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Old 06-09-17, 11:41 PM   #1
CaptainX3
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Latest Update: June 9, 2017

- Playable Los Angeles 688i class with functioning VLS system added
- Playable Oscar class with functioning VLS system added (VLS uses US missiles since there aren't any Russian ones modeled in the game)
- Playable Victor 3 class added
- Playable Foxtrot class added
- Mk-48 ADCAP torpedo for the 688i added
- Changed the Russian weapon icons around where they make a bit more sense
- All Russian subs can now equip all available Russian weapons
- Added the new classes to all single missions and as campaign options
- Hopefully fixed an issue with wires always breaking with the Test-71 torpedo (I need help testing this, I'm not 100% sure the fix is working)

Yes, I am aware that there is another mod out there that adds new LA classes along with VLS and the Mk-48 ADCAP. That's all well and good, but I've designed my own versions of both of these and included them in this mod because I wanted to. Nothing was copied or stolen from the other mod.
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New Playable Subs & More - A Mod For Cold Waters

https://github.com/CaptainX3/CW-Playable-Subs

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Old 06-10-17, 06:00 AM   #2
Thresher
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Oscar starts with 4 Test-71's loaded. It's indicator shows -4(4). Same with 688(i). She starts with 4 Mk-48's loaded and an indicator of -4(4). All other soviet subs are fine.

If you unload all the torps, it resets the counter properly.

I'm loosing the wire about 25% of the time on the Test-71's.... I think that is the game default (any submariner think this is a tad high?)

Last edited by Thresher; 06-10-17 at 06:50 AM.
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Old 06-10-17, 08:58 AM   #3
CaptainX3
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Quote:
Originally Posted by Thresher View Post
Oscar starts with 4 Test-71's loaded. It's indicator shows -4(4). Same with 688(i). She starts with 4 Mk-48's loaded and an indicator of -4(4). All other soviet subs are fine.

If you unload all the torps, it resets the counter properly.

I'm loosing the wire about 25% of the time on the Test-71's.... I think that is the game default (any submariner think this is a tad high?)
I managed to implement a workaround to this bug by adjusting the order of the weapons loadout and then adding 4 more of the weapon the game keeps taking away. That should fix it temporarily, in theory. The devs have stated that the VLS fix is coming in the next update, so I'll be able to recode and make it all work properly when that happens.

I am unable to fix the issue reported with the Oscar's planes moving in the opposite direction they're supposed to. That's coded somewhere outside the current files that can be modified.

The devs stated on Steam that the wires are, in fact, set to break 25% of the time. Most responses to that post said they thought that was really high, so it may also be addressed in the upcoming patch. I would think somewhere around 10% or maybe even 5% is more reasonable.
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New Playable Subs & More - A Mod For Cold Waters

https://github.com/CaptainX3/CW-Playable-Subs

"We'll settle this the old Navy way... the first guy to die loses!"
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Old 06-10-17, 11:25 AM   #4
biosthetique
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Very impressive!...Thank you...

So basically, To install it we will erase what is already in the game and replace with those files?....Why can't we use JSGME?...Any counter indications?

Last edited by biosthetique; 06-10-17 at 11:49 AM.
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Old 06-10-17, 01:00 PM   #5
keltos01
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Default Bravo

It's nice for once to be able to actually play and not mod (right away anyways )

I like people who mod the "other side" !




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Old 06-10-17, 01:46 PM   #6
CaptainX3
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Thank you guys

Mod updated.
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New Playable Subs & More - A Mod For Cold Waters

https://github.com/CaptainX3/CW-Playable-Subs

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Old 06-10-17, 10:01 PM   #7
CaptainX3
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HUGE second update for today, I hope you guys enjoy!
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New Playable Subs & More - A Mod For Cold Waters

https://github.com/CaptainX3/CW-Playable-Subs

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Old 06-11-17, 03:26 AM   #8
Akula420
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So I have Installed this mod but how do I play with these soviet subs I want to try out Siera
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Old 06-22-17, 12:59 PM   #9
Vexillologist
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Icon14 Just a thought..

HI, Great mod, saw it on a youtube channel (jive turkey) and came here to grab it from you.

Have you thought about getting this mod on Steam?
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Old 06-22-17, 01:47 PM   #10
CaptainX3
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Quote:
Originally Posted by Vexillologist View Post
HI, Great mod, saw it on a youtube channel (jive turkey) and came here to grab it from you.

Have you thought about getting this mod on Steam?
Thank you

The mod is posted on a thread in the CW discussion forum. At this time, CW does not support Steam Workshop, but if and when it does, that's where the mod will be moved to.
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New Playable Subs & More - A Mod For Cold Waters

https://github.com/CaptainX3/CW-Playable-Subs

"We'll settle this the old Navy way... the first guy to die loses!"
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Old 06-22-17, 04:33 PM   #11
Raptor_Pilot
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Quote:
Originally Posted by CaptainX View Post
It can carry A LOT of weapons, but will only be available for use in the 1984 campaign, and it'll be optional, not forced or anything.
Options are always welcome. Ignore any naysayers, they secretly think the Earth is flat.
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Old 06-22-17, 08:29 PM   #12
captinjoehenry
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Just so you know I have adjusted the values of the Sea Lance, P-500 and P-700 to their real world speed and payload weight if you want them.
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Old 07-04-17, 06:31 AM   #13
CaptainX3
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Mod updated!

Emergency Bugfix Update: July 4, 2017
  • Fixed the broken Russian weapon sprites.
  • Added wire guidance back to the USET 80 torpedo.
  • Dialed back the stats of the 212A, it was really overpowered. (SelfNoise changed from 25 to 70, ActiveSonarReflection changed from 4 to 15)
  • Dialed back the stats of the Seehecht torpedo, it was really overpowered. (Range reduced from 75,000 to 55,000)
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New Playable Subs & More - A Mod For Cold Waters

https://github.com/CaptainX3/CW-Playable-Subs

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Old 07-04-17, 06:43 AM   #14
LeopardDriver
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It wasn`t made for a `84 scenario... you only made it unrealistic now. As of today it is "virtually undetectable" (quote). Even for todays standards. It simply is one of the quietest submarines ever built.
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Old 07-04-17, 07:58 AM   #15
denis_469
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Quote:
Originally Posted by CaptainX3 View Post
Mod updated!

Emergency Bugfix Update: July 4, 2017
  • Added wire guidance back to the USET 80 torpedo.
  • Dialed back the stats of the Seehecht torpedo, it was really overpowered. (Range reduced from 75,000 to 55,000)
USET-80 torpedo have not wire guide. Variant USET-80 with wire-guidede named UETT and release in 1990th years. Torp USET-80 and USET-80K have not wire.

About German "DM-2A3" and export variant "Seahake" you can read this: http://sovpl.forum24.ru/?1-4-20-00000051-000-20-0#022
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