![]() |
Captain this is a great mod and I thank you for it. As someone who has for other games done a ton of modding and campaign/mission development, offering you a small bit of advice to resist burnout.
1. Totally recommend that you spread the work out among a team. This is obviously THE definitive compilation mod for Cold Waters, especially with daily PR from Jive turkey, and I can imaging the sheer volume of incoming stuff that needs review is getting overwhelming. 2. Github or some other type of a system for version controlling your changes to the files and a good freeware program for finding differences in text files. These will save you so much headache - I can easily imaging the frustration tracking down the blank screen crash bug in the campaigns without these sorts of a tools. Been there, done that. 3. Outside of major bug fixes/rollbacks, draw up a basic release schedule like once a month for new content that gives you time to decompress in between and ENJOY the game you're helping build. I say build because even though you're not an official dev, I'd bet you money that the Cold Waters devs are using your mod to gauge/design their own official future content development. (update: I see goldfish beat me to a couple of these recommendations, right on!) Good work sir. :Kaleun_Salute: don't let the burnout get you! |
New campaign set in modern times is definitely required in the mod. It's strange to see Seawolf ans Yasen in 1984.
|
I also wish for the 2004 mod and Captain's to be amalgamated.
Also, not to nitpick, but the British subs do not have voices coming through. Not even blips of clicks. Silence for every command or announcement. This is despite just being in a Russian sub, and the voices and audible warnings worked fine. |
I believe Captain has tried to contact the maker of the 2004 campaign without a response regarding adding it into the Mod :(
UK HUD without voices is because I started off from the Default HUD that currently has them disabled. The Russian one was based upon when the where enabled. I think the voices have (or almost) finalized, once released I will update it. |
thx Ramius
|
self noise discussion
Hello captains, had a look to the self noise values of some new vessles i want to discuss with you.
At first, i don't know if the value itself has a unit. If it is [dB] its not a linear one. 212A=110 Lada=115 Akula2=120 Astute=108 688i=116 seawolf=110 Virginia=107 Yansen=108 when i look to these values i think some reletions are a bit strange. The modern SSN's all outclass their conventional (electric) couterparts. My basic sub tech knowledge told me, that the latest conventional boats should be more silent than the nuclear ones. less movin parts in the power transmit and so on. Their (SSN's) biggest advantage over top modern conventional boats is the endurance and speed. But that a seawolf, Virginia, Astute and Yansen should be more silent than a.g. an 212A class...i really doubt. If i'm complettely wrong, enlighten me :-) what do you think? greetings wastel |
I created a github repository for a "CW master mod". I didn't want to presume to call it PSM. I think this will make it way easier for people to contribute to a central mod. I'm really not good at git so I welcome all comers for help.
https://github.com/anubis71x/CW-master-mod If CaptainX3 wants to me to rename it, I can. |
Akula-II being 4db worse than improved LA?
|
Yes,
this game value does not even fit to the, i think, western Chart we know where the Akula II is rated better than the 688i class. has anyone fould a comparison chart, including conventional Subs? Overall...all these values should be reworked or rechecked. Right now, balacing is off with this. even the suface ships seems to be a bit strange, especially the US ones seems to have a super sonar even against the Yansen with ist crazy low 108dB value wastel |
I just finished rebalancing the entire mod in terms of sub noise values, basing my information off of public sources along with guidance from the game devs themselves, factoring in the devs own planned balacing update coming soon, and the noise scale used in the game itself.
I'm happy with the numbers we've arrived at. I have no plans to change them at this time. Everyone is, of course, free to edit the sub noise values in their own copy of the mod as they see fit. However, I'm constantly receiving opinions about these values, no two of which are alike, so I made a decision and did the best I could. Suggestions are always welcome, but the sub noise values in the mod are set for the time being. |
Thanks as always CaptainX3! :Kaleun_Salute:
|
Mod updated!
|
Impressive work with those Ohios. The Gotland and Collins classes look superb as well. :Kaleun_Applaud:
BTW, What did you use for the bow section on the Gotland and Collins? Never mind, a restart seems to have resolved this problem. |
Doesn't seem to work on mac
Hi guys so I got it onto streaming assets and put it next to default. Then I ran the game but it doesn't work if I try to create a new campaign th start doesn't work it's the same story with single missions. Can anyone help thanks
|
Hey everyone, for the time being, the Playable mod is closed to new contributions. I'm getting too overwhelmed with everything coming in and I'm really starting to lose my enjoyment of modding, it's becoming a cumbersome chore LOL. Easy stuff like single missions is still okay, but I think we have enough sub classes for now, it's getting a little crazy. Thanks.
|
All times are GMT -5. The time now is 06:31 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.