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Old 07-24-21, 08:45 AM   #1
steel shark
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Default DMC Ver 1.a

Dot Mod Custom Version 1.a


im happy to announce that all the new English recordings are now done and tested for DMC Ver 1.a

ive also fully integrated older work in to it as well


so the English Audio for submarines & surface ships is now on par with the Russian audio quantity wise for all vessels


so full surface voices for ...

for all diesel sections when the vessels got no reactor ect including damage reports , and repairs ect


Guns , Rbu,s , reloaded , on hold , no ammo , bad firing solution , out of range .. ect


full surface to air reports .......


so vocal warning for incoming missiles and Detected missiles launched

air to air audio for

ready , reloaded , reloading , no ammo


Chaff ready & fire chaff


ive Also integrated my all EMT 2.28 ver 1.a Audio recordings too and redone some of em

these are now combined with the new ones i recently made


next im going to make a new huds for it from my various existing stuff as well as total new stuff

ill put up some pics as i go

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Old 07-26-21, 10:16 PM   #2
steel shark
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Default DMC 1.a progress

ive had to redesign quite a few huds also re-work em in to DMC 1.a for Dot Mod as its set out differently to my older work hud wise

as well as make entirely new ones


all early to mid usn subs huds have been converted are totally done so i just have to do the BB5 & BB6 signatures & conditions panels then the full glass ones for the newer stuff

surface usn huds are coming along also

Russian & NATO huds are also under conversion or construction


my new meaningful signatures redos will be in this release also


ive redesigned em a bit so ill do em last


as it stands theirs 148 vessels to do in dotmod atm


for what my new signatures will do look at my older posts on signatures to under stand what you you will get


in short for this post on sigs tho it basically means you can see the enemy engines types and size and number also the prop size and number also the enemy's noise is displayed in the signature panel


add this info to the above or below the thermal layer arrows if theirs a layer ofc

this greatly adds to your information on targets and prioritizing target choices


as with time you can tell whats what or id stuff faster and also ignore certain targets you worked out that aren't combatants even with no id or looking at the sig list



ive also ajsuted the depth to 11000 max view instead of the 5000 feet on the conditions so you can see the ocean floor all ways


ive also adjusted the max set depth from 3000 to 11000 also for the few very deep diving subs ect as some can go below 3000 feet


enemy location error distance is now at 75% so it can only be 25% max out
actual location wise


enemy sensor values are hidden on my mod you you will have to use your experiences of enemy vessels sensors and capability's


& also utilize your recognition manual for info ect then look at sea noise or layers ect for more cover keeping track of your own noise will be vital too as well as speed management and depth keeping


this change means you wont be able to see when the enemy can or is about to detect you adding to tactical game play


i should have this mod addition released this week or weekend possibly i have other matters also to attend to

so i cant give all my time to this project also i have numerous other projects on atm


ill put up a few picture examples like i said i would


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Old 07-28-21, 05:30 PM   #3
steel shark
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Default Sounds like a plan

as my newAUDIO is completed for DMC 1.a


ive decided to release it as a stand alone addition mod for DotMod im doing this as the rest of the mods is still under construction for a bit of time yet as im doing Quality Control on stuff as i create it


This release will greatly enhance the English audio for dot mod adding many missing files that are present on the Russian audio version of the game but not done on the English audio version

also many new ones not in the Russian version have been added

this will also be included ofc in the completed FULL version of the DMC 1.a MOD or a modified version Of it at any rate.


additional or reworked files audio wise in the release will be :


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


added echo to crew voiced were needed so ect in the conn


these cover all original Cold waters submarine sections so torpedoroom , helm ect


audio call out of depth to 3000 ft with pressure creaks at fixed intervals


& for first time this will be on the Russian audio too but only to 2000 ft as my vocal Russians is not brilliant


i could maybe use a voice to text then convert it in to Russian we will see.


Actual rudder helm adjustment noise when the boat turns & then corresponding reset noise when straightening the rudder


Actual Dive planes adjustment noise & the reset noise when leveling off the Dive planes


SubsystemDamaged
SubsystemDestroyed


EmergencySurface
EmergencyDeep


BlowBallast
BallastRecharged


FireTube 1 to 20
weaponloaded 1 to 20


MissileLaunchDetected
MissileWarning

NoSuitableTorpedo --- so ect (No weapons of that caliber remaining)
AboveMaxRange
ToDeepToDeployWeapons
VLSTooDeep
VLSNotReady
VLSTooFast
FireVLS
FireAntiAirMissile
AntiAirMissileReloading
AntiAirMissileReloaded
AntiAirMissileNoAmmo


RaiseMast0=Up scope
LowerMast0=Down scope

RaiseMast1=Raise the ESM mast
LowerMast1=Lower the ESM mast

RaiseMast2=Raise the RADAR mast
LowerMast2=Lower the RADAR mast


TowedArrayOn
TowedArrayOff


CommandoDeployed
LandStrikeComplete


RunSilentOn
RunSilentOff


New Fire & Flooding Sfx for Control Room --
so when the Conn takes fire or Flooding Damage you can hear it


SubsystemDamagedDIESEL
SubsystemRepairedDIESEL
SubsystemDestroyedDIESEL
FLOODINGDIESEL
DCPARTYDIESEL


GunsFireAtWill
GunsOnHold
GunsLowSolution
GunsNoAmmo
GunsBadRange


RBUFireAtWill
RBUOnHold
RBUNoAmmo


FireSunray
SunrayReady
DeployChaff
ChaffReady


im going to make this audio release for dot mod so you lot can enjoy playing the English side better audio wise sooner

as if i wait till i,m fully done with the total mod release that,s going to be later time wise


im going to do a bit more testing on it tonight & tomorrow then release it soon

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Last edited by steel shark; 07-28-21 at 05:55 PM.
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Old 07-30-21, 08:38 PM   #4
goldmastersims
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Amazing work as always, Steel Shark! I'm working to integrate this into the ultimate add-on pack for DotMod. I personally think they're worth integrating into the main mod itself.
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Old 07-31-21, 09:11 AM   #5
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Default thank you

when modders make stuff its all ways nise to get feedback Cheers

as it take quite a lot of time to make mods sometimes but very little time to say thanks

So your Comment is very Appreciated mate.






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Old 08-11-21, 04:11 AM   #6
steel shark
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Default Progress ----> DMC Ver 1.e

I've been working a lot of late in RL. But got today free I'll post some of my DMC Ver 1.e Reworked multi language Hud pics up later on

My original versions had English writing on em and were locked graphically to hide sensor readings of enemy Vessels. How ever I've now made this optional so you can Choose to hid em or not and removed the English to re add Russian language Compatibility with my huds


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Old 08-11-21, 04:31 PM   #7
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Default Progress ---->

updated huds for multi language compatibility


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Last edited by steel shark; 02-19-22 at 08:45 AM.
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Old 08-11-21, 08:52 PM   #8
Strykr
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These HUDs look REALLY good.
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Old 08-13-21, 06:14 AM   #9
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Default cheers

thanks mate


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Old 08-16-21, 06:43 AM   #10
steel shark
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bullhorn Progress ---->

Ive had to attend to Family matters of late how ever last night i fully reintegrated all my pre existing DMC work in to the latest DM Version and have added :

New Audio+ Version 2 so all existing features then :

ONGOING = Audio File Editing to make the files shorter in run time but sound just as good to cut down on audio clipping in Game

NEW = Fire Missile Ver 2

NEW = Fire VLS Ver 4

NEW = TransientKnown Ver 1 you cant hear the enemy sub Launch sfx you wouldent unless you were the sonar guy

NEW = TransientUnknown Ver 1 you cant hear the enemy sub Launch sfx you wouldent unless you were the sonar guy

NEW = PlayerCavitating Ver 3 Both Russian & English



New = Pack & Nato Huds so now theirs 2 totally different ones


New = Dive Missile Huds Duel Versions

New = Separate Surface Variation Hud Elements for Pack & Nato


New = CCC ( Custom Configuration Changes )


i used to add tube sizes my self for weapon tubes this is no longer necessary now as they have done this now by default so :

New = Readjusted Tubes basically i,ve removed my size labels on the tubes


New = C-Sharp Edits & Code Changes

New = DEX Mod Description Expansion Mod

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 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

BEAR In mind they have to not exceed a certain character length or they will go over hud elements

Key Meaning :

Rd-Hm = Radar+Homing = this is a special one certain weapons
Rd = Radar
Ir = Infrared
Wh = Wake Homing
Wr = Wire Guided
Hm = Homing
Un = Unguided
Ww = Wire Guided + Wake Homing
Int-G = Internal Guidance = SLBM

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
(Multi-Role)Rd = multiple target types so Missiles/Aircraft/Ships ect
(Anti-Ship)Rd
(Anti-Sub)Hm
(Land-Atk)Rd
(Duel-Role)Rd = so twin target types ect ship/sub or Aircraft/missiles ect
(Anti-Air)Rd
(Anti-Air)Ir
(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
(Manual)Wr = no sensors so its fully guided you till target impact
(Duel-Role)Hm
(Duel-Role)Wh
(Duel-Role)Wr
(Duel-Role)Ww
--------------Counter fire torpedo
(Cntr-Fire)Un
---------------anti torpedoes
(Anti-Torp)Hm
----------------decoys
(Decoy)Un
(Decoy)Wr

This will be a alt version or a JSGME Optional Addition Mod

Ongoing MSO mod = (Meaningful Signature Overhaul is at 80%) ish

ALSO My Old countermeasures work has been reused and im testing New & and older things ive already made for DMC so NO MORE only decoys and Moss Variants !!!!


Stay Safe all


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Old 08-16-21, 07:46 AM   #11
Badger343rd
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Oh man...now I'm totally confused as to what mods do what...Is this for DOT? or Dot mega pack or both?...or is it a standalone flavor of its own? Which one offers the most up to date content? (time period and innovation) As a modder I'm now trying to decide which mod to use as a baseline(I'm building on DOT MEGA at this time) to add my own content(or if I even have to now as I've not seen what's in this one yet).To put it simply...I'm looking for the best route to get a Russian flavor to Cold waters on DOT platform(as I use EPIC as well separately)...any thoughts on this (by anyone)would be welcome.

To convey what it is I'm doing this is what I've done ontop of Dot mega to this point
Created 4 separate akula classes with dedicated loadouts and tube calibre's.Akula 1,Akula Imp EARLY,Akula Imp LATE,Akula II
Akula Imp's and Akula 2 have 14 tubes (internal and external)
Aklula 1 now has mgk-500 Scat while akula imp,akula 2 use mgk-540 scat 3
Added mg-104 Brosok decoys internal and external tube positions(akula imp's use vls slot for internals)
Added wire guidence to 65-76 torps(wiki says so)and adjusted speed and distance
Added 65-65A torpedeo and readjusted warheads to 65-76 450kg 65-76 557kg wiki says so (I "think" that's correct?)
Akula's,Sierra's,Victor's,and kilo's have custom huds,TAC,Scope view's
La class SSN have custom TAC,Scope view's
Added 3 Akula dedicated campaign's for "Tigr"1994,"Pantera"2007 and "Vepr"2021 (work in progress)

How much of this would be redundant?(if any)
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Old 08-16-21, 09:04 AM   #12
steel shark
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gear Choices

its simple

1.)....theirs standalone DotMod


2.)....theirs my DMC Packs (Dot Mod Custom) Packs
so dot Mod with my Stuff ie = Audio/Huds/Abrv Mods ect i prefer to only do pack Additions for the main releases of dotmod


3.)....then theirs DMMA Packs (Dot Mod Mega Addon) Packs
this is all available add-ons for DotMod in one Mega pack so my work and all other peoples work Combined


Now DMC is my Total upgrade using DotMod as a Base then Reworking it quite heavily However i may re use my old Projects Name Coldwater's Advanced Or CWA

to make the Stuff for dotmod easier to tell apart we see



ive got many Real World Concerns that can happen Suddenly of late so it wouldn't be Fair if was working with others as i have to drop what im working on very often of late

also have to deal with different time zones on certain jobs so my sleep is all over the place to compensate for me having to adjust to when i work

and i have to also occasionally have to get as fast as i can to onsite jobs


if it wasn't for all these other factors id most likely just add to dotmod as a contributor


Badger343rd you will have to look at the different Cold Waters Options and decide which one suits you the most


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Old 08-16-21, 09:39 AM   #13
Badger343rd
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Ok that makes it much clearer, thanks...Dot mega it is then, as it seems its got all the goodies...I'll take a look at this version as well in case its got more goodies to add(I'm pretty much leaving NATO side as is (except for LA tac map)

Last edited by Badger343rd; 08-16-21 at 11:05 AM.
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Old 08-17-21, 11:16 AM   #14
fitzcarraldo
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Please, A question:

I found the DotMod 0.1 "C" beta but not the "D" iteration.

Where can I download the beta "D"? The link in the dedicated DM thread in SUBSIM goes to the "C" version.

Many thanks and great job!

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Old 08-17-21, 06:07 PM   #15
steel shark
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Default no problem

they up to e atm but hears the d link ill include one of my finished USN surface reworks huds while im on


you need to log in to their discord server to keep up with the latest events


look at the posts on subsim about DotMod for that Link


however hears the DotMod Ver D link

https://github.com/Dot-M134/ColdWate...tag/v0.1d-beta


On second thoughts ill make a second Discord DM Link for DotMod Discord Server i did make one on a other thread but hears a new one
https://discord.gg/DrmztcDYYf


Hope this Helps




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