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Old 07-01-17, 09:18 AM   #1
Killerfish Games
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Default Version 1.06 Beta Available

Version 1.05 beta is now available. This version contains fixes to the campaigns in order to continue to resolve the most major and disruptive issues. It also contains the first draft of crew voices which were provided courtesy of subsim.com

To opt in to the beta:
Right click the Cold Waters in Steam library, go to properties and you should have new "BETAS" tab added, then use the pulldown to select the beta you would like to opt into -leave the early access code empty- and the new update should download. When you run the game the version number should read version 1.05.

Version 1.05
1 Jul 17

General
Opening Help in After Action Report no longer opens mini-map which breaks subsequent Back button
Removed legacy WeaponName and WeaponDescription fields from weapons.txt
Removed legacy RADARID field from sensors.txt
aircraft.txt stats modified (additional weapons added later when combat balanced better)
Juliette designation corrected to SSG
Added date to Single Missions descriptions
default/hud/default.txt added MissionMarkerColorInsertion and MissionMarkerColorLandStrike variables
Added new optional variable to mission files, MissionPositionColor=LAND_STRIKE to colour deployment zone marker based on mission type
Added missing MaxPitchAngle=25 variable to MK37 in weapons.txt
Added temporary LogVoiceVolume=1 parameter to default/hud/default.txt (set to 0 to disable voices)
Voice talent added to credits


Combat
Player speed no longer defaults to emergency back if reactor offline when changing speed
Moving in reverse now generates noise in Signature panel display correctly
Back Emergency increases noise rather than decreasing it below All Stop
Sunk vessels no longer detected by player ESM
Sunk vessels no longer perform surface or air radar checks
Sunk vessels no longer ping with active sonar
Opening Help in periscope view forces periscope view closed
Fixed a bug where negative ballast not applied if player sub riding too high in the water, prevented submerging
default/hud/default.txt added [ESM Meter] colour variables to aid readability of ESM meter
Switching a wire guided torpedo from passive to active now works
Fixed towed array calculations for AI vessels
Crew voices added to audio/voices folder and implemented
Anechoic coating decreases active torpedo sensor range by 50%
Reference manual now opens to current signature profile
Spec Ops team now deploys at under 5 knots, rather than at stop
Increased TLAM cruise altitude to 300 to assist with terrain avoidance
TLAM homing in on target (activate in red circle) now provides log message
Land strike complete message displayed in log once all required TLAMs homing (activate in red circle)
Mini-map display now correctly offset when bottom left panel is moved by editing default/hud/default.txt
Enemy surface ships no longer deploy chaff or fire CIWS guns at land attacking missiles


Campaign
MapTimeCompression set globally and synced with pausing, briefings, summary, events, campaign menu, new sub assignment and campaign end
Port reload/unload/Spec Ops time required labels corrected for difficulty level modifiers
Verified subsystem displayed repair times take into account difficulty level modifiers
campaign_data.txt CampaignPoints and CampaignStart points values doubled for both campaigns to increase their length
Fixed a possible mismatch of player weapons in tubes which might cause some downstream bugs
Restructured EndLevel() in attempt to minimise impact of unknown bug
Fixed a bug where missing a mission caused all subsequent radio messages to state failed, even if won
Corrected all LAND_STRIKE missions to require 8 weapons fired at deployment zone
New Holy Loch background added for both campaigns
Fixed a bug where entering combat near/between two (or more) ports broke mission (blank blue underwater screen)
Fixed a bug where null minefields were trying to be checked with nav sonar
Campaign summary now correctly tracks completed land strike and insertion missions
Exit mission menu now displays whether land strike or insertion mission is complete
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Old 07-01-17, 09:20 AM   #2
TheCabal
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Thanks guys! Keep up the good work. BTW Is it fpschazly's voice?? So similar...
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Old 07-01-17, 09:23 AM   #3
Killerfish Games
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Well spotted, check out the Credits
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Old 07-01-17, 09:57 AM   #4
Miderashi
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Good job Gentlemen and thank you for your reactivity. Cordially
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Old 07-11-17, 03:26 AM   #5
Kaye T. Bai
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Quote:
Originally Posted by TheCabal View Post
Thanks guys! Keep up the good work. BTW Is it fpschazly's voice?? So similar...
Heh, that was my first thought as well. Sounds just like him.

Fitting they made him the sonarman, he seems to be know a bit about sonar.

Last edited by Kaye T. Bai; 07-11-17 at 02:53 PM.
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Old 07-26-17, 07:37 PM   #6
fitzcarraldo
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Via Steam, my CW 1.06 passed to 1.06b, but I can´t find any text with the update changes or additions.

Where is a "readme" for this latest update?

Many thanks!

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Old 07-26-17, 09:15 PM   #7
The Bandit
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New torpedo models look KILLER! (everyone go take a look at the Mk 37 and Mk 48!)

My question is though, are the old assets (3d model and texture) removed / replaced or are they still there somewhere. I'm just wondering for "modding" reasons.
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Old 07-26-17, 10:28 PM   #8
fitzcarraldo
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Update 1.06b thread:

http://www.subsim.com/radioroom/showthread.php?t=232739

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Old 07-01-17, 11:19 AM   #9
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Very nice! Thanks. Have only had a little time with it so far but I really like what I'm seeing!!
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Old 07-01-17, 11:36 AM   #10
MBot
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Very nice, thanks a lot.

I am not sure if you are already aware of this, but AI subs detect passive torpedoes that are activated in their baffles.
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Old 07-01-17, 11:45 AM   #11
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Quote:
Originally Posted by MBot View Post
Very nice, thanks a lot.

I am not sure if you are already aware of this, but AI subs detect passive torpedoes that are activated in their baffles.
What AI subs specifically?
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Old 07-01-17, 02:28 PM   #12
Steiger
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Did you guys make any changes that would directly break either the Russian Subs mod or the LA Flight 2/3 mod?

BTW, love that the voices are in the game. They do need some cleaning up (I know they're placeholders at the moment) but still very cool and can't wait for the final product!
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Old 07-01-17, 03:00 PM   #13
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Always assume any new patch will break previous mods.
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Old 07-01-17, 05:18 PM   #14
letterboy1
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Default Thanks

I love where you guys are going with the added voices. Even though it's a beta version, it is already a lot more immersive.

By the way, is it just me or is the enemy response way more intense?
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