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-   -   [No Threads Allowed - Post Suspension] Cold Waters Epic Mod 2.12 (https://www.subsim.com/radioroom/showthread.php?t=245304)

Pablo 01-21-21 11:39 PM

Oscar-type SSGN baffles
 
Hi!


I am playing with the Epic Mod 2.27 (Main Mod), and my US sub is tracking an Oscar-class SSGN at 95% solution. When I am abeam of the Oscar, it shows the Oscar has the following sensor values:
Active 10
Passive -4
Towed -2
When I move into the Oscar's baffles, it shows
Active -50
Passive -50
Towed -50
Shouldn't it be something like this when I am in the baffles of a sub with a towed array?
Active -50
Passive -50
Towed -2
Thanks! :)

steel shark 01-22-21 09:18 AM

ill look
 
i generally spend my time modding games ill look at the values for you


so "Pablo" if they dont get back to you message me k


Steel Shark

steel shark 01-22-21 09:29 AM

new versions
 
k so my new version of EM 2.27.b is up

Epic mod ver 2.27 Tweaked files Ver 7.b-r ( VIIB-R )


this is exactly the same but the "campaign map speed modifiers" have been reset.

"the R stands for restored"


its were i all ways place em


Downloads / Coldwaters / Gameplay section


ill make a + version when i can


Epic mod ver 2.27 Tweaked files Ver 7.b+ ( VIIB+ )


this one ill make all the missions in the Campaign Four times longer so kinda a mini free roam Campaign Version for epic mod


so if a mission is 48 hours it would now be 192 hours so 8 days for that mission


given stores & Decoy Expenditure

and maybe damage thats probably extra time enough id say

-------------------------------------------------------------------

expanded campaign ideas would be

in the later part of the war the navy dose :


1.) more land strikes


2.) dedicated hunt missions for ssn , ssbn , ssgn vessels


3.) assault missions so softening up set targets


4.) patrol missions in designated areas to limit aid getting in


5.) mine laying


Steel Shark

nitro Skirata 01-27-21 09:37 AM

Slow player subs with tweaks VIIB-R
 
Hey,


i tried playing with the Epic mod and tweaks VIIB-R. i am unable to go anywhere fast on the map with this combinations, making it impossible to intercept enemys on the campaign map. here is a video of a LA class on the campaign map: https://youtu.be/Ve7JoIGDVeo



greetings,

nitro Skirata

steel shark 01-27-21 10:29 AM

default
 
the original setting are used on Ver 7.b-r hence i made (VIIB-r) in the first place to restore em those setting are :


MapTimeCompression=3600 all


so all Campaigns are at same Time Compression



Hear are the Original Value,s for Epic Mod 2.27 Campaign,s MapSpeedModifier,s




campaign001 - NATO (1968) North Atlantic - MapSpeedModifier=2


campaign002 - NATO (1984) North Atlantic - MapSpeedModifier=2


campaign003 - NATO (2002) Global Map-MapSpeedModifier=1


campaign004 - NATO (2002) Global Map Surface Fleet - MapSpeedModifier=1


campaign005 - Soviet Union (1968) North Atlantic - MapSpeedModifier=2


campaign006 - Soviet Union (1968) Global Map - MapSpeedModifier=1


campaign007 - Soviet Union (1984) North Atlantic - MapSpeedModifier=2


campaign008 - Soviet Union (1984) Global Map - Murmansk - MapSpeedModifier=1


campaign009 - Soviet Union (1984) Global Map - Kamchatka - MapSpeedModifier=1


campaign010 - Soviet Union (1984) Surface Fleet - MapSpeedModifier=2


campaign011 - Soviet Union (1984) Global Map Surface Fleet - MapSpeedModifier=1


campaign012 - Russia (2002) Murmansk - MapSpeedModifier=1


campaign013 - Russia (2002) Kamchatka - MapSpeedModifier=1


campaign014 - NATO (2000) South China Sea - MapSpeedModifier=2



So what im saying is you are playing the mod at the map speed that was intended by the makers


Surface Ships are faster then subs so you need to predict were you want to Intercept them on the map and set your Vessels Course Accordingly


Also remember that both mouse buttons do Vessel speed so :


LEFT MOUSE Button is faster +

RIGHT MOUSE Button is slower -


but you all ready knew that ive put it in hear for other that might not know


Hope this helps


Steel Shark

nitro Skirata 01-27-21 10:37 AM

So, is the slowing of the player submarine a feature of your tweaks?

because those values do match up, but the sub still only crawles, when the tweaks are enbled (player sub speed with tewks is about one fouth of the one for straight Epic mod).


In the video i posted, i alternated between left and right mouse for movement.

also one can see, that merchants are able to outrun a submarine travelling at 35kts

greetings,
nitroSkirata

steel shark 01-27-21 10:44 AM

hmmm
 
yer rates

your speed may affect your depth too im a bit rusty on campaign stuff


so for example :

left click = 30-35kts, 900ft
right click = 25kts, 300-400 ft
stopped = 5 kts, 50-150 ft




Steel Shark

nitro Skirata 01-27-21 10:49 AM

Startig bells influence speed
 
Ok, figured out what was going on

the reduction in starting bells, was not only influencing the combat entry speed, but also the campaign movement speed.

greetings,
nitroSkirata

steel shark 01-27-21 10:58 AM

yer your right
 
sounds right id forgot about that id also forgot about the depth thing can be use by setting the default x3 x3 settings so

x3 telegraph

x3 starting depths

might need a re do then like i said a bit back this is why ive resisted doing campaign changes till Ver 7

so :

PlayerStartTelegraphs=1,2,6


then make sure not to be moving on intercept



cheers for bringing that back to my memory "nitro Skirata"

ive been doing coding and models so much also audio and graphics ive forgot stuff about campaigns

got a lot on atm also

p.s cheers for using the mod


Real subs dont charge around tho at flank very often kinda defeats the point of being silent hence my changes but yer with mission time limits in mind yer

also you need to be able to go flank for when you need to



Steel Shark

steel shark 01-27-21 11:12 AM

ill readjust it Again
 
ill change it then re upload it after testing

ill rename it too so its different from the other version and remove the B-r version to be safe also



Steel Shark

steel shark 01-27-21 01:08 PM

5.6 - Epic mod ver 2.27 tweaks Ver 7.c VIIC
 
my other main new features im still testing

so for now use this version

"5.6 - Epic mod ver 2.27 tweaks Ver 7.c VIIC"




ill release a 5.6 - Epic mod ver 2.27 tweaks Ver 7.d VIID
with new features when i can


or it can be in epic mod 2.28 or the other mod when that comes out


ANY one that used my older 5.6 - Epic mod ver 2.27 tweaks Ver 7.b-r VIIB-R

use this instead


5.6 - Epic mod ver 2.27 tweaks Ver 7.c VIIC


its were it usually is Downloads / coldwaters / gameplay

Stay safe all



Steel Shark

Hobomaniac 02-01-21 03:38 PM

Hello everyone,
After installing the Epic Mod 2.27, I noticed something weird :
enabling english text and voiceovers in the in-game settings modifies the "worldscale" and speedmultiplier values!

It changes from....
worldscale=0
speedmultiplier=10


to this.....
worldscale=1
speedmultiplier=11


Does it mean the russians play at 1/1 distance scale and 1.0 speed, and the english people play at 1/2 distance scale and 1.1?
English and russian versions play at different speed?

Aktungbby 02-01-21 04:54 PM

welcome aboard! & welcome back
 
nitro Skirata!:Kaleun_Salute: & Hobomaniac!:Kaleun_Salute: after a long silent run! :up:

M134 02-02-21 01:09 AM

Quote:

Originally Posted by Hobomaniac (Post 2726428)
Hello everyone,
After installing the Epic Mod 2.27, I noticed something weird :
enabling english text and voiceovers in the in-game settings modifies the "worldscale" and speedmultiplier values!

It changes from....
worldscale=0
speedmultiplier=10


to this.....
worldscale=1
speedmultiplier=11


Does it mean the russians play at 1/1 distance scale and 1.0 speed, and the english people play at 1/2 distance scale and 1.1?
English and russian versions play at different speed?

Hello.
With introduction of wake-homing scale and speed values were locked at 1:1 for everyone more than a year ago. Later I've used those parameters in options to make language swithchable from the game and eliminate need for separate config file.
So now these parameters influence only language and voiceover. Speed and scale are hardcoded to be 1:1 for everyone.

Hobomaniac 02-02-21 01:06 PM

Quote:

Originally Posted by Aktungbby (Post 2726452)
nitro Skirata!:Kaleun_Salute: & Hobomaniac!:Kaleun_Salute: after a long silent run! :up:

I've been too busy playing TWos. And still playing. The best game of all times :)

Quote:

Originally Posted by M134 (Post 2726527)
Hello.
With introduction of wake-homing scale and speed values were locked at 1:1 for everyone more than a year ago. Later I've used those parameters in options to make language swithchable from the game and eliminate need for separate config file.
So now these parameters influence only language and voiceover. Speed and scale are hardcoded to be 1:1 for everyone.

Thank you for the intel
I played with one of the old subs ( a permit class I think) and the game seemed to go much faster than what I'm used to (I play on 1/1 scale and on 1.0 speed on vanilla)
The sub accelerates from 5knts to 10 knts in two seconds. The torpedos also seemed to go faster
But i'm surely confused. I'll try some other missions tonight, with other subs


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