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File Name: Cold Waters Soviet Campaign (24.47 MB) Download
Author: aaken (Uploaded by aaken)
Date Added: 07-10-17
Downloads: 9085
Grade: A-
Description
Soviet Campaigns (North Atlantic Red 1984 and North Atlantic Red 1968)

The mod is an attempt at making 1984 and 1968 campaign playable from the soviet perspective.
Due to current (as of 1.05b version) lack of NATO surface ships, a few surface ships have been created and adapted using soviet ship 3d models.
Playable submarines:
* wp_ssbn_typhoon
* wp_ssgn_oscar
* wp_ssgn_charlie1
* wp_ssgn_charlie2
* wp_ssgn_echo2
* wp_ssn_sierra
* wp_ssn_alfa
* wp_ssn_victor3
* wp_ssn_victor2
* wp_ssn_victor1
* wp_ssn_november
* wp_ss_kilo
* wp_ss_tango
* wp_ss_foxtrot

Added NATO merchants (based on wp_vt_boris_chilikin, wp_vt_dubna, wp_vt_kazbek, wp_vtr_amguema, wp_vtr_andizhan, wp_vtr_andizhan_mod, wp_vtr_yuniy_partizan, wp_fv_trawler models):
* usn_vt_fleet-tanker
* usn_vt_small-fl-tanker
* usn_vt_oiler
* usn_vtr_transport
* usn_vtr_cargo
* usn_vtr_cargo_mod
* usn_vtr_small-cargo
* usn_fv_trawler

Added USN units:
* usn_bpk_perry (based on Kashin model)
* usn_bpk_knox (based on Kashin model)
* usn_bpk_spruance (based on Udaloy model)
* usn_bpk_adams (based on Kashin model)
* usn_bpk_farragut (based on Kashin model)
* usn_bpk_garcia (based on Kashin model)
* usn_takr_essex (based on Kiev model)
* usn_ssn_los_angeles_688i
* usn_ssbn_ohio (based on Narwhal)
* usn_ssbn_ethan_allen (based on Skipjack)
* usn_ssbn_washington (based on Skipjack)

Added USN aerial units:
* SH60 Lamp (based on Helix model)
* SH3D Sea King (based on Helix model)

Added weapons:
* MK-46 torpedo
* MK-50 torpedo
* ASROC
* P6 Shaddock
* P70 Ametist
* P120 Malakhit
* P500 Bazalt
* P700 Granit

Note:
* US submarines signatures have been added.
* Soviet submarines have, mostly, the weapon load-outs of the original game, with the exception of VLS equipped submarines (Oscar and Typhoon). Where changed, the changes were done based on information available on www.deepstorm.ru.
* Knox class FFG is equipped with 2 mk-42 guns, 4 mk-46 torpedo launchers and 2 ASROC launchers (4+4 missiles), 4 CIWS gun install, 1 LAMP helicopter, chaff, noisemaker, AN/SQS-26 A/P sonar, AN/SQR-18 TA, AN/SPS-10 radar
* Perry class FFG is equipped with 2 mk-38 guns, 6 mk-50 torpedo launchers, 4 CIWS gun installs, 2 LAMP helicopters, chaff, noisemaker, AN/SQS-56 A/P sonar, AN/SQR-19 TA, AN/SPS-49 radar
* Spruance class DDG is equipped with 2 mk-45 guns, 2x3 mk-46 torpedo launchers, 2 ASROC launchers (4+4 missiles), 2 Tomahawk launchers (4+4 missiles), 4 CIWS gun install, 1 LAMP helicopter, chaff, noisemaker, AN/SQS-53 A/P sonar, AN/SQR-19 TA, AN/SPS-55 radar
* LAMP helicopter is equipped with AN/APS-124 radar, AN/AQS-13 A/P dipping sonar, 3 mk-50 torpedoes, depth bombs, active & passive sono-buoys
* Farragut class destroyer is equipped with 2 mk-42 guns, 6 mk-46 torpedo launchers and 2 ASROC launchers (4+4 missiles), CIWS gun install, chaff, noisemaker, AN/SQS-23 A/P sonar, AN/SPS-10 radar
* Charles F. Adams destroyer is equipped with 2 mk-42 guns, 4 mk-46 torpedo launchers and 2 ASROC launchers (4+4 missiles), CIWS gun install, chaff, noisemaker, AN/SQS-23 A/P sonar, AN/SPS-10 radar
* Garcia class destroyer is equipped with 2 mk-33 guns, 6 mk-46 torpedo launchers and 2 ASROC launchers (4+4 missiles), chaff, noisemaker, AN/SQS-26 A/P sonar, AN/SPS-10 radar
* Essex class ASW carrier is equipped with 2 mk-38 guns, CIWS gun install, chaff, noisemaker, 14 SH3D Sea King helicopters, AN/SQS-23 A/P sonar, AN/SPS-10 radar

Each US unit has its own sensors, but no claim is made on sensors realism.
MAD detection range has been lowered to 500 yards, in config file.
Noise levels of all units has been adjusted (see database in excel sheet) in an attempt to make the sim more balanced yet realistic.

Playable submarines in the 1984 campaign are:
* Victor II
* Victor III
* Alfa
* Sierra
* Oscar
* Charlie I
* Charlie II

Playable submarines in the 1968 campaign are:
* Victor I
* November
* Echo2
* Foxtrot
* Charlie I

Main campaign scope is to cut off North Atlantic sea lanes.
Current mission types for player unit are SSN_Wolfpack, Resupply_Convoy apart of the usual (hardcoded) RTB and SSBN_Patrol.
Current mission types for enemy units are SSN_Patrol, Resupply_Convoy, ASW_Patrol

Credits: CaptainX3 for original model of Typhoon, Oscar and Los Angeles Improved with VLS, P500 and P700 missiles, Mk50 torpedo and soviet weapon sprites.

changelog:
ver 1.0 first release
ver 1.01 second release

- Merged files changed with version 1.05b.
- Temporary fix for asroc bug, with ship firing asroc but torpedo not dropping and missile circling over drop point. Apparently torpedo drop from missiles is hardcoded so Knox and Spruance class units will shoot ss-n-14 silex with range revised to meet asroc range. Silex torpedo has been changed to mk46.
- Slight adjustment to sonar parameters for US surface ships and helicopter
- Fixed ownship invulnerability bug

ver 1.01b hotfix1

- Fixed unsinkability of Perry and Knox frigates

ver 1.01c hotfix2

- Fixed Charlie2 bug that cause the game to crash upon selecting it

ver 1.02 third release

- fixed several errors in 1984 campaign and added 1968 campaign

ver 1.03 fourth release

- Reduced height of ownship icon on Condition display. Now bottom of ownship indicates depth of your boat
- Fixed problem with Charlie 1 and Charlie 2 damage control panels not showing
- Added missions to locate and sink Carrier group in both 1984 and 1968 campaigns

ver 1.03a hotfix

- created distinct models for early ASROC, firing Mk46 mod1 torpedoes and late ASROC, firing Mk46 mod5 torpedoes
- early ASROC associated to Farragut, Garcia and Charles F. Adams class destroyers, late ASROC associated to Spruance and Knox class escorts
- created late Essex class ASW carrier model for 1984 campaign, identical to Essex class ASW carrier but equipped with SH-60 helicopters instead of SH-3D
- adjusted warhead weight of light weight torpedoes.It will require more hits from Mk46, Mk50 and UGMT-1 to kill a submarine. Adjusted warhead weight of Soviet torpedoes and missiles
Images
Cold Waters Soviet Campaign by aaken on 07-10-17

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Comments
Balls
08-04-17 at 11:43 AM
I love the mod, if only there was a way to get a 7th and 8th torpedo tube for my Sierra though.
aaken
08-05-17 at 10:35 AM
Hello again. The mod has been merged with russian playable mod http://subsim.com/radioroom/download...o=file&id=5234. Next updates will be in the unified mod.
Balls
08-06-17 at 09:52 PM
The Victor III's fins on the hull when pitched up or down like to drop off the ship. Other than that hilarious visual glitch the mod is pretty awesome.
Ruslan
08-09-17 at 12:50 AM
Thank you very much.Please add All types of Soviet submarines in the next version if any.

Большое спасибо.Пожалуйста, добавьте Все типы Cоветских подводных лодок в следующей версии если таковая будет.
StillFabry
08-10-17 at 02:38 AM
in russian sub mod, MASK PERISCOPE and RADAR work corecctly. In this mod are invisible.
crazy_Guy
08-13-17 at 09:03 PM
I am having trouble getting to mod to work any suggestions?
(it does not show in it is there in game)
John-117
01-15-18 at 10:23 AM
I clicked on the download button and it took a few seconds and then it showed download finished. But the file downloaded was only 40kb and it wouldn't open. I tried many times but it's still the same please help
ChaosphereIX
07-11-17 at 04:07 AM
I get lots of graphical errors with the interface, sprites not loading etc.

Also the Charlie I [K25] should be available for the 68 campaign.
aaken
07-11-17 at 04:18 AM
Will check when I get home
aaken
07-11-17 at 04:19 AM
On which sub the sprites aren't loading?
ChaosphereIX
07-11-17 at 04:59 AM
Victor I so far.

Excellent work btw, seems like it will be a lot of fun.
aaken
07-11-17 at 05:35 AM
Strange, I tested 1968 campaign with november which has the same set-65 torpedoes as victor I. Which game version are you running?
ChaosphereIX
07-11-17 at 05:37 AM
1.05b

will try it again
kiwi23
07-12-17 at 05:48 AM

thanks
ShootingFish86
07-12-17 at 05:59 AM
Hello,

I first want to congratulate you on a great mod. It is a great expansion to the stock game and the russian subs offer a different play style to the game, and youve clearly worked hard to make your campaign as different as possible even though the game is still at a stage where modding can't be as flexible.

I've been playing in the gigantic soviet beast boat, the Oscar (?) and with 16,500 displacement it demands a totally different style of play than a nimble 688! Anyway, i thought i'd mention some of the issues i've encountered in order to help you further refine this marvellous mod:

Damage control: Of course i'd mention this one first because it is so easy to get hit by something in the beast lol. The compartments do not quite seem to match up to the image on the damage control screen. I had flooding in the 2nd quarter compartment and had to click on Propulsion which seems to point to the 1st quarter in order to have damage control move to the area and start pumping out the flooding. Also, any impact seems to create a small flood in every compartment regardless of where the imapct happened. This general flooding does not seem to get any more severe, and doesn't get pumped out.

Helicopter ASW: In shallow water my Oscar seems to be instantly detectable from any air assets the enemy has if i go above 100 feet, or faster than 5 kt. Yes i agree this is probably quite realistic lol but if I manage to survive the campaign long enough to get an insertion mission i fear that the game will be unplayable. There is probably little you can do about this one, but i thought it worth bringing to your attention.

Conditions: Ownship icon in the conditions tab is roughly 120 feet high, when the oscar is roughly 60 feet actual. I'm wrong with those numbers as I don't have the game open right now, but suffice to say if i make my depth 200ft in 222ft waters, my sub icon is about halfway through the line denoting the bottom on that tab. Similar, at PD the icon shows that just the very tip of my ship is actually at PD. In practical terms this makes it very hard, if not impossible to determine if i am in the shadow zone near the layer in a combat critical situation.

Finally, the only mission i've managed to do so far is the first one which is to find and sink a reinforcement fleet (a lot of fun, in a cruise missile sub! ) but I seem to see a lot of shipping on the tactical map and when i get spotted, one of the ship units will move rapidly to engage me, in my mind this must be a search and destroy team comprised of cruisers and frigates, but when the engagements start, many of the contacts are merchants. It seems strange that convoys are attacking a submerged contact and i wonder if you could change the makeup of the NATO fleets at sea to include more of a mix between convoys and hunters? Maybe this was intentional.
To illustrate; during my mission last night i had 3 contacts nearby to the place where i was expecting a convoy to try to land reinforcements. i was tracking 1 as my primary target, expecting that one to be the one and then i was spotted from the air, so the other 2 converged on my location. The following two engagements were a Perry, escorting 3-4 merchants. I finally engaged the unit that i thought was my main target and it was also a perry with 3 merchants (and was indeed my objective).

I hope you find my comments useful, keep up the good work

*First ever post on this forum complete*
Iambored
07-12-17 at 11:12 AM
For the love of god, use the russian subs mod.
aaken
07-12-17 at 01:48 PM
Hello ShootingFish86,
for the damage control, I'll check the correct position of the compartments. Since I normally use smaller boats, as soon as I get a torpedo hit I sink so this issue may have gone completely unnoticed
For the ownship icon, I'll resize it, shouldn't be an issue.
As for the surface groups displayed on the strategic map, a part of them are convoys made up of convoys escorted by frigates and destroyers while another part are pure ASW groups made up by ASW carrier, frigates and destroyers (the composition may vary depending on the specific mission). Currently some units are not specified as mission critical, so they may not appear alltogheter. I possibly will change it, along with adding new mission types.

Cheers,
Aaken
aaken
07-13-17 at 01:30 PM
Updated mod to version 1.03


- Reduced height of ownship icon on Condition display. Now bottom of ownship indicates depth of your boat
- Fixed problem with Charlie 1 and Charlie 2 damage control panels not showing
- Added missions to locate and sink Carrier group in both 1984 and 1968 campaigns
zippaway
07-14-17 at 12:12 AM
great mod you should get with captain x his subs would be great for this campaign hve u seen his playable russion sub mod?
aaken
07-14-17 at 04:29 AM
To add this campaign to the superb CaptainX mod is certainly the objective. There are a few things that have to be worked out. The biggest I think is to merge the database of ships/submarines and sensors. I have reworked the sound levels of all units, have reworked some of the sensors sensitivity levels. I have adjusted some of the weapons etc. So there are a number of things that have to be sorted out as currently the campaign mod conflicts with CaptainX mod.
aaken
07-14-17 at 12:30 PM
ver 1.03a hotfix

- created distinct models for early ASROC, firing Mk46 mod1 torpedoes and late ASROC, firing Mk46 mod5 torpedoes
- early ASROC associated to Farragut, Garcia and Charles F. Adams class destroyers, late ASROC associated to Spruance and Knox class escorts
- created late Essex class ASW carrier model for 1984 campaign, identical to Essex class ASW carrier but equipped with SH-60 helicopters instead of SH-3D
- adjusted warhead weight of light weight torpedoes.It will require more hits from Mk46, Mk50 and UGMT-1 to kill a submarine. Adjusted warhead weight of Soviet torpedoes and missiles
zippaway
07-14-17 at 07:13 PM
did the russion have differnt types of torps and sub sim makers there not playable in this ?
Bor Gullet
09-22-17 at 10:35 AM
Do you by any chance have an older version of this mod?
I downloaded about a month ago and it worked fine. After Windows reinstall,
I reinstalled the game, downloaded this version of the mod and it crashes right after I finish a mission and get a medal in '68. I notice there are different medals now. This time I play in ELITE difficulty, but I finished just fine in casual and realistic. I even have the crash recorded if you want to see. Although very hard, I finished the mission 3 times, and it freezes every time after I get the medal.
Gachimuchi
10-06-17 at 03:41 AM
Found a way to make new interface elements work, just copy all files and folders from StreamingAssets/default/hud and put them in StreamingAssets/override/hud.
petewith
10-21-17 at 10:07 AM
i have downloaded the mod and have not got the typhoon has any one else got this probblem
moha14881
10-22-17 at 05:51 AM
3rd time to download now! I hope not to get ZERO or creep download speed.
moha14881
10-22-17 at 05:55 AM
N'Way. Down speed zero. Hopeless!!
moha14881
10-22-17 at 06:02 AM
Stuck at 13.09%.
PANCAKEOFDOOMS
11-03-17 at 06:07 PM
this mod is not compatible with 1.8 version of the game
chrisreb
11-09-17 at 04:06 PM
Yes with 1.08c it makes the navigation interface inoperable


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