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07-01-17, 09:18 AM | #1 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
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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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07-01-17, 09:20 AM | #2 |
Swabbie
Join Date: Oct 2003
Location: EU
Posts: 11
Downloads: 63
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Thanks guys! Keep up the good work. BTW Is it fpschazly's voice?? So similar...
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07-01-17, 09:23 AM | #3 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
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Well spotted, check out the Credits
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07-01-17, 09:57 AM | #4 |
Nub
Join Date: Jun 2017
Location: France
Posts: 4
Downloads: 32
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Good job Gentlemen and thank you for your reactivity. Cordially
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07-11-17, 03:26 AM | #5 | |
Samurai Navy
Join Date: Feb 2009
Location: Western Hemisphere, Earth, Milky Way Galaxy, Local Group, Virgo Supercluster
Posts: 584
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Quote:
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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07-26-17, 07:37 PM | #6 |
Argentinian Skipper
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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! Fitzcarraldo |
07-26-17, 09:15 PM | #7 |
Sonar Guy
Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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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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07-26-17, 10:28 PM | #8 |
Argentinian Skipper
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07-01-17, 11:19 AM | #9 |
Watch Officer
Join Date: Apr 2005
Location: 3rd Planet From The Sun
Posts: 345
Downloads: 35
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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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07-01-17, 11:36 AM | #10 |
Loader
Join Date: Apr 2002
Location: Switzerland
Posts: 90
Downloads: 3
Uploads: 0
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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. |
07-01-17, 11:45 AM | #11 |
Stowaway
Posts: n/a
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07-01-17, 02:28 PM | #12 |
Planesman
Join Date: Apr 2005
Posts: 187
Downloads: 20
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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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07-01-17, 03:00 PM | #13 |
Seasoned Skipper
Join Date: Jul 2007
Location: The Icy North
Posts: 692
Downloads: 189
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Always assume any new patch will break previous mods.
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07-01-17, 05:18 PM | #14 |
Captain
Join Date: Oct 2003
Location: Columbus, GA, USA
Posts: 525
Downloads: 89
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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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