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09-16-17, 08:15 PM | #1 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
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Version 1.08 Beta Now Available
Steam thread on this topic available here:
http://steamcommunity.com/app/541210...1682619294944/ Version 1.08 is now available. Contains what should be the final fix for broken Action Reports in Land Strike missions. Land Strike missions no longer have a circle to fire TLAMs into, simply fire and they are counted as a success once the weapon is away. Also contains shortcuts and filters to aid in searching through ship lists as well as new aircraft, weapons and a re-balance of the sensors and submarine noise levels. To Opt Into 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 1.08. Version 1.08 In Beta General Kommunist Class merchant added Mil Mi-14 (Haze) Anti-Submarine Warfare (ASW) helicopter added Haze helicopters added to land-based missions (Land Strike and Insertion) Beriev Be-12 Chayka (Mail) Anti-Submarine Warfare (ASW) amphibious aircraft added MK45, AT-1, AT-2, SET-40 torpedoes added Vessel, aircraft, weapon references to textures and audio now check external folders (override/default) TLAM cruise altitude set to 500 to aid with terrain avoidance Unit Reference now has filters for global/nations as well as shortcuts to submarines, warships, biologic, aircraft and weapons Rebalanced noise levels across all submarines Rebalanced sonar performance to be in line with performance quoted by USNI reference Aircraft and Helos now have their historical loadouts Tweaked the Mk48 sensor to be less overpowered dictionary_interface.txt Noisemaker renamed to DECOY Number of noisemakers on board displayed again in weapons rearm panel Combat Weapons tab now displays number of wires used/available for your submarine Recognition manual now displays submarine test depths Recognition manual now has shortcuts to sub, warship and merchant classes Recognition manual now has shortcut to own sub to allow viewing of own sub statistics along with weapons data Signature panel now has shortcuts to sub, warship and merchant classes Different HUDs now load correctly without the need to return to main menu Sonarman now calls out correct contact number when detecting transient from a known contact Campaign Land Strike missions no longer display or require a "target zone", just fire anywhere and the TLAM counts as away Broken After Action Reports for Land Strike missions fixed Noisemaker rearm at port uses the correct value in vessel txt file instead of 20 dictionary_interface.txt added new values for in game recognition manual: Code:
FrequencyAbbreviatedVeryLow=VL FrequencyAbbreviatedLow=L FrequencyAbbreviatedMedium=M FrequencyAbbreviatedHigh=H ReferenceTestDepth=Test Depth WIRES=WIRES
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09-16-17, 08:33 PM | #2 |
Medic
Join Date: Dec 2004
Location: Santa Barbara,calif
Posts: 159
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mmm nice.
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09-16-17, 09:07 PM | #3 |
Navy Dude
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Great changes...THANKS!!!!!!
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09-16-17, 09:10 PM | #4 |
Seaman
Join Date: Jul 2017
Location: USA
Posts: 40
Downloads: 68
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Bug Report?
Once again there are some excellent new features. This game just keeps getting better! The new aircraft annihilated me too.
Two Questions: Is it possible to modify the Signature tab to make the ship class screen a toggle button instead of a "skip to" button? In this way clicking on "submarines" will only show submarines in the signature screen. As it stands, it's much more useful. Also, how exactly is the MK45 supposed to function? I used a few and they seem to get to their enable points and then immediately dive to the bottom where they detonate. One got pretty close to a ship but didn't seem to want to follow it... And a sort of bug report (seems minor): When you see the MK45 (or don't lol) Similar |
09-16-17, 11:55 PM | #5 |
Watch
Join Date: May 2005
Posts: 25
Downloads: 9
Uploads: 0
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Anyone else having trouble with the Rearm and Repair Button and XO status report button? I click them, they flash green, but nothing is pulled up. Occasionally I can get XO status report to work but not consistently. I am able to pull-up the weapons panels (F7,F8) during play.
I have performed a "verify local files" from Steam (and as expected it replace my 10 modified files). I also tried using a default LA instead of my usual seawolf. Same behavior. I do have additional files located in my default folder and do not have an override folder. So it's possible the problem comes from them... |
09-17-17, 12:05 AM | #6 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
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The 68 campaign seems broken in this beta.
Here's the fix: Open default/campaign002/campaign_data.txt Replace every instance of AircraftType=wp_tu-142_bear with AircraftType=wp_il-38_may_68 which are under the various locations. Save and play 68 campaig.
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09-17-17, 12:12 AM | #7 |
Cold Waters Developer
Join Date: Aug 2012
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Missing MK45 graphic fixed for next build.
Will need more info/testing on the strange Mk45 behaviour mentioned above. "Is it possible to modify the Signature tab to make the ship class screen a toggle button instead of a "skip to" button? In this way clicking on "submarines" will only show submarines in the signature screen." Yes. But we then have to display/hide the various icons based on what vessels are in the list as well as highlight the current selection. So we decided to keep it flexible, simple and consistent with the behaviour in the Unit Reference where the icons act as shortcuts rather than filters.
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09-17-17, 12:13 AM | #8 | |
Cold Waters Developer
Join Date: Aug 2012
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Quote:
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09-17-17, 12:28 AM | #9 |
Samurai Navy
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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My first Mk 45 had similar results. Did the convoy intercept quick mission, fired one in their general direction with an enable point close by and once their it nose dived into the sea floor. Can't tell if this happened exactly at the enable point because ambient noise was 112 dB and sonar lost track of it shortly after launch.
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09-17-17, 12:38 AM | #10 |
Helmsman
Join Date: Feb 2010
Location: West Coast, USA
Posts: 106
Downloads: 105
Uploads: 3
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The toolbars won't show up in 1.08. They are turned on in the default.txt file, but fail to show in either the 1984 campaign or a single mission (I tried the Duel).
Pressing the key commands to make them appear won't work either. They're just missing completely. Also, the image for the Kommunist MS ship is just a white box. Code:
[HUD LAYOUT] //All positions in screen pixels //From element's default anchored screen corner/position BottomLeftPanelPos=0,0 //Toolbar position 0,0, (1 to anchor to minimap or 0 for no anchor) //Default toolbars overlap and enabled via tabs/keys //ToolbarsPos=0,0,1 //ForceAllToolbarsOn=FALSE //HelmToolbarOffset=0,0 //DiveToolbarOffset=0,0 //SensorToolbarOffset=0,0 //Force all toolbars on in bottom horizontal row ToolbarsPos=0,0,0 ForceAllToolbarsOn=TRUE HelmToolbarOffset=331,-346 DiveToolbarOffset=640,-346 SensorToolbarOffset=953,-346 //Force all toolbars on in right vertical stack, anchored to mini-map //ToolbarsPos=0,0,1 //ForceAllToolbarsOn=TRUE //HelmToolbarOffset=0,0 //DiveToolbarOffset=0,71 //SensorToolbarOffset=0,142 BottomRightPanelPos=0,0 UpperRightStatusIcons=0,-3 UpperCentreBearingTapePos=0,-2 BottomCentreWaypointInfoPos=0,153 UpperRightTacMapZoomReadoutPos=0,-45 UpperRightPeriscopeZoomReadoutPos=0,-45 UpperRightRecognitionManual=0,0 UpperLeftPeriscopeESMPos=0,0 MainCameraFieldOfView=30 |
09-17-17, 01:33 AM | #11 |
Aggressive skipper
Join Date: Nov 2012
Posts: 328
Downloads: 2166
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Something did not click..Installed 108 and all I have is training missions and only one mission...Basic torpedoes...Nothing else...
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09-17-17, 01:56 AM | #12 |
Edgerunner
Join Date: Jun 2015
Location: United States
Posts: 32
Downloads: 10
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Can also confirm the weird Mk 45 behaviour. Diving for the sea floor on activation.
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09-17-17, 05:41 AM | #13 |
Swabbie
Join Date: Sep 2017
Posts: 10
Downloads: 18
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Its because the command logic, ie snake, straight, and the depth control fields have not been put in. If you paste the ones in from the M48 it works fine.
Also, the texture for the loading screen of the Mk45 doesnt work. Again, if you change the sprite name from 45 to 48, you get a Mk48 in the loading screen, but it works fine. Off to mod mine with a 20 Kiloton warhead, just for giggles... |
09-17-17, 06:14 AM | #14 |
Skimmer
Join Date: Jun 2008
Location: UK
Posts: 4
Downloads: 22
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I've got the same problem as nesbit, verified files and the rearm toolbar is firmly anchored(no pun intended)at the bottom right hand corner of the screen. All the other toolbars once out of Holy Loch are fully functional.
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09-17-17, 07:31 AM | #15 |
Captain
Join Date: Oct 2004
Location: AZ & DC
Posts: 487
Downloads: 48
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I got a
Error:system.collections.generic.dictionary'2[system.string.system.string]Does not contain value for wires where the first world in the text is covered by a picture of a submarine. It stopped everything. (Slobbers over a beer at the Pier Pub) Last edited by Delgard; 09-17-17 at 01:17 PM. |
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