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SkulSS 05-29-2020 05:45 AM

Cold Waters Epic Mod 2.12
Hi all!

New update for Cold Waters Epic Mod[] has been released.

Changes in 2.12 version:
- Crew experience (test in the USSR Campaign 1984 North Atlantic)
- Fixes of the NATO Campaign 1968, 1984, 2002 (beta)
- Fix artillery of surface ships
- Fix guidance torpedoes on surface ships
- Fix guidance torpedoes on the submarine
- Extension damage to surface ships
- Dates in the corresponding language, etc.

Download: Cold Waters Epic Mod 2.12[]

Changes in 2.11 version:
- Different languages are now switchable via config.txt. Credit and our sincere thanks for partial English translation goes to Rokvam and Frank G. Thank you guys! Your work made this mod avaliable to english-speaking players (and actually inspired multilanguage feature development)
Gaps, like campaign briefings filled with auto-translated text.
- Measurment system witchable via config.txt.
- Voiceover switchable via installation option. You can choose Russian or English.
- Some other options(with explanation) in config.txt.
- 3 NATO Campaigns (1968NA|1984NA|2002Global)reworked by Epic (still WIP, but playable), again, inspired by Frank G. and Rokvam's work.
- Traversable border on global map. You can go around the world now. (AI can't)
- Surface vessels are automaticly spawns on 0 depth, so they will not be crushed anymore. Added to Quick Mission.
- US awards are back. Medals miniature number no longer limited.
- Some bugfixes and improvements. US subs now has correct towed array position
- Some info about mod is added to ingame help(shift+F1). That info is in blue color, so it is easily recognized.
- Player moved a bit away from enemy right before battle starts. This is tweakable via config.txt

IMORTANT: Campaign saves are not compatible with previous versions! New game is required!

ALSO IMORTANT: After playing Epic Mod or any mod that adds hotkeys (Skwabie's fo example) you will not be able reassign hotkeys if you return to original game. To fix this you have either to delete \AppData\LocalLow\Killerfish Games\Cold Waters\options.txt or delete all lines with new keys from that file.

Changes in 2.08 version:
- Fix for Wake guidance of 65-76 torpedoes
- Range of torpedoes depending on the mode of run
- Accounting the maximum depth of torpedoes
- Fixes, extensions, and improvements for all Campaigns
- Re-equipment of Soviet / Russian SUBMARINES in accordance with the project
- Close to real tech chars of torpedoes, etc.
- New campaigns (1968|1984|2002) including World Map War Theatre
- Surface vessels campaing (in test-mode)
- And many other things...

How to install
- Install clean version of Cold Waters 1.15 g (if another version of the mod is already installed, then in EpicMod Install.exe roll back the mod, delete the old MODS folder)
- Unpack the contents of the archive to the game folder next to ColdWaters.exe
- Run EpicMod Install.exe, activate the Main mod
- Additional options are available at will
- Run ColdWaters.exe

Have fun!

P.S. Many thanks to To Daniil Smirnov, Ivan Baranov, Oleg Vygovsky, Kosta Martynov, Skwabie, Max Panov, Alexander Krymsky, Lorenzo, Eugene "Ramius", Maria Sklyarova, Nikita Nichagin, Max Safonov, SEMA Ivanov, Dmitry Bondarenko, Rokvam and Frank G for partial translation into English, 「M〤」patrosha and Dot for initial post about 2.072 and to all those who participate in discussions, bug detection and testing of builds!


Work in progress...

SKIPPER80 05-29-2020 06:09 AM

The wake-homing torpedo attack is WOW! 32:40 - 34:00:Kaleun_Cheers:

rpembert 06-01-2020 06:05 PM

Sorry if this has been addressed before, but how does the Towed Array get deployed on the US boats? VLF LF TOWED is showing 0.


M134 06-01-2020 07:31 PM


Originally Posted by rpembert (Post 2674527)
Sorry if this has been addressed before, but how does the Towed Array get deployed on the US boats? VLF LF TOWED is showing 0.


By pressing "Backspace" (by default. Can be remapped)
Also you can find some info about mod changes and looking for the blue text.

rpembert 06-02-2020 05:07 PM


Originally Posted by M134 (Post 2674539)
By pressing "Backspace" (by default. Can be remapped)
Also you can find some info about mod changes and looking for the blue text.

Thanks a lot man!

Aktungbby 06-02-2020 08:58 PM

Welcome back!

HobbitJack 06-02-2020 11:36 PM

Just so you guys know, you're insane.

Keep up the good work. I may not speak Russian but CW and your mod are both great.

SkulSS 07-25-2020 10:58 PM

New update 2.21 has been released

SkulSS 07-25-2020 11:00 PM

Changes in 2.21 version:
-Full English NATO Campaigns 1968, 1984, 2002 + Surface fleet Campaign (beta)
-Fire of artillery guns of the player's surface ships (ENTER)
-Fire RBU (anti-submarine rocket launcher) of player's surface ships (SHIFT + ENTER)
-Fire CIWS of player's surface ships (automatically)
-Use of anti-missile passive interference on surface ships (DELETE)
-Added Campaigns on the Global Map for the Surface Fleet
-Expanded list of playable surface ships
- AI of the enemy applies anti-ship missiles /anti-submarine missiles depending on the target
-Fixes, edits, improvements

M134 07-26-2020 07:00 PM

Hot fix for 2.21:

Comes in two versions with English and Russian voiceover.

- Correct language files
- Message about incoming missile in near zone will now appear for players without AddtionalChangesEnabled
- Color filter Blockbuster 15 (as Nils suggests)
- Kirov's DC image
- Alert sound an missile launch detection
- DC image corrections for player surface ships
- Mast's fixes (no more UFO on Sovremenny)
- Grisha 3 added to Quick Mission

SkulSS 07-27-2020 03:53 PM

New update 2.22 has been released - Cold Waters Epic Mod 2.22


SkulSS 07-28-2020 05:01 AM

New update 2.22 has been released

NavalAviator15 07-30-2020 11:18 AM

What folder do I unpack this mod into? Just place the mods forlder in the basic cold waters folder? Streaming assets? Coldwaters_Data?

Aktungbby 07-30-2020 11:38 AM

Welcome aboard!
NavalAviator15!:Kaleun_Salute: after a long silent run!:up:

jack33 07-31-2020 05:28 AM

This mode epic 222 is completely changing the way the game's artificial intelligence works and I like it, the way enemies react to attacks is much more aggressive and effective. What I would ask the developers in this way would be the option of being able to make marks on the navigation map so that I can track the contacts of the sonar and thus know the last known position of the contact, a kind of TMA, since that when a contact is lost in the game, the mark on the map disappears. For the rest, magnificent work and to continue working if you want., So we enjoy the community, thank you very much

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