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#1 |
Engineer
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Here's my attempts at making the game a bit more realistic.
As a result, some things are easier, others are harder. Here are some main gameplay differences to vanilla game: Torpedoes are far deadlier Your boats move in more realistic way Reworked sensors Mk-48 are no longer "superweapons" Few improvements to the campaign INSTALLATION 1. Make sure you're running the latest beta of Cold Waters 2. Download mod from here: http://www.subsim.com/radioroom/down...o=file&id=5268 3. Place the override folder in steamapps\common\Cold Waters\ColdWaters_Data\StreamingAssets Currently I do not guarantee compatibility with other gameplay mods. It will work fine with any GUI/graphics/audio mods out there. Recommended mods to use with MekStark's reduced visibility mod My hidden SNS COMP mod (both available in the download section) You can discuss this mod here or on the main thread: http://www.subsim.com/radioroom/showthread.php?t=231759 Feel free to point out any inaccuracies (if you can explain them ![]() Last edited by PL_Harpoon; 07-25-17 at 10:44 AM. |
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#2 | |
Commander
![]() Join Date: Apr 2005
Posts: 459
Downloads: 31
Uploads: 0
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![]() Quote:
I assume this is a typo on your part? ![]() |
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#3 |
A-ganger
![]() Join Date: Oct 2013
Posts: 74
Downloads: 25
Uploads: 1
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It's the range of the sensor of the MK48. Vanilla is 2000 yards if I am not mistaken.
BTW trying this mod and loving it so far. Surface contacts are definitely less easy and boy that is some sluggish driving ![]() |
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#4 |
Engineer
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No it's not
![]() There are some sources that show that range but this isn't the most important factor. The thing is, active sonar detection range of MK-48's should be reduced by the fact that most Soviet subs have anechoic coating. But in current version there's a bug which makes them still detect targets at maximum range. When it comes to passive mode, I think it's way overpowered. You can creep at 5 knots with high ambient noise on the opposite site of a strong thermal layer and the torpedo will still detect you at it's maximum range. When these things get fixed I'll turn it back to some higher values. |
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#5 |
Mate
![]() Join Date: Jun 2017
Posts: 57
Downloads: 38
Uploads: 0
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yeah, sensor range...not range of the actual torpedo
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#6 |
Engineer
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#7 |
Swabbie
![]() Join Date: Mar 2012
Posts: 11
Downloads: 209
Uploads: 0
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Loving the mod so far! But two things;
1. Can we talk about the TLAM strike mission. At best you have a salvo of four. Mission requires 8. I don't know how realistic it would be to expect these older boats to dance the dance for an hour while you reload. Shoot your 4 shot salvo and GTFO sounds more realistic to me. 2. Ugmt-1. They seem a little op. Maybe I'm just having to relearn evasion. But they run forever and acquisition range is insane for a piddly air dropped torpedo |
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