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Old 11-28-18, 01:59 PM   #1
ETR3(SS)
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In my opinion getting into DW and SH is easier and more accessible than getting into Cold Waters, as CW comes with many specific game designs not being logical or obvious to common sense, using real world submarine tactics may even lead to a quicker death in this game.
Can you expand on this? Having played the mentioned games and being able to contrast them with my own first hand experience, I'd say all three hit as close to the mark as they can. Sonalysts can hit closer only because they are a contractor for the Navy. SC and DW were originally designed as training aides for the USN. CW makes use of excellent resources available to the public, but I will say sometimes the AI can be off.

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I still hope that modders may find means to modify CW. Hearing about something being "hardcoded" is also getting somewhat old as I heard it a thousand times in the SH and DW community until a smart modder came by and found a way to change it.
Modders have been modifying CW since release, everything that is modable is a simple text based file. KFG out of the gate with CW wanted it to be as modder friendly as possible while still protecting their intellectual property. If hearing about something being hardcoded is getting old, feel free to jump in and prove people wrong. That's just part of modding in my mind, something is hardcoded until proven otherwise.

Maybe it would help if you articulated your argument and shared your background with us. Personally I'm always glad to have another vet on the forums.
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Old 11-30-18, 06:11 AM   #2
MANoWAR.U52
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Don´t think this has something to do with Killerfish not being a Navy Contractor as today there is plenty enough free OSINT to do a decent subsim. It is simply the already mentioned fact that Cold Waters aims to be an action game in the spirit of submarine action movies like Red October, made for people who always wanted to do those sub knife fights were the hero captain does that cool full rudder move in the very last moment to evade a torpedo by an inch and the sea being full with torps demanding some sub acrobatics from you. Sure it isn´t marketed as "arcade" or "quick action" as this would deter people from getting it in the first place as some enjoy the impression to experience the real deal but without getting too involved. Compared to the racing genre, Cold Waters is a "Need of Speed" of sub sims, modelling real cars, acting and sounding like cars but with some over the top action stuff and a simplistic physics/driving engine.

While the lack of more mod support may be an important factor why specifics can´t be changed in CW there are probably still ways to improve respectively change the realism aspect. The question is if there is even an great interest in making Cold Waters realistic as most who enjoy this game (and probably mod it because of it) may prefer this simplistic action approach which is probably the reason why most work focuses on additional subs and campaigns and not on making authentic torpedo evasion or detection ranges happen. Flight sim modders probably wouldn´t approach an air combat action game like Ace Combat and try to make it realistic because the game´s nature itself comes with alot of limitation concerning this goal. They would stay with Falcon 4.0 or other sims that already come with fundamentals like the ability to model complex aspects of aerial combat. However this are asumptions and I would be very happy to be proven wrong by the CW modding community. But chances are 0.1% slim that this will be ever able to replace Dangerous Waters so at the moment my tip is to keep in mind for what CW was made for and enjoy it for it. Wait for an adequate replacement when it comes to sims like DW, until then stay with them.

My inner narrowband shows a faded line on the bearing of Sonalyst Combat Studios, planning to bring a new sim in the next years
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