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-   Mods Workshop for Cold Waters (https://www.subsim.com/radioroom/forumdisplay.php?f=285)
-   -   [REL] Playable Russian Subs (https://www.subsim.com/radioroom/showthread.php?t=231690)

DarkShark22 07-10-17 06:05 AM

Now that we have British and French subs, maybe it's time to add the Walrus-class of the Dutch navy? Though they are just another class of diesel-electric subs, they are a force to be reckoned with. For instance: one of them, HNLMS Walrus, was able to ''sink'' multiple ships of the U.S. Navy including an aircraft carrier during a naval exercise in 1999.

LeopardDriver 07-10-17 06:10 AM

Awesome new additions! The British subs are cool. But the Spearfish seems pretty damn op, once get a slight contact you can wipe out everything from far range pretty easily. Maybe balance it by decreasing its range?

Also some subs seem to have lost their scopes, like the Swiftsure, that I tested.

And the british radars are missing on the boats!?

Ecclesiaste01600 07-10-17 06:50 AM

excellent work.
This makes the game much more complete.:Kaleun_Applaud:

Aktungbby 07-10-17 09:02 AM

welcome aboard!
 
Ecclesiaste01600!:Kaleun_Salute:& DarkShark22!:Kaleun_Salute:

Ramius 07-10-17 09:16 AM

Quote:

Originally Posted by LeopardDriver (Post 2498939)
Awesome new additions! The British subs are cool. But the Spearfish seems pretty damn op, once get a slight contact you can wipe out everything from far range pretty easily. Maybe balance it by decreasing its range?

Also some subs seem to have lost their scopes, like the Swiftsure, that I tested.

And the british radars are missing on the boats!?

Yea I think I might have made the sensor range a bit to much.
I'll check the scopes on them later tonight.

I know I didn't put exact radars on them but sure they all have 1007, again I'll check tonight.

CaptainX3 07-10-17 09:40 AM

Quote:

Originally Posted by WWII44 (Post 2498892)
will there eventually be a Russian campaign where you set out from Murmansk rather than Holy Loch?

If someone makes one, I'd be happy to integrate it, but I have sat down and learned how the campaigns work yet, so if I did try to make one, it's a long way off.

Quote:

New version of mod is not working..only showing one mission..and unable to play..please fix this..my game version is 1.0
The mod is designed for the latest version of the game, 1.05b. If you're running on 1.0 only, I doubt it will work at all. You need to update your game.

digantajash 07-10-17 10:48 AM

Your previous mod where you added 212A class 1st time..That was working fine..
And when i deleted that over ride folder and replace it with your new one so that problem started :(
Thank you for replying :)

Ramius 07-10-17 03:27 PM

Fix for the Radars on the UK boats until Captain works his magic on a new update...

Edit the sensors.txt file located C:\Program Files (x86)\Steam\steamapps\common\Cold Waters\ColdWaters_Data\StreamingAssets\override

Scroll to the bottom of the file and add the following

Code:



RADARModel=uk_t1007
RADARRange=60000

Save & Close the file, then restart the game and the Radars will be there.

WWII44 07-10-17 07:52 PM

I believe aaken is working on a soviet campaign, integrating that with this mod might be good.

darkphantomau 07-11-17 03:54 AM

Thanks for the awesome mod, just wondering if any of the extended campaign mods are compatible?

CaptainX3 07-11-17 09:38 AM

Assuming that the extended campaign mods only change the campaign files, and don't add a bunch of new subs or sensors or weapons, then yes, they'd be compatible, but you'd have to make sure NOT to overwrite the summary.txt file in the campaign folder, because that is what dictates the available player subs. As long as you don't overwrite that, they should work, but I haven't tested them yet.

CaptainX3 07-11-17 09:39 AM

Quote:

Originally Posted by WWII44 (Post 2499118)
I believe aaken is working on a soviet campaign, integrating that with this mod might be good.

He is, and he's already been in touch with me about integration. When his campaign is ready, we'll make sure both mods work together.

Aktungbby 07-11-17 01:00 PM

welcome aboard!
 
darkphantomau!:Kaleun_Salute:& digantajash:Kaleun_Salute: currently under the 'Seal of Good Housekeeping'...http://www.subsim.com/radioroom/images/ranks/brig.gif

foz 07-11-17 05:49 PM

great mod by the way .:salute:

darkphantomau 07-12-17 03:56 AM

Quote:

Originally Posted by CaptainX3 (Post 2499283)
Assuming that the extended campaign mods only change the campaign files, and don't add a bunch of new subs or sensors or weapons, then yes, they'd be compatible, but you'd have to make sure NOT to overwrite the summary.txt file in the campaign folder, because that is what dictates the available player subs. As long as you don't overwrite that, they should work, but I haven't tested them yet.

Thanks heaps Captain


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