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this mod adds my NEW Crew Mic voices i made i,ve tryed to get this the best that i can with mic bleeps and voice sounds & what department section is reporting.
New 3000 feet call out mod Ver 2
this voices depth up to 3000 Feet also
ive added Depth hull pressure noises at fixed intervals they play when you use the dive plans to dive
New To Fast to fire VLS -- Ver 1
New VLS too deep to fire -- Ver 1
New VLS not ready -- Ver 1
New Torpedo tubes too deep to fire -- Ver 1
New Missile Alert warning Audio "Launch Detected & Missile at close range" -- Ver 1
New Towed array out & in sounds -- ver 2
New Masts Sounds so Periscope / Esm / Radar -- Ver 1
New Emergency Surface & Emergency Dive -- Ver 2
New Fire & Flooding Sfx for Control Room -- Ver 2
so when the Conn takes fire or Flooding Damage you can hear it
New reworked Torpedo engines sounds
New cavitation sound -- Ver 2
New Ultra quiet on/off sound -- Ver 2
Full Voiced English surface crew = Ver 1
so :
guns low solution to target
guns at bad range
guns out of ammo
guns fire at will
guns on hold
the helm depth arrow keys are now 100 ft increments so depth is
100 ft on Hud arrows up or down
50 ft on increase & decrease depth keys
10 ft on increase & decrease depth keys + shift ( Key Mapping Dependent )
328 ft on increase & decrease depth keys + Ctrl ( key mapping Dependent )
the displayed depth has been increased to 11000 feet so you can all ways find the sea floor
also the set depth readout can now show up to 11000 feet as well
3.)-------Tactical Game Changes
More Distance from Enemys on campaign,s Missions
//Flat distance in kiloyards that will be added upon entering combat by pressing "All hands man Battlestations". "Close to" button is not affected.
was 1 for subs 0 for surface ships now its 3,3 For both
Must press "All hands man Battlestations"
"Close to" button is not affected.
so now you get more distance on start from targets
i did not want to add too much of a number hear or we might get Vessel placement issues
The towed array can now be used at 40 feet minimum or 12 meters ish i did this
so in noisy sea condition it can help as well as ESM/Periscope
you still need
200 feet / 60 meters above the sea floor like it was for before tho to deploy the Array
also the maximum sonar error range has been reduced by 75% so its should be
more accurate now
4.)------------------Epic Mod HUDS 2.28----- (Optional mod Add On)
this mod is a Multi-Mod Hud replacer for :
EM 2.28
EMT 2.28
EMT-MDL 2.28
the changes in this mod are all just cosmetic changes as i dident want to add hud text files as these differ depending on
what mod you have installed
and also some users have changed their hud text configs to their personal choices depending on screen resolution & panel layouts or colors ect
also i did it this way to make it more compatible with different mods as a lightweight hud replacer
ive designed the panels of the huds to be fairly hybrid as you have to use em on multiple platforms ect :
you might be in a 1968 skipjack then next you might play as a 1997 seawolf so i designed my huds to be blended to fit a
wide array of vessels & time scales
5.)------------------Mod Fixes
also ive noticed a few missing vessels in the Games Signatures meaning that players were not Able to id em till you get auto id so ive added those
and reordered the rosta too so now its better to use for western side so :
soviet subs first then soviet warships ect better order i think
also if you find more missing vessels let me know
6.)------------------Custom Config Changes
this Version has my custom Config as well for better Realism Data Wise
ive also restored the (TestDepthAddition * 1.5) which affects the crush depth to
the original Cold waters 1.5 rating so
take test Depth then times by 1.5 then -1.75 to get result ect
skipjack test depth on my game is 950 then times X this by 1.5 = 1,425 then -
1.75 so crush depth is 1,423 FEET
so a sturgeon with test depth of 1320 feet will crush at about 1,978 feet
REMEMBER DAMAGE reduces crush depth by about 50%
my config factors sea states , rain and thermal conditions to my set levels that i
think are about right within the limitations of coldwaters data wise.
[Difficulty Settings]
I have made all of these 1 which means realistic so no advantage or
disadvantage is given on hull points or reload times ect.
this is what i use so no matter what Difficulty setting you use or is scripted on a
Campaign or Missions you get a realistic game.
[Difficulty Settings Campaign]
for the Campaign were left as was so Number of ASW do still increase as
difficulty is Increased also handicap,s or Bonus Points are still valid.
7.)--------Installing
this mod requires Epic Mod 2.28 to be installed first
once you have downloaded it ---UNZIP IT THEN put the mod folder were your
cold waters EXE file is Easy way is to RIGHT CLICK on your cold waters icon
with mouse then
go to Open file location
when this is done copy the mods folder and the Epicmod Install program were
coldwaters exe is once mod folder is added their use mod installer to add your
options
hear is a load order example so if you are using my other mods would be :
1. Epic Mod 2.28 (Main Mod)
3b. ( All 3 control panels are visible and are attached to the right of minimap)
EMT 2.28 Ver 1.a--Or-- EMT-MDL 2.28
Epic Mod HUDS 2.28
Epic Mod ver 2.28 Weps Tags & DEX
to launch coldwaters just use your normal desktop icon as per usual
To install simple put the
" EMT 2.28 Ver 1.a"
&
" Epic Mod HUDS 2.28 "
in to the MODS folder then install with Epic mod Install application
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