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what you're probably seeing is the MPA itself dropping its fish very precisely.
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Helix - wp_umgt-1 - WireGuided=FALSE Hormone - wp_umgt-1 - WireGuided=FALSE Hormone (68) - wp_at-1 - WireGuided=FALSE Haze - wp_umgt-1 - WireGuided=FALSE SH60B - usn_mk46 - WireGuided=FALSE SH60F - usn_mk50 - WireGuided=FALSE SH2F (early) - usn_mk46_early - WireGuided=FALSE SH3D - usn_mk46_early -WireGuided=FALSE SH2F (late) - usn_mk46 - WireGuided=FALSE SH3D (late) - usn_mk46 - WireGuided=FALSE TU-142 Bear - wp_umgt-11 - WireGuided=FALSE IL-38 May - wp_umgt-1 - WireGuided=FALSE P3A - usn_mk46_ealry - WireGuided=FALSE P3C - usn_mk46 - WireGuided=FALSE IL-38 May (68) = wp_at-2 - WireGuided=FALSE BE-12 Mail - wp_at-2 - WireGuided=FALSE This is a list of all aircraft currently within the MOD. So, as you can see none of the torps used by the MODS aircraft are set for wire-guidance. |
Hi there!
As I was scrolling through the files, I noticed that there are 2 submarines in the vessels file which aren't available to use in-game. I'm talking about the French or in this case Pakistani Agosta class(pak_ss_agosta.txt) and the British Porpoise class(uk_ss_porpoise.txt) submarines. I tried to add them to a couple of single missions just to see if I could use them but I wasn't able to without breaking the game(so I deleted them from those missions and now I'm back where I started). At this point, I don't know whether there is some kind of problem with these files, or that these subs aren't meant to be used in-game. |
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is it possible to tweak settings somehow to make sub move faster in campaing map? its hard to catch the resupply convoys in russian campaing
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In the override\vessels folder open _vessel_list.txt. The fastest sub in the mod is rus_ssn_alfa2, so find that line in the file (line 55) and cut and paste it to the top of the file, and you'll see a HUGE difference in speed on the campaign map. As a side note, this will cause the Alfa II to appear first in the reference section in the game, but that's not particularly important or game changing. |
Game starts, but only one mission is available in training, campaign, and single mission.
Can't get into the unit viewer. Everything worked fine on 2Jan and 3Jan. Was there some weird update KillerFish side of things? I redownloaded the mod, and reinstalled the game, same thing. Sidenote: Changing first vessel in Vessels Txt gets you either a notice that it can't find 'Vessels.txt" or "Unable to find rus_ssn_alfa2usn_ssn_losangeles" |
do a reintall of the game then reinstall the mod via steam easy to uninstall and reinstall
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Did that.
Same thing. I removed the mod override folder, game played fine. Put override back, menus messed up, etc again. Did fresh install. Nada. Here's what fixed it: Downloaded the latest release from Github circa 20 hours ago. Issue is gone. Weird. |
Do a fresh install and copy files over then overwrite them should work
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Playable ships
Im guessing the only weaponry available for ships are the torps and missiles?
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I was messing around with the guns on the Iowa but it wasn't really working out the way I wanted them too :( |
Am also seeing what Matt is seeing. The dreaded only-1-campaign-visible, dialogs-drawn-over-each-other occurrence that previously signified a mod's incompatibility with the base game.
I haven't touched any Cold Waters files since the last major update (1.09e in the game, 12/30 on the mod) so I was surprised to see the glitch today. |
Hello!
First,I love this Mod,especially the Russian Subs. Now I want to ask,if we get some Day Russian Voices,or ist this not possible? Thanks and Greetings! |
Any updates coming soon, Any Chance on reworking some of the models like we had in the early version:Kaleun_Salute:
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