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-   -   [WIP] CWA (https://www.subsim.com/radioroom/showthread.php?t=248626)

steel shark 02-26-21 09:19 AM

CWA
 
we have Discussed the different Design Game bases and play style options and have decided to make CWA a pure Playable submarine game


this has quite a few Benefits as the game can be Focused on Submerged warfare more in depth with game mechanics dedicated to it.


this will also mean a return to coldwaters roots as a pure submarine simulation game


the Base for this game Wont Be EM but a new multiple Combined Creation using Brand new Elements and some existing CW mods Elements
To get the best Mix over all


we ALSO have decided that only the actual models of :


aircraft

submarines

surface warships

weapons



will be used in CWA as As we Think this will Improve the Gaming experience More

as the mod Develops & Grows more and more models can be added & existing ones improved were needed.


ill put updates on this periodically


take care all & stay safe


From The CWA - Team

jack33 02-28-21 07:22 AM

:Kaleun_Salute:

steel shark 03-02-21 03:55 PM

bqq-2 & bqq-3 Huds finished
 
CWA [ Hud ] Progress ------->

the Signature & Conditions are finished now for the Vessels with :


BQQ-2 Sonar

&

BQQ-3 Sonar



im still messing about with weapons and settings tho



Steel Shark

MR. Wood 03-03-21 02:17 PM

:Kaleun_Cheers:

goldmastersims 03-29-21 10:50 PM

How's life going? Any progress on this mod since then?

steel shark 04-03-21 06:24 AM

some progress
 
iv,e been working on this still .... on and off but been doing family & friends matters also


The Base for CWA is about 60% done as it stands

by Base i mean the starting version for the CWA TEAM to start modding with


their are also a few mod design matters i need to discuss with them when i get more time


the family member that was critically ill died yesterday so after a few weeks ill start to look at this project more in depth and also the various help offers from people



Steel Shark

Bilge_Rat 04-06-21 08:44 AM

this mod looks very interesting so far. :up:

goldmastersims 04-06-21 02:14 PM

It's very sad to hear about your loved one's death. I am certain it was no easy battle they fought. Again, here are my final condolences, and may he/she rest in peace.

steel shark 09-02-21 12:50 PM

CWA ~ Reborn
 
Cold Waters Advanced is now Reborn


ive done this for a few reasons but mainly its to make it more different from the other DotMod addons Name wise for ease of Identification of it


originally this was my Standalone project but im now reusing parts of this for my Dotmod Add-On Mod


when i was Originally Designing CWA i looked at the Main different engine types on underwater weapons ect :


mono-pr-otto-II

electric

solid-fuel-p-j-p

kerosene-hp-turbine

mono-pro-ax-p-pump

ect


this is to add improved & rebalanced Sound values to each weapon and remove the generic sound values & average ones

so i made a very large chart of weapons statistics to keep a Balance for Realisms sake

then i came up with a fair way to add or remove sound values for each type of weapon


then i added + or - values To noise values that were applied to each torpedo for its Passive / Active States

these were based on speed settings / torpedo age / type / Nationality

even taking in to consideration propeller types & number of propellers


i also made Individual Sounds for all water weapons so :

torpedo_electric_motor

torpedo_combustion_engine

ISO_torpedo_combustion_engine -- ISO means its got a Isolated engine from the case of the weapon to make it quieter

Chemical_motor

rocket_torpedo

Supercavitating_Rocket

steam_torpedo



this work will now be included in to CWA Versions for DotMod


Progress ----->


I've found my CWA Weapon noise charts & will start modification of weapons Text when i can

and Will make Version 2 of my individual Weapon noises


These 2 changes.


As well as the substantial. Existing Changes for CWA Version 0.2a
Should make quite significant Changes To DotMod Game play Experience


My MSO mod (Meaningful Signatures Mod ) Will also be present I've also made the 2004 addon New Signatures also so that won't be a issue


you will also have the option to hide enemy sensor values for added Difficulty


I've Also Designed a New installation method also For easy install and uninstallation of Optional files. ....and Mod Installation & Removal


This Thread Will Now Become were i Post DotMod Stuff so its not all over the place and make for easier following with what im up to.

other place to keep up or talk to me Directly is the DotMod server Of Course

Stay Safe and watch your Backs out their ALL


Steel Shark

steel shark 09-03-21 10:58 AM

While IM at it
 
When i get Round to changing the weapons file text


i,ve decided to change it to my CWA statistic's version


in short when i made my weapons in CWA i spent time researching all weapon's in depth from as many sources as possible for better coloration so :


Warhead Size

Max Range
Min Range

did it have a passive run speed / Active Run speed

OFC noise values & better sounds per weapon

Max depth / Max Launch Depth


Ect

"ill Include my CWA statistic's to make this as accurate as possible their ALSO their will be no bias towards any side if something is rubbish it will be if its good it will be"


Some of the weapons in DotMod did not exist in my CWA Mod and vise versa so ill have to add any missing Weapons' as i go


this should add even more Realism & Challenge to my Mod depending what you using Weapons wise as you will have to adapt if you have the inferior weapons

"So this wont be for the Faint Of Heart"


ill make this a optional file maybe for causal player that don't want it for more game Configurations Choices


ill add my own sensor's much later,s as i need to finish existing works that are in progress before i take anything else on modding wise


Steel Shark

Strykr 09-03-21 05:30 PM

Looking forward to your CWA mod.

Thank you for your work !!!

:Kaleun_Salute:

steel shark 09-04-21 01:01 PM

Progress ---->
 
thank you



All DotMod v0.2a-beta weapons Redone + NEW Sounds Added - ill do the 2004 add on ones tomorrow



Steel Shark

steel shark 09-15-21 01:45 PM

Progress ---->
 
CWA Version (1.a) is at 85%

ive been Kindly Offered Help with testing elements of it so should be all good on release

im doing new Install methods too for optional mods and as this mod changes Loads

will seek Authorization to host a DotMod Link of the Version I use Before Release for a GitHub Link

as the DM Bleeding Edge Changes Fast
this is excellent from a Game Development & Improvement Standpoint not tho from a Modding stand point

as any changes even small will break my work .... so if they ok this ill Do CWA Version,s Now and again Using Different DM versions & My Own Developments

So a Github link to the Version used but its Static and dose not change then Most likely My CWA Mod on SUBSIM ect ..... This way we can both Help Each-other With Advancements Game Wise and Accelerate Game Progress


Steel Shark

steel shark 09-17-21 11:53 AM

Era Mini Campaigns ( RESURRECTION ) For CWA
 
Era Mini Campaigns ( RESURRECTION ) For CWA

The Era Mini Mission Campaigns were made by me way back for Cold Waters South China Sea

They are Basically ERA based & Side Based Missions with different mission types

So for example 60,S NATO Anti-Sub Mission ect or Port Raid ect
they are laid out in order of Movement and Choices and are designed as realistically as possible

So if its set near coastal waters coastal Neutral Vessels with be present and coast defense vessels will be present and short range aircraft ect

If its near NATO land then the enemy forces will be adjusted accordingly
So no surface ships ect Most likely SSN,S & SSGN,S cause they done need to surface or snorkel like diesel boats do

Lastly all Sea Traffic for all missions is custom to that area to add more realism and configuration of Neutral Vessels Sea Traffic types so ect :

NATO_arctic_ocean_traffic_60,s
NATO_Atlantic_ocean_traffic_60,s
NATO_Baltic_sea_traffic_60,s
NATO_Barents_coastal_traffic_60,s
NATO_Barents_sea_traffic_60,s
NATO_Denmark_strait_traffic_60,s
NATO_Greenland_sea_traffic_60,s
NATO_Kara_sea_traffic_60,s
NATO_North_sea_traffic_60,s
NATO_norwegian_sea_traffic_60,s


Also some missions have two Versions with or with out Air cover so you can chose your difficulty ect a example of a full run of ERA Missions would be :

60,s Norwegian Sea patrol (NATO)
60,s North Sea patrol (NATO)
60,s Baltic Sea patrol (NATO)
60,s Baltic Sea patrol air(NATO)
60,s Baltic Sea fleet (NATO)
60,s Atlantic Ocean patrol (NATO)
60,s Atlantic Ocean Wolfpack Diesel(NATO)
60,s Atlantic Ocean Wolfpack nucl(NATO)
60,s Barents Sea patrol (NATO)
60,s Barents Sea patrol air(NATO)
60,s Barents Sea fleet (NATO)
60,s Barents Sea Resupply (NATO)
60,s Kara Sea port (NATO)
60,s Arctic Ocean boomer (NATO)
60,s Greenland Sea asw (NATO)
60,s Greenland Sea patrol air (NATO)
60,s Greenland Sea patrol (NATO)
60,s Denmark strait patrol (NATO)


Key :

asw = Anti-Submarine Warfare % chance of Other things tho

nucl = Nuclear Enemy's Present % chance of Other things tho

Diesel = Diesel Enemy's Present % chance of Other things tho

air = Enemy Air Support Present

Sea port = This a Raid Mission to inflict Damage on Port shipping so for example catching boomers coming in or out Oil tankers Submarine Supply ships ect Troop transports

Resupply = Thia is a attack enemy Re_supply Vessels mission at sea ot coastal Areas under enemy control ect


if i do this you will be able to choose your side so NATO or Pack then pick your ERA or Year ect then pick your mission then choose your player vessel

so these are fast Missions with Very selectable types and options for a given ERA so you can Select your options & choices then get in to playing Coldwater's faster and more what you wanted

all missions enemy's are Grouped in to Types also so :

a group of Destroyers

A group of Capital ships

a group of support ships so Oilers ect or Missile Resupply Vessels

this way the enemy's are better distributed like a realistic Force Per Mission

so no Like 5 Kirovs spawning ect or 3 Papa Class subs
as all the missions are designed with real enemy vessel Number Limits in mind per class in their respective separate groups


Also all NATO & PACK vessels are checked for actually being in service in your selected mission or era for extra Realism


If i do remake these they wont be in the first Release of CWA


Steel Shark

steel shark 09-28-21 07:56 AM

Total Realistic Depth
 
these older work pics but will get the Point across ive

RE Introduced actual Realistic Max Depths in Meters & Feet

this will Cover any Possible under sea Trenches additions if they ever get made For Cold Waters


Steel Shark

steel shark 10-20-21 06:12 PM

CWA Progress ---->
 
Ive added My port & Starboard tubes mod to my new CWA From my old CWA mod with Own Vessel Map icon to keep track of which side is facing what for added information on tube selection

also New DEX mod is enabled giving Weapon information easier (Description Expansion Mod) like i use to do for My older works (THIS WILL BE OPTIONAL Extra MOD Selection)

also new counter measure's are being tested too these still WIP tho so Ecl & IcL (External Countermeasures Launcher's) & (Internal Countermeasures Launchers)

these add added realism and survivability to Nato Boats and Greatly Expand on the Basic Moss only stuff All nations Extra countermeasures are being added over time

Lastly New Damage Control Panels are Being created for all player Controllable Vessels these WIP as i go


Steel Shark

steel shark 10-25-21 06:56 PM

Re~Introduction of Att,s & Cat,s In CWA
 
The very lightweight torpedo

so a USN ATT or CAT Possible Addition (Anti-Torpedo-Torpedo) for added game weapons & Defense

The compact rapid attack weapon (CRAW) is the offensive version of the torpedo and the countermeasure anti-torpedo (CAT) is the defensive version.

“The only difference fundamentally between the defensive capability of the very lightweight torpedo, which is CAT and the offensive capability, which is CRAW, is the software that gets loaded onto the weapon at time of launch,”

a previous iteration of the Penn State-so designed torpedo was fielded as a defensive weapon intended to take out incoming torpedoes fired at aircraft carriers. That program has since been canceled, although the system remains on a small number of carriers, said David Portner, program manager for the very lightweight torpedo at Northrop Grumman.

The submarine community expressed an interest in the technology because of its size and weight, he said. Northrop Grumman has invested internal research-and-development funding to improve the design.

“The nice thing about it is it’s about one-third the size of the existing Mark 54 [lightweight] torpedo,” he said. That weighs about 600 pounds.

“The submarine force recognized that having this very capable torpedo on a submarine would allow them to increase the weapons load without impacting the size of the torpedo room, because this weapon will fit into the six-inch launcher devices"


So rather then decoying incoming torpedo's Hard Kill em

Steel Shark

steel shark 10-26-21 01:11 PM

Progress --->
 
K All 4 Ohio SSGN Conversions are made .... added relevant new weapons too + CAT need testing though

So Work In Progress

With the SSGN,S Firepower & new added Defense's these are very Lethal Vessels


Steel Shark

steel shark 11-02-21 02:50 PM

Finished New Ohio SSGN Configuration
 
Ok i decided to Re-Make the Ohio SSGN,s Weapons selection for more Faster Fire Power & also Split the Land & Anti-Ship Load outs as anti ship really needs to be faster ....WELL it is now .....98 on tap no delay Trying out 8 weapons loads for added Weapons and equipment selection adding New Stuff as I go so WIP .... Just for a change

Slightly Aggressive test but went well


Steel Shark

steel shark 11-02-21 03:02 PM

Near Final Ohio 84 Version
 
The 1984 SSBN Ohio is Just about Finished just a few refinements still left to do then she's ready for sea


Steel Shark


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