/unknown.png
https://cdn.discordapp.com/attachments/824087569448435762/1030895963725910147/unknown.png


I am getting that excited feeling again.

TORDO222
11-19-22, 07:34 AM
I am getting that excited feeling again.
I agree. Don’t let that feeling go. Especially in model developers!!. Greetings. Marcelo:up:

Davidtman
11-19-22, 08:47 PM
i like the mod , thank you .
but is there anyway you would consider getting rid of prestige needed for the USSR and British campaigns?

You can pretty easily edit the prestige cost of the submarines. Follow the file path in the below pick and change the prestige cost of each sub or increase the amount of prestige you start with.

https://i.imgur.com/VxjmtgE.jpg

jrf773
11-26-22, 01:48 PM
I agree....please remove.

I used the mod to remove it, but it no longer seems to work for last few updates.

Great modelling, great work overall, so not criticizing, just hoping aloud.
Had the same issue, had a flash of inspiration on the pot. Disable and re-enable in JGSE or whatever it is called. It worked.:Kaleun_Cheers:

Furworm
12-01-22, 12:46 PM
I'd love to try this mod out, how can I install on my Mac using Steam?

Martes
12-03-22, 02:37 PM
Amazing work, the helicopters are thoroughly enjoyable.

Quick list on spotted bugs, though.


1. County class Sea Cats on player ship ignore aircraft in test mission (completely defenseless against planes and helicopters within minimum range of Sea Slugs)


2. Krivak towed array coordinates are missing, cable protrudes from center of the ship.


3. Flags - no flags should fly on stern at sea, only on the mast. Bow flags denote ship at anchor, also shouldn't be there. Also, existing meshes for flags can be used (for new countries), provided separate new materials are used on them for new flag textures, they will look less buggy.


4. On reaching a waypoint the helicopter should hover, not circle. It would also be very interesting if a helicopter could attach itself to a target (like it does on before landing) and follow it.



And as a suggestion there are two issues that were always relevant to this game:



4. Civilian ships ignore surface warships and surface action. While courageous, it's rather unrealistic, and civilian ships should, by default, try to scatter, when a surface ship begins firing, and it would be very helpful if there would be an option to issue targeted signal to civilian ship like "stop"/"leave the area"/"continue on course". I once coded it as an experiment and it's entirely possible. Potentially it can open a way for resupply at sea mechanism from "neutral" transports or smuggler hunting roleplaying.


5. Damaged submarine surfacing. It's very painful to sink them, while in reality the situation would likely become a rescue operation instead. Ideally such submarine should stop and turn to neutral, at least so that the player could finish the mission without delivering a coup de grace. Just note that some subs can sink if they turn their engines off.

Martes
12-03-22, 02:43 PM
I moved the two boats further aft though the modernized Type 42 did not retain them (I think they look good the the Type 42).


Can you please post the complete config file with this modification? I get a crash when I try to inset the code into CIWS area, and the modified boat coordinates are not there anyway.

Davidtman
12-03-22, 11:01 PM
Can you please post the complete config file with this modification? I get a crash when I try to inset the code into CIWS area, and the modified boat coordinates are not there anyway.

Anti-MissileGunHitProbability=0.010
Anti-MissileGunRange=3300
Anti-MissileGunFiringArcStart=-160,20
Anti-MissileGunFiringArcFinish=-20,160
Anti-MissileGunRestAngle=-90,90
Anti-MissileGunUsesRADAR=0,1
Anti-MissileRADARRestAngle=-90,90
Anti-MissileGunParticle=ships/particles/usn_phalanx_burst

PlayerWarningRange=3000
JammingRange=2400

ChaffType=wp_chaff
ChaffProbability=0.12
NumberChaffLaunched=2

[Model]

//Missile Defense CIWS Guns and RADARs

ModelFile=ships/usn_cg_belknap/usn_cg_belknap
Material=ships/materials/usn_parts
Material=ships/usn_cg_belknap/usn_cg_belknap_mat
MeshRotation=0,-90,0
MeshPosition=-0.0790,0.128,-0.087
MeshCIWSGun=usn_cg_belknap_ciws
MeshRotation=0,90,0
MeshPosition=0.0790,0.128,-0.087
MeshCIWSGun=usn_cg_belknap_ciws
MeshRotation=0,-90,0
MeshPosition=-0.0925,0.147,-0.4846
MeshCIWSRADAR=FALSE
MeshRotation=0,90,0
MeshPosition=0.0925,0.147,-0.3455
MeshCIWSRADAR=FALSE

//Platform for CWIS
//Mk25 Sea Sparrow Missile Launchers
AssetBundle=bundles/parts/usn_parts.unity3d
ModelFile=assets/models/usn_parts_mk25.fbx
Material=assets/materials/usn_parts_mk25.mat

MeshScale=.8,.8,.8
//Port
MeshPosition=-0.072,0.128,-0.087
MeshRotation=180,-90,0
//Mesh=Traverse
Mesh=Base
//Mesh=Launcher

//Starboard
MeshPosition=0.072,0.128,-0.087
MeshRotation=180,90,0
//Mesh=Traverse
Mesh=Base
//Mesh=Launcher

MeshScale=1,1,1
AssetBundle=bundles/dotmodgenericresources.unity3d
AssetBundle=bundles/vessels/uk_ddg_type42.unity3d
ModelFile=assets/models/uk_ddg_type42.fbx

//Hull and Deck
MeshPosition=0,0,0
MeshRotation=0,0,0

MeshHullCollider=uk_ddg_type42_collider_hull
MeshSuperstructureCollider=uk_ddg_type42_collider_ ss

Material=ships/materials/hullnumbers/hullnumber
MeshHullNumber=uk_ddg_type42_hullnumbers

Material=assets/materials/uk_ddg_type42.mat
Mesh=uk_ddg_type42_hull

//Rudders
MeshPosition=-0.04381969,-0.02031873,-0.8154328
MeshRudder=uk_ddg_type42_rudder_port
MeshPosition=0.04381969,-0.02031873,-0.8154328
MeshRudder=uk_ddg_type42_rudder_stbd

//Props
MeshPosition=-0.04381969,-0.04850157,-0.7689603
MeshRotation=-2.5,0,0
MeshProp=uk_ddg_type42_propl
MeshPosition=0.04381969,-0.04850157,-0.7689603
MeshRotation=-2.5,0,0
MeshProp=uk_ddg_type42_propr

//Superstructure
MeshPosition=0,0,0
MeshRotation=0,0,0
Mesh=uk_ddg_type42_fwdsuperstructure
Mesh=uk_ddg_type42_aftsuperstructure

MeshScale=0.4709236,0.4709236,0.4709236
Mesh=uk_ddg_type42_torpedomounts
MeshScale=1,1,1

MeshPosition=0,0.003,-0.345
Mesh=uk_ddg_type42_davits

MeshPosition=0,0,0
MeshRotation=0,-90,0
Material=ships/materials/flag_us
MaterialTextures=ships/materials/flags/flag_rn.png
MeshMainFlag=uk_ddg_type42_ensign

Material=ships/materials/flag_signal
MeshOtherFlags=uk_ddg_type42_signals1

Material=ships/materials/flag_signal_us
MeshOtherFlags=uk_ddg_type42_signals2

MeshPosition=0,0,0
MeshRotation=0,0,0

//Railings
Material=assets/materials/uk_ddg_type42_railings.mat
Mesh=uk_ddg_type42_railings

AssetBundle=bundles/parts/uk_parts.unity3d

Material=assets/materials/uk_parts_boats_tx.mat
ModelFile=assets/models/uk_parts_boat1.fbx
MeshPosition=-0.0885,0.1409,-0.415
MeshRotation=0,0,0
Mesh=uk_parts_boat1

ModelFile=assets/models/uk_parts_boat2.fbx
MeshPosition=0.0885,0.1409,-0.415
MeshRotation=0,0,0
Mesh=uk_parts_boat2

//RADARs

RADARSpeed=100
RADARDirection=1

MeshRotation=0,0,0
MeshPosition=-0,0.2089,0.3545
ModelFile=assets/models/uk_parts_type1006.fbx
Material=assets/materials/uk_parts_type1006.mat
MeshRADAR=uk_parts_type1006

MeshPosition=0,0.38345,0.06081
MeshRADAR=uk_parts_type1006

RADARSpeed=80
MeshPosition=0,0.4134,-0.2935
ModelFile=assets/models/uk_parts_type992.fbx
Material=assets/materials/uk_parts_type992.mat
MeshRADAR=uk_parts_rt992q


RADARSpeed=60
MeshPosition=0,0.2541,0.1506
ModelFile=assets/models/uk_parts_ake.fbx
Material=assets/materials/uk_rt965.mat
MeshRADAR=uk_parts_ake2

[Weapon Systems]
//Naval Guns
ModelFile=assets/models/uk_parts_mcg_mk8.fbx
Material=assets/materials/uk_parts_mk8mod0.mat

MeshRotation=0,0,0
MeshPosition=0,0.1072218,0.6599897
Mesh=uk_45_gun_turretring
MeshNavalGun=uk_mk8_mod0
MeshRotation=0,0,0
MeshPosition=0,0.02023544,0
MeshNavalGunBarrel=uk_45_gun_barrel
NavalGunSpawnPosition=0,0,0.089

//Missiles
AssetBundle=bundles/weapons/uk_seadart.unity3d
ModelFile=assets/models/uk_parts_seadart.fbx
Material=assets/materials/uk_seadart_rt909.mat

MeshPosition=0,0.2009,0.2867
MeshRotation=0,0,0
Mesh=uk_seadart_rt909

MeshPosition=0,0.1699,-0.4463
MeshRotation=0,0,0
Mesh=uk_seadart_rt909

Material=assets/materials/uk_seadart_launcher.mat

MeshPosition=0,0.0853,0.4876
MeshRotation=0,0,0
Mesh=uk_seadart_launcher_base
Mesh=uk_seadart_launcher_body
MeshRotation=-45,0,0
MeshPosition=0,0.04115187,0.0008483889
Material=assets/materials/uk_seadart_launcher.mat,assets/materials/uk_seadart_missile.mat
ChildMesh=uk_seadart_launcher_arms

MeshRotation=0,0,0
Material=ships/materials/modular_parts

//Torpedo Mounts
ModelFile=ships/usn_cg_belknap/usn_cg_belknap
Material=ships/materials/usn_parts

MeshRotation=0,0,0
MeshPosition=-0.0935,0.1221,-0.2376
MeshTorpedoMount=usn_cg_belknap_torpedomount
TorpedoSpawnPosition=-0.0935,0.1221,-0.2376
TorpedoEffectPosition=-0.0935,0.1221,-0.2376

MeshPosition=0.0935,0.1221,-0.2376
MeshTorpedoMount=usn_cg_belknap_torpedomount
TorpedoSpawnPosition=0.0935,0.1221,-0.2376
TorpedoEffectPosition=0.0935,0.1221,-0.2376

//Noisemaker Mount
MeshRotation=0,0,0
MeshPosition=0,-0.011,-1.106
MeshNoisemakerMount=FALSE

//Load Damage Meshes and Effects
AssetBundle=bundles/vessels/uk_ddg_type42.unity3d
ModelFile=assets/models/uk_ddg_type42.fbx

//Wake and Smoke
MeshPosition=0,0,0
Material=FALSE
BowWaveParticle=ships/particles/bowwave_small
PropWashParticle=ships/particles/bowwave_small
CavitationParticle=assets/effects/uk_ddg_type42_cavitation.prefab
FunnelSmokeParticle=assets/effects/uk_ddg_type42_funnelsmoke.prefab

//Wake planes
MeshPosition=0,0,0.9863
MeshHullWake=wp_bpk_kanin_hullwake
MeshPosition=0,0,-0.7671
MeshSternWake=wp_bpk_kanin_sternwake

//Ocean surface particles
ParticleBowWavePosition=0,-0.005,0.9
ParticlePropWashPosition=0,-0.01,-0.9
ParticleHullFoamPosition=0,0,0.39
ParticleHullFoamParameters=DEFAULT_CLIPPER
ParticleSternFoamPosition=0,0,-0.767
ParticleSternFoamParameters=DEFAULT_CLIPPER
KelvinWaves=3.2,3.2

EngineAudioClip=audio/units/turbine_small
EngineAudioRollOff=LOGARITHMIC
EngineAudioDistance=1,20
EngineAudioPitchRange=0.4,1
PropAudioClip=audio/units/ship_propeller
PropAudioRollOff=LOGARITHMIC
PropAudioDistance=1,20
PropAudioPitchRange=0.1,0.6
PingAudioClip=audio/environment/sonar_ping
PingAudioRollOff=LOGARITHMIC
PingAudioDistance=1,50
PingAudioPitch=1

Martes
12-04-22, 12:53 AM
Thanks! With a little adoption (torpedo config is different between player and non-player ship) it works :)


-------



Encountered another bug in the meantime.

If there is a ship on ship engagement, with missiles launched from both sides, and player launches a helicopter, the game crashes on next missile launch by AI in function LaunchSAM.OnExit()


Happens only with active player helicopter.


Additionally, is it feasible, that AI would detect the player ship and identify it with sufficient confidence to launch missile attacks immediately on the start of a mission (at least when the speed is increased to 15 or more knots) with distances of 35-45 k/yds? It seems to be acoustic detection, since my radar is off and if I launch a decoy torpedo, AI attacks the faster between us, but I doubt the speed of decision in this scenario. Does AI process neutral contacts?

Davidtman
12-04-22, 03:10 PM
Thanks! With a little adoption (torpedo config is different between player and non-player ship) it works :)


-------



Encountered another bug in the meantime.

If there is a ship on ship engagement, with missiles launched from both sides, and player launches a helicopter, the game crashes on next missile launch by AI in function LaunchSAM.OnExit()


Happens only with active player helicopter.


Additionally, is it feasible, that AI would detect the player ship and identify it with sufficient confidence to launch missile attacks immediately on the start of a mission (at least when the speed is increased to 15 or more knots) with distances of 35-45 k/yds? It seems to be acoustic detection, since my radar is off and if I launch a decoy torpedo, AI attacks the faster between us, but I doubt the speed of decision in this scenario. Does AI process neutral contacts?

I have never played with surface ships. To me they are just targets.

Wolfcat
12-29-22, 08:16 AM
Hi, I am new to Dotmod. Just a few thanks and comments on the mod. First of all, this mod is great. Beautiful models and more in-depth playing. Some of the nuances really push the original arcade game way beyond. Just a few comments:

1. Shipborne helos for burke and Tico are great. But since there is no way to use their own sensors such as sonar buoy and dipping sonar, they are merely long range torpedo carriers. In real life, helos for these big ships are the primary ASW go-to tool. Not sure how hard to add a button/function right next to waypoint for helo to dip sonar. And once helo deploys its sonar, the detection and TMA get update with better picture.

2. Some of the ship gun ranges seem to be off. Tico and Burke's gun has a max range of 25.5kyd. But some of the Chinese old destroyers and FFG from 70s have more than 30kyd, that almost 20% extra range.

3. Now we have all these advanced ships and subs. It would be great to have a more modern campaign where a player can get to use these platforms such as VA class sub and Yassen class

4. Not sure if anyone noticed, MK50 and MK46 torpedoes cannot operate at extreme deep depth. They explode around below 1400ft.

hunter301
01-01-23, 03:28 PM
Is it possible to edit the sound files when you're on the ships and not the submarines?
When you're on the ships you here commands that would only come from a sub.
Sounds weird on the ships.

Davidtman
01-04-23, 01:01 PM
Hi, I am new to Dotmod. Just a few thanks and comments on the mod. First of all, this mod is great. Beautiful models and more in-depth playing. Some of the nuances really push the original arcade game way beyond. Just a few comments:

1. Shipborne helos for burke and Tico are great. But since there is no way to use their own sensors such as sonar buoy and dipping sonar, they are merely long range torpedo carriers. In real life, helos for these big ships are the primary ASW go-to tool. Not sure how hard to add a button/function right next to waypoint for helo to dip sonar. And once helo deploys its sonar, the detection and TMA get update with better picture.

2. Some of the ship gun ranges seem to be off. Tico and Burke's gun has a max range of 25.5kyd. But some of the Chinese old destroyers and FFG from 70s have more than 30kyd, that almost 20% extra range.

3. Now we have all these advanced ships and subs. It would be great to have a more modern campaign where a player can get to use these platforms such as VA class sub and Yassen class

4. Not sure if anyone noticed, MK50 and MK46 torpedoes cannot operate at extreme deep depth. They explode around below 1400ft.

The devs plan to add dipping sonars and sonar buoys to helos in a later update. They are also working on adding more modern ships and subs and I believe a new 21st ccentury campaign. As far as torpedoes the MK 46 have a test depth of around 1200-1300 feet, the MK 50 has a depth around 3000 feet. In my game the MK 50 definitely do not explode at 1400 feet. For the ranges on various guns these can be easily edited the game folder .

TORDO222
01-11-23, 05:38 PM
Is it possible to edit the sound files when you're on the ships and not the submarines?
When you're on the ships you here commands that would only come from a sub.
Sounds weird on the ships.
Here I leave you my humble attempt to solve that annoying "little problem". Enjoy. Greetings!.Marcelo.

LINK:https://www.subsim.com/radioroom/downloads.php?do=file&id=6282

strykerpsg
01-22-23, 04:38 PM
Any chance of a projected update for your next release? I am really digging this mod, while awaiting the release of Sea Power in particular.

Davidtman
01-22-23, 04:58 PM
Any chance of a projected update for your next release? I am really digging this mod, while awaiting the release of Sea Power in particular.

I second that. I was hoping for a Christmas update like in 2021....

Overkill
01-28-23, 04:58 PM
Is there a 2015+ campaign that is compatible with DodMod?

Davidtman
01-30-23, 09:06 AM
Is there a 2015+ campaign that is compatible with DodMod?

The devs are working on a new version of Dotmod that will add modern vessels and a modern campaign. Their last update was mid-November. I have not heard anything since and no idea when the mod will be released.

Overkill
01-30-23, 09:38 AM
The devs are working on a new version of Dotmod that will add modern vessels and a modern campaign. Their last update was mid-November. I have not heard anything since and no idea when the mod will be released.

Appreciate the response. Hopefully they'll be coming out with it soon. :D

Davidtman
02-19-23, 03:19 PM
It's been a while since I have posted any updates of how work is going on DotMod here and I thought I should rectify that.

The team is working hard on updates to the campaign system, new models, and polishing what we've done to date. Here are a few sneak peaks of what you can hope to find in the next update of DotMod

Good Day Firebar,

It has been a few months. Just wandering if there are any updated or more previews that you can provide?

Any info is greatly appreciated.

Respectfully.

strykerpsg
02-19-23, 06:59 PM
Good Day Firebar,

It has been a few months. Just wandering if there are any updated or more previews that you can provide?

Any info is greatly appreciated.

Respectfully.

+1, please! Love your work, just excited knowing more is forthcoming. :salute:

strykerpsg
02-27-23, 10:36 PM
Does he respond on Discord? Just seems exceptionally quiet.

Kipparikalle
03-01-23, 04:14 PM
I'm big fan of this mod, I especially like the soviet campaigns and the ability to command USSR surface vessels.

https://imgur.com/9c298939-cff9-4a87-bf6d-7693ada60847

One issue however. The soviet Sverdlov-class Cruiser has only the main armament and the AK-630's functional, will we be seeing the several 100 mm/70 SM-5-1 turret secondaries activated in the near future? they're already modeled on the ship.

Davidtman
03-01-23, 04:48 PM
Does he respond on Discord? Just seems exceptionally quiet.

I do not know how to use Discord. I have an account but do not know how to find anything related to Cold Waters or Dot Mod.

TORDO222
03-04-23, 08:54 AM
I do not know how to use Discord. I have an account but do not know how to find anything related to Cold Waters or Dot Mod.

Just enter the corresponding links and you will be invited to join.At least,so did I. Greetings!

COLD WATERS:
https://discord.com/channels/321341232422846465/348160801351270400

DOT MOD:
https://discord.com/channels/824084038394445824/868197042588098570

Davidtman
03-08-23, 05:44 PM
The latest update on Discord from a few days ago is the next update should be soon. No date was provided, I am hoping by the end of the month.

strykerpsg
03-08-23, 10:31 PM
The latest update on Discord from a few days ago is the next update should be soon. No date was provided, I am hoping by the end of the month.

Thanks for the update David. I cannot log onto Discord till the unscrew my account and the 2 factor authentication. :Kaleun_Salute:

JOEDEG
03-11-23, 06:36 PM
Is there some reason in DOTMOD that I cannot select a 688(I) during the 1984 time frames, or am I just doing something wrong?

Davidtman
03-12-23, 08:32 PM
Is there some reason in DOTMOD that I cannot select a 688(I) during the 1984 time frames, or am I just doing something wrong?

The 688i did not enter service until 1988.

Davidtman
03-16-23, 04:00 PM
Here is the latest updated from the Devs dated 3/14/

"HobbitJack — 03/14/2023 5:46 PM
@everyone
Hello, folks!

We're glad to announce that DotMod v0.5 is now officially named, and we're glad to have been working on it for a while now! v0.5 is not going to be a massive, completely gamechanging release like previous releases, but we do intend on making it a polish and cleanup update. However, we still hope to have some new toys for you! We also hope to have more on the DotMod Modern side project, coming soon!"

strykerpsg
03-16-23, 11:06 PM
Here is the latest updated from the Devs dated 3/14/

"HobbitJack — 03/14/2023 5:46 PM
@everyone
Hello, folks!

We're glad to announce that DotMod v0.5 is now officially named, and we're glad to have been working on it for a while now! v0.5 is not going to be a massive, completely gamechanging release like previous releases, but we do intend on making it a polish and cleanup update. However, we still hope to have some new toys for you! We also hope to have more on the DotMod Modern side project, coming soon!"

Thanks for the update. Looking forward to the release of it, hoping this weekend :)

Davidtman
03-20-23, 02:36 PM
TORDO222 — 03/18/2023 5:33 PM
Okay. Finally it’s time. I leave the link for the download of the "Early Freeze" mod. I hope you like it. Greetings!. Marcelo . LINK:https://www.subsim.com/radioroom/downloads.php?do=file&id=6312
Image

Here is a smaller mod that was recently added for CW. It adds the Guppy 1A some new sonars and very early torpedoes that predate the ones used in the 1968 campaign.

strykerpsg
03-26-23, 09:54 PM
TORDO222 — 03/18/2023 5:33 PM
Okay. Finally it’s time. I leave the link for the download of the "Early Freeze" mod. I hope you like it. Greetings!. Marcelo . LINK:https://www.subsim.com/radioroom/downloads.php?do=file&id=6312
Image

Here is a smaller mod that was recently added for CW. It adds the Guppy 1A some new sonars and very early torpedoes that predate the ones used in the 1968 campaign.

Wow! They have a flair for the dramtic....lol. Any news of an update? My Russian campaign is borked and has a game stopping bug. I've tried restarting a few times, but it still exists. Not complaining, just hoping the newest patch fixes it and I get some updates.

TORDO222
03-28-23, 01:59 PM
TORDO222 — 03/18/2023 5:33 PM
Okay. Finally it’s time. I leave the link for the download of the "Early Freeze" mod. I hope you like it. Greetings!. Marcelo . LINK:https://www.subsim.com/radioroom/downloads.php?do=file&id=6312
Image

Here is a smaller mod that was recently added for CW. It adds the Guppy 1A some new sonars and very early torpedoes that predate the ones used in the 1968 campaign.

Very good!. Everything contributes, however small, adds to the entertainment. Greetings!. Marcelo

strykerpsg
04-09-23, 06:00 PM
Here is the latest updated from the Devs dated 3/14/

"HobbitJack — 03/14/2023 5:46 PM
@everyone
Hello, folks!

We're glad to announce that DotMod v0.5 is now officially named, and we're glad to have been working on it for a while now! v0.5 is not going to be a massive, completely gamechanging release like previous releases, but we do intend on making it a polish and cleanup update. However, we still hope to have some new toys for you! We also hope to have more on the DotMod Modern side project, coming soon!"

This has been very quiet for a long time. Hope the team is ok and this will become reality sooner than later.

Davidtman
04-10-23, 01:12 PM
HobbitJack — Today at 1:08 PM
Hello, @everyone!
We're glad to be able to announce more details for the upcoming v0.5 update! We're sorry it's taking so long but Sea Power keeps stealing our developers!

New vessels:
- Farragut-class DDG
- New model for Charles F. Adams-class DDG
- New model for Oberon-class SS
- Kidd-class DDG
- Dolfijn-class SS
- GUPPY IB-class SS
- Osa I/II-class PTG
- Atlantic Conveyer merchant (with randomized shipping contatiners)
Vanilla+ textures for REDFOR submarines
Fixed texture issues on Severodvinsk-class SSN
New torpedo models

Description file polish
Save file improvements
Vessels lose speed in turns
Optional experimental features (lead guidance, configurable maximum vessel limit)
Torpedo Depth/Homing setting improvements
Minor AI improvements
RTB order improvements
Many developer improvements
Minor campaign improvements
Critical bugfix for a typo on the loading screen (Dot Mod corrected to DotMod)

strykerpsg
04-10-23, 10:39 PM
HobbitJack — Today at 1:08 PM
Hello, @everyone!
We're glad to be able to announce more details for the upcoming v0.5 update! We're sorry it's taking so long but Sea Power keeps stealing our developers!

New vessels:
- Farragut-class DDG
- New model for Charles F. Adams-class DDG
- New model for Oberon-class SS
- Kidd-class DDG
- Dolfijn-class SS
- GUPPY IB-class SS
- Osa I/II-class PTG
- Atlantic Conveyer merchant (with randomized shipping contatiners)
Vanilla+ textures for REDFOR submarines
Fixed texture issues on Severodvinsk-class SSN
New torpedo models

Description file polish
Save file improvements
Vessels lose speed in turns
Optional experimental features (lead guidance, configurable maximum vessel limit)
Torpedo Depth/Homing setting improvements
Minor AI improvements
RTB order improvements
Many developer improvements
Minor campaign improvements
Critical bugfix for a typo on the loading screen (Dot Mod corrected to DotMod)

Fantastic news! Looking forward to the release. Any chance of an narrowed down ETA?

Also, great to hear assets supporting Sea Power. It will be a day 1, beta, early access instant buy, guaranteed.

R3dakted
04-19-23, 10:41 PM
Sweeeeeet I'm very much looking forward to playing this.. thanks for the great work 👍🏻👍🏻

strykerpsg
05-18-23, 09:35 PM
I know they have competing personnel issues moving over to Sea Power, but it's been 2 months since a statement of "soon" was stated. Any chance to get a more accurate update?

Admittedly, DotMod is my fix till Sea Power is released. However, you (DotMod developer) bring some fantastic updates to Cold Waters and you've spoiled many of us, so thank you for your vision, energy and efforts in keeping Cold Waters thriving.

strykerpsg
06-02-23, 11:47 PM
I'm hoping, since there's a lack of replies, it's an indicator of Sea Power releasing even sooner.

However, it would indeed be great if there were still impending updates to this fantastic mod.....Bueller! :)

strykerpsg
06-18-23, 12:39 PM
Wow! Anyone have any updates, at all? I cannot log onto Discord, for some strange reason, so apologies in advance for that.

Bueller? Bueller? Bueller? :)

Davidtman
08-19-23, 06:46 PM
Wow! Anyone have any updates, at all? I cannot log onto Discord, for some strange reason, so apologies in advance for that.

Bueller? Bueller? Bueller? :)

According to the devs, over half their team has been recruited (hired?) to work on SeaPower. So work on the latest update is very very slow. Not eta on the release has been provided.

strykerpsg
08-20-23, 02:36 AM
According to the devs, over half their team has been recruited (hired?) to work on SeaPower. So work on the latest update is very very slow. Not eta on the release has been provided.

Thanks for an update. I have uninstalled for needed HD space. If an update comes out, I will gladly reinstall to apply.

Definitely looking forward to SeaPower when it releases.

Vakur Iceland
09-22-23, 03:57 PM
https://github.com/DotModGroup/ColdWaters-DotMod/releases/tag/v0.3a-beta

As a Christmas gift too you all, (and as a matter of coincidence), 0.3a is now available for download! We've added a number of new models, fixed some nasty bugs, fixed the English localization for 1984 USSR, and even added some Christmas spirit on the load screen!

To install this variant properly you will need to delete the previous version of the dotmod folder!

Special thanks for 0.3a to our new little group of Beta Testers: Cmdr SCF_01, General_Dave_1, Mapashelas, RedFor best for, trenchgun91, and 🌸杏奈女帝🇯🇵

https://cdn.discordapp.com/attachments/841511875270934568/921962438214156288/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/913583546562670602/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/906647454131314698/unknown.png
https://cdn.discordapp.com/attachments/841511875270934568/916482335183081472/unknown.png

Models

(New) Ticonderoga-class CG by ElectricBoat, customised by TheHappyYachter and with textures by Kevin DDSSTT (Team effort!)
(New) Type 42/City-class DDG by TheHappyYachter with textures by Kevin DDSSTT
(New) Gearing-class DD by TheHappyYachter with textures by Kevin DDSSTT
(New) RUM-139 by TheHappyYachter with textures by Kevin DDSSTT
(New) Sea Dart by TheHappyYachter
(Fix) New textures for the Virginia-class by Kevin DDSSTT
(Fix) Ohio-class texture resolution


Data

(Fix) Added new vessels to Campaigns
(Fix) Merged USSR Campaigns
(Fix) Yandex auto translations of Russian Language Campaign (Anglicisation in progress)
(Fix) Some additional Russian Translations of English
(Fix) Campaign data for Campaign 2 and 4
(Fix) Standard Missile Variants for Ticonderogas and ex-Terrier vessels
(Fix) Tweaked some vessel noise values
(Fix) Correct vessel variants in campaigns
(Fix) Loadout issues in some subs


UI

(New) New sprites for Weapons by SteelShark
(New) Delta III DC Image by SteelShark
(New) Ohio DC Image by SteelShark
(New) Addon Management UI
(New) Ship profiles for Virginia, T21, and T42 by SteelShark


Code

(New) Additional Debug Information
(New) Sorting of Vessels Implemented
(New) Sorting of Weapons Implemented
(New) Weapons.txt file deprecated and removed
(New) Allow multiple sensor description files
(New) Allow multiple sensor files
(New) Allow definition of Hull Prefixes through text files
(New) Support of ingame addon management
(New) Tracer for CIWS can be adjusted and Audio Clip can be changed
(New) Noisemaker logic and values
(New) Removed vessel list
(Fix) Player RBU Bugs fixed
(Fix) Rationalised some Error codes
(Fix) Applied Christmas Spirit (and Christmas Spirits for those of drinking age)
(Fix) Bugfixes for missiles without all effect types
(Fix) Min speed for Towed Array reduced
(Fix) Enchanced Wake Homing torpedo behavior, fixed bug that could cause jamming of WH torpedoes


Greetings fellow Sub Sim players.

Here comes few words from little Iceland. You know the cold Iceland in the North Atlantic where submarines pass often near the GIUK line :salute:

I have been interested in submarines since young age, played Silent Service on my nintendo as the first sub sim then 688 Attack Sub, later enjoyed Silent Hunter III and V. I also like Fleet Command and there you are able to use subs from various nations.

So to the point.
I just recently discovered Cold Waters. What a nice game. Takes me back to 688 Attack sub but with great graphics, realistic crew voices and many other things. I discovered dotmode and it makes the game even better. Outstanding work!
:yeah:

I have one point to add.
You are able to play Russian submarines. Some of them are boomers like Yankee class, Delta III and Delta IV and the famous Typhoon class, which the film "The Hunt for the Red October" uses as the main boat.

Question:
Using Yankee you are able to use Ballistic missiles. Why are you not able to do so on Delta III, IV and Typhoon?
You have these gigantic boomers but you can not use their main weapons?
So is there a plan to add this or? It would make the game more interesting and realistic.

I heard and seen on youtube that in epic mod you are able to use it but I have heard bad comments that it is less realistic.

Anyway hope to get some reply

Regards.
-Vakur Iceland

:Kaleun_Cheers:

Aktungbby
09-23-23, 10:02 AM
Vakur Iceland!:Kaleun_Salute:

Vakur Iceland
09-23-23, 11:25 AM
Thank you!

:Kaleun_Salute:

strykerpsg
10-16-23, 09:41 PM
Seems this mod has gone DOA. It's a shame. I was really enjoying it.

However, if it means Sea Power is that much closer to release by not having enough support from designers, so be it.

Honestly, I think this should have gone the Patreon route. I would have paid to keep it alive.

R3dakted
10-17-23, 10:14 AM
One great thing about Cold Waters w/dotmod is that it runs well on my tired old Linux laptop... and I REALLY appreciate that.



I hope that the new game is similarly well-optimised for poor people like me..

Treetop64
10-18-23, 09:45 PM
Seems this mod has gone DOA. It's a shame. I was really enjoying it.

However, if it means Sea Power is that much closer to release by not having enough support from designers, so be it.

Honestly, I think this should have gone the Patreon route. I would have paid to keep it alive.


Yeah, it's been a while now...


However, the mod is very good in its current state. Just two things I would have liked to see are a "drooping" towed array for the player's sub (i.e. sub above the layer with bow array listening while the towed array is below the layer - but maybe this is doable in the current architecture..?), and the player-controlled helos dropping sonobouys and dipping sonar.


Still, DotMod is extremely well crafted.

Wolfcat
12-08-23, 03:50 AM
Dotmod is a great mod to the vanilla game, but I have the following issues:

1. Guns on Chinese surface combatants way out ranged either American and Russian counterparts in the South China Sea campaign. Regardless what caliber. Some 76mm can out range 120mm or 130mm guns.

2. There are so few campaigns especially in the modern age. You have all these beautiful models for modern warships such as Virginia class, but you cannot really use it in any of the campaigns.

Davidtman
12-19-23, 03:39 PM
For everyone that has been waiting patiently, there are been a few exciting updates to Dot Mod. The devs have just released a new update that added a new 1984 campaign. They are still working on added new vessels and a new modern campaign. The devs have not provided an eta on v0.5 yet.

In addition, a separate team has been working hard on adding new subs and ships. A new 1962 campaign with several new subs have been added. Also, they are working on a new 1979 campaign which will add a few new vessels that bridge the technology gap between 1968 and 1984.

Here are the links:

https://github.com/DotModGroup/ColdWaters-DotMod/tree/main
https://github.com/wellers/cold-waters-1962
https://github.com/wellers/usn-68-ss-tang
https://github.com/wellers/usn-73-ssn-seawolf

grzegorz75jan
12-20-23, 01:45 PM
Hi.
Installing the previous and first version of DotMod.v0.4a-2b for me was trouble-free.
The current version of DotModv0.4b unfortunately causes a warning (probably wrong) and blocking by my AVG antivirus. Installation using the DotModInstaller.exe file causes a small black window to appear and disappear after a while. Manual installation causes errors.

Update.
A revised version will likely be available later today. Information from the official Discord.

grzegorz75jan
12-21-23, 04:30 AM
Update available.
https://github.com/DotModGroup/ColdWaters-DotMod/releases/tag/v0.4b

@everyone
I apologize for the inconvenience, but it seems that recompiling the installer program did what I worried it might -- trigger anti-malware suites. I knew this could happen, but usually it results in Windows Defender removing it the moment I finish compiling it. Since that didn't happen, I assumed it was fine, however it seems I was most sorely mistaken. This is my fault and I 100% should have done more testing to make sure that it wasn't utterly broken. I've uploaded a new version of the release with the old installer executable and the old version of the source code. Again, this is entirely my fault and I absolutely should've done more testing. If you've already installed v0.4b, then you don't need to do anything, since there's no change to the actual mod content. If you plan on doing a manual install when this gets to you, proceed as before. You only need to re-download if you attempted to use the installer and it didn't work/gave you an error from your anti-malware suite. Here's hoping the old executable doesn't do the same, in which case I'm in a world of pain.
Sorry, folks.
-- HobbitJack


For those curious, the problem comes with the compiler, Nuitka. Like its counterpart Pyinstaller, anti-malware suites tend to have a rather picky time with executables compiled with these two softwares. In the end, the reason for this is fairly simple: Anti-malware suites look, among heuristic data and calls to various OS commands, at patterns of source code within compiled executables. Since any malware compiled with Pyinstaller and Nuitka would have those softwares' 'signatures' within the file's data, it's an easy thing for malware definitions to pick up on. Unfortunately, it results in a fairly high false positive rate. The program can be compiled directly from the Python source of a completely legitimate program (such as, for example, the source code to the installer included in every download), and we'll still get flagged for it. I sincerely hope this incident, which entirely is my fault for not testing beyond checking whether Windows Defender removed the executable immediately after compiling like it did in the past, has not eroded your trust in me. Again, my sincerest apologies.
https://discord.com/channels/824084038394445824/841513871847063593/1187224680776613889

Aktungbby
12-21-23, 01:04 PM
grzegorz75jan!:Kaleun_Salute:

1Patriotofmany
05-24-24, 03:10 PM
How do you install this? I can't open the readme file