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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
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Further tweaks and fixes to address some of the shortcomings and issues that came up with 1.09.
Version 1.09c Beta 19 Dec 2017 General Fixed damage decal graphical issues PeriscopeDepthInFeet vessel file variable fixed Additional civ variants of existing Soviet vessels added and added to norwegian_sea_traffic files Fixed rare crash in Single Missions caused by not clearing UsePresetPositions flag Recognition Manual no longer displays in credits if left open at end of campaign Neutral vessels incorporated into enemy formations now get a correct NeutralMerchantFlags4 flag assigned Combat Enemy active intercept no longer picks up passive homing torpedoes Whales no longer detected by radar Whales no longer targeted by missiles Contact will not upgrade to Master if sinking Sinking ships no longer updated by radar/ESM Multiple S1 contacts bug fixed Whales spawn frequency dropped from 100% to the intended 10% Decreased overall number of enemy weapons fired Blastzones of depth bombs, mortars and shells increased Incoming torpedo status icon now correctly displays if any torpedo is homing on player sub AI torpedoes are depth set to not home on surface vessels MOSS no longer gradually descends after reaching waypoint Campaign Court martial added as an actual event to campaign_data.txt files New event tag COURT_MARTIAL added to campaign_data.txt files event_campaign_court_martial.txt added to campaign/campaignXXX/language_en/events Threshold for court martial decreased based on difficulty level Fixed a bug where doing an INSERTION of LAND_STRIKE mission crashed the next mission/briefing screen Patrol aircraft now appear in campaign missions based on combat distance from airfields, nearest recon and whether player is detected at combat start
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#2 |
Subsim Aviator
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Will check it out asap.
thanks for continued product support.
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#3 |
Subsim Aviator
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vast improvement.
ran several missions, campaign only. I was not "spammed" with torpedoes once. I think the most i had encountered at any given time was six, just enough to keep it challenging, and a hell of a lot more "realistic" than running the gauntlet against 15 or more at a time. intercepted a landing force, no friendly fire incidents, and i did not notice any soviet torpedoes tracking in on surface ships. also took on some 2v1 and 1v1 subs, in neither case did they detect launch transient in their baffles. the torpedoes - while not spamming me out - do seem "smarter", less likely to be spoofed by knuckles, faster to regain contact after they are spoofed. etc going to cut teeth on 109c more tomorrow, but so far i think you have a winner. also, i noted in 1.09b and not sure if this is an issue with 1.09C - one of the escorts with 3 props... center prop doesnt turn.
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#4 | |
Swabbie
![]() Join Date: Jul 2017
Location: Luxembourg
Posts: 5
Downloads: 6
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Looking forward to trying out 1.09c a bit later. |
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#5 |
Captain
![]() Join Date: Oct 2004
Location: AZ & DC
Posts: 487
Downloads: 48
Uploads: 0
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I can't seem to delete or not use a saved game. I want to start a fresh campaign (1984).
Is there a file somewhere that I can delete? |
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#6 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
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C:\Users\username\AppData\LocalLow\Killerfish Games\Cold Waters\savegame
Your campaign saves should be in there (requires show hidden files).
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#7 |
Captain
![]() Join Date: Oct 2004
Location: AZ & DC
Posts: 487
Downloads: 48
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The Campaign Folder was empty, even after turning on "Hidden Files".
I uninstalled and reinstalled and then I tried to start a fresh campaign and that worked. What occurred was that once I had a Saved game, it would not let me start a fresh campaign while a Saved Game was present. I will run a campaign mission, save it, exit out and then re-enter to start a new campaign. Maybe I just had a file burp. BTW, love the ocean bottom foliage. Thank-you for your time,, FF |
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#8 | |
Chief
![]() Join Date: Mar 2004
Location: Peoples Republic of West Yorkshire
Posts: 326
Downloads: 70
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Running subs aground since SH1 and Silent Service Running SH5 @ 100% difficulty + TWoS 2.2.19(RealNav + BDU + port smoke + food) + Carotio_IntercontinentalRadioPack tweaked + The Little Ships of SH5 - Coaster Pack |
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#9 |
Navy Dude
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I might have posted this before in the wrong thread, cause this if from 109C.
One thing is bothering me. Twice I took an incoming torpedo that wasn't showing on the plot, and in the underwater view. I could here it closing but it was invisible until seconds before impact. I's that a glitch? My guess is yes. It happens on any level above easy. I'll post a screenshot ![]()
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#10 |
Captain
![]() Join Date: Oct 2004
Location: AZ & DC
Posts: 487
Downloads: 48
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I am encountering a lot of merchies with different flags. What is the result of sinking one? One, I noticed was green, but then changed to red. Is there a percent of identification that has to be crossed for a confirmed allegiance?
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#11 |
Bosun
![]() Join Date: Jan 2012
Location: United States
Posts: 62
Downloads: 57
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After figuring out how to install and play the 1.09c beta, I saw no new content. I did, however, notice that in the sonar display panel that the bow/hull sonar arrays listed LF/LF as opposed to LF/MF, or LF/HF, or LF/MF/HF. Other than that, and only the 1968 and 1984 campaigns, I experienced nothing new when starting a new campaign -- even after completing several missions, and still on the elite setting. Did I miss something?
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#12 |
Captain
![]() Join Date: Oct 2004
Location: AZ & DC
Posts: 487
Downloads: 48
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Are you seeing a lot of whales? I'm getting a lot of happy-snaps.
The foliage on the bottom of the ocean makes for great hiding places, too. Great update! |
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#13 |
Swabbie
![]() Join Date: Dec 2017
Posts: 6
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Can someone please explain "Enemy active intercept no longer picks up passive homing torpedoes"? I'm a little confused. Thanks.
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#14 |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
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So active intercept is only designed to detect and locate pings, its not a passive "listening" sonar in the traditional sense. Judging by the description, the devs found issue that the active intercept system was picking up torpedoes that had not yet gone active (started pinging) which they otherwise should not have been able to hear, and fixed it accordingly.
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#15 | |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
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