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Old 11-04-20, 07:25 AM   #145
steel shark
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Join Date: Oct 2019
Location: Uk
Posts: 414
Downloads: 48
Uploads: 5


Default 5.6 - Epic mod ver 2.25 tweaks Ver 5 V

5.6 - Epic mod ver 2.25 tweaks Ver 5 V


is up under downloads coldwaters game play section


1.)------------------Sound changes

this mod adds my NEW Crew Mic voices i made i,ve tryed to get this the best that i can with mic bleeps and voice sounds & what department section is reporting.

3000 feet call out mod Ver II

this voices depth up to 3000 Feet also
ive added Depth hull pressure noises at fixed intervals they play when you use the

dive plans to dive


also my NEW torpedo tube SFX mod & External Tube Sounds


New VLS Fire = ver2

VLS too deep to fire
VLS not ready

torpedo tubes too deep to fire


New Towed array out & in sounds = ver 2


Fire & Flooding Sfx for Control Room = Ver 2
so when the Conn takes fire or Flooding Damage you can hear it


New reworked Torpedo engines sounds


New cavitation sound = Ver2


New Ultra quiet on/off sound


New Deck gun Sounds with reverb / mechanical / ejected shell effects


Full Voiced English surface crew = Ver 1
so :

guns low solution to target
guns at bad range
guns out of ammo
guns fire at will
guns on hold

rbu engage
rbu hold
rbu no ammo

-------------------------------------------------------------------------------

NOTE:

i settled the Bridge for stations to report to as this is more traditional


as for GUNS & RBU stations and these are classed as BATTERY'S


for ammo depletion i used MAGAZINE


remember tho that other commands are still CONN as we play as surface ships & submarines

--------------------------------------------------------------------------

New Diesel crew sounds for when its not a nuclear vessel = Ver2

so :

diesel_engines_back_online
diesel_engines_damaged
diesel_engines_offline
dc_diesel_section
flooding_diesel_section




2.)------------------Depth Displays & Maneuvering changes

the helm depth arrow keys are now 100 ft increments so depth is

100 ft on arrows

50 ft on increase decrease depth keys

10 ft on increase decrease depth keys + shift


the displayed depth has been increased to 11000 feet so you can all ways find the

sea floor

also the set depth readout can now show up to 11000 feet as well



3.)-------Tactical Game Changes

The towed array can now be used at 45 feet minimum or 14 meters ish i did this

so in noisy sea condition it can help as well as ESM/Periscope

you still need

200 feet / 60 meters above the sea floor like it was for before tho to deploy the

Array



also the maximum sonar error range has been reduced by 75% so its should be

more accurate now



4.)------------------Epic Mod ver 2.25 Weps Tags & DEX ----- (Optional mod Add On)


The main aim of the mod is to identify the Different
Types of weapons in Epic Mod to assist in playing
The game by knowing:

What they do so for example is the missile a

anti-ship missile

or

land-attack missile

Is the torpedo a wake homing torpedo or a wire
Guided one ect



I’ve also renamed the soviet side weapons to the
Actual Russian names as a Russian boat should
Not have NATO names for their weapons for
Example:


Epic Mod language_en Version

[Weapon Reference]
WeaponName=SS-N-16
WeaponDescriptiveName=SS-N-16 Stallion
WeaponDescription=Submarine-launched
stand-off ASW missile. It is similar to the SS-N-14
and drops the same UGMT homing torpedo.


In my Version is now :


[Weapon Reference]
WeaponName=Rpk-6m (Anti-Sub)Hm
WeaponDescriptiveName=RPK-6 Vodopad ASW
Missile
WeaponDescription=RPK-6 Vodopad , "waterfall"
is a Soviet 533 mm anti-submarine missile
deployed operationally since 1981 RPK-6
"Waterfall" (NATO SS-N-16 STALLION), rockets
83p and 84p, after exiting the torpedo tube, the
lattice rudders open, the solid propellant rocket
turns on and the rocket leaves the water, then the
flight continues in the atmosphere along a ballistic
trajectory, along When the aiming point is
reached, the warhead is detached from the
missile and splashed down by parachute. The
missile-torpedoes of the complex are capable of
hitting enemy submarines at a distance of up to
50 km. The 400-mm small-sized electric torpedo
UMGT-1 is used as a combat head (dropped by
parachute, the speed 41 knots, cruising range - 8
km, depth - up to 500 m)



I think this add to the game when playing on the
Russian side



I’ve also Greatly expanded the weapons data base information
on weapons that needed it and done some translations of the Russian weapons info files to English then blended it all too make a better English Reference weapons files from internet & other sources.

this give a greatly Enhanced Information Base
For the Weapons In Epic Mod



I’ve made these Abbreviated Information weapon
Types to help with weapons management this will
Massively help the player in choosing the right
Weapons to Load up at port or use in combat


Key Meaning :


Rd-Hm = Radar+Homing

Rd = Radar

Wh = Wake Homing

wr = Wire Guided

Hm = Homing

Un = Unguided

Ww = Wire Guided + Wake Homing

Int-G = Internal Guidance


the Abbreviated names had to be a certain length
to fit ok and not go over hud elements so i came
up with these bear in mind the names of the
weapons have to fit as well


--------------missiles

(Ship-Sub)Rd-Hm

(Anti-Ship)Rd

(Anti-Sub)Hm

(Land-Atk)Rd

(Duel-Role)Rd

(SLBM) Int-G

--------------anti ship torpedoes

(Anti-Ship)Un

(Anti-Ship)Hm

(Anti-Ship)Wh

------------anti sub torpedoes

(Anti-Sub)Un

(Anti-Sub)Hm

(Anti-Sub)Wr

--------------duel role torpedoes

(Duel-Role)Hm

(Duel-Role)Wh

(Duel-Role)Wr

(Duel-Role)Ww

--------------Counter fire torpedo

(Cntr-Fire)Hm

---------------anti torpedoes

(Anti-Torp)Hm

----------------decoys

(Decoy)Un

(Decoy)Wr


5.)------------------Epic Mod HUDS 2.25----- (Optional mod Add On)


this mod is a Multi-Mod Hud replacer for :


any epic mod version up to 2.25



the changes in this mod are all just cosmetic changes as i dident want to add hud text files as these differ depending on
what mod you have installed

and also some users have changed their hud text configs to their personal choices depending on screen resolution & panel layouts or colors ect


also i did it this way to make it more compatible with different mods as a lightweight hud replacer


ive designed the panels of the huds to be fairly hybrid as you have to use em on multiple platforms ect :

you might be in a 1968 skipjack then next you might play as a 1997 seawolf so i designed my huds to be blended to fit a
wide array of vessels & time scales



6.)------------------Mod Fixes

also ive noticed a few missing vessels in single player that were not added to the

ship rosta so it was impossible to id em till you get auto id so ive added those

and reordered the rosta too so now its better to use for western side so :

soviet subs first then soviet warships ect better order i think

also if you find more missing vessels let me know




7.)------------------Custom Config Changes

this Version has my custom Config as well for better Realism Data Wise

ive also restored the (TestDepthAddition * 1.5) which affects the crush depth to

the original Cold waters 1.5 rating so

take test Depth then times by 1.5 then -1.75 to get result ect

skipjack test depth on my game is 950 then times X this by 1.5 = 1,425 then -

1.75 so crush depth is 1,423 FEET

so a sturgeon with test depth of 1320 feet will crush at about 1,978 feet

REMEMBER DAMAGE reduces crush depth by about 50%


my config factors sea states , rain and thermal conditions to my set levels that i

think are about right within the limitations of coldwaters data wise.


[Difficulty Settings]

I have made all of these 1 which means realistic so no advantage or

disadvantage is given on hull points or reload times ect.

this is what i use so no matter what Difficulty setting you use or is scripted on a

Campaign or Missions you get a realistic game.

[Difficulty Settings Campaign]

for the Campaign were left as was so Number of ASW do still increase as

difficulty is Increased also handicap,s or Bonus Points are still valid.


8.)--------Installing


this mod requires Epic Mod 2.25 to be installed first


once you have downloaded it ---UNZIP IT THEN put the mod folder were your

cold waters EXE file is Easy way is to RIGHT CLICK on your cold waters icon

with mouse then
go to Open file location

when this is done copy the mods folder and the Epicmod Install program were

coldwaters exe is once mod folder is added their use mod installer to add your

options



hear is a load order example so if you are using my other mods would be :

1. Epic Mod 2.25 (Main Mod)
3.2 ( All 3 control panels are visible and are attached to the right of minimap)
5.6 - Epic mod ver 2.25 tweaks Ver 5 V
Epic Mod HUDS 2.25
Epic Mod ver 2.25 Weps Tags & DEX

to launch coldwaters just use your normal desktop icon as per usual


To install simple put the

" 5.6 - Epic mod ver 2.25 tweaks Ver 5 V "

&

" Epic Mod HUDS 2.25 "

&

" Epic Mod ver 2.25 Weps Tags & DEX "

in to the MODS folder then install with Epic mod Install application

enjoy


9.)-------Help

any problems just message me on Subsim

Steel Shark
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