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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
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#2 |
Sailor man
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#3 |
Nub
![]() Join Date: Jun 2017
Location: Mass, USA
Posts: 3
Downloads: 20
Uploads: 0
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What folder do I unpack this mod into? Just place the mods forlder in the basic cold waters folder? Streaming assets? Coldwaters_Data?
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#4 |
Gefallen Engel U-666
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NavalAviator15!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#5 |
Seaman
![]() Join Date: May 2005
Location: spain
Posts: 38
Downloads: 252
Uploads: 0
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This mode epic 222 is completely changing the way the game's artificial intelligence works and I like it, the way enemies react to attacks is much more aggressive and effective. What I would ask the developers in this way would be the option of being able to make marks on the navigation map so that I can track the contacts of the sonar and thus know the last known position of the contact, a kind of TMA, since that when a contact is lost in the game, the mark on the map disappears. For the rest, magnificent work and to continue working if you want., So we enjoy the community, thank you very much
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#6 |
Swabbie
![]() Join Date: May 2008
Location: Brenham ,TX.
Posts: 8
Downloads: 278
Uploads: 0
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Question, have or would you consider putting the model of the SSBN USS Seaview to the mod? I think it would be a cool and fun thing to play in the game. Thank you
Last edited by Mr.Rooster; 09-30-20 at 12:39 PM. |
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#7 |
Swabbie
![]() Join Date: May 2008
Location: Brenham ,TX.
Posts: 8
Downloads: 278
Uploads: 0
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I just wanted to thank you for the great work on this mod. I love it. I hate to be a pest about this but have you made any progress on the Seaview yet and i don't know what help I can be but if there is something I can do please let me know. Thanks mate,
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#8 |
Bilge Rat
![]() Join Date: Nov 2020
Posts: 1
Downloads: 16
Uploads: 0
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hey guys new to cold waters and modding in general, im having trouble getting the epic mod working i follow the guide down to the letter and its still not working anyone have any ideas?
thanks jordan |
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#9 |
XO
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k this is up under the Downloads , coldwaters , gameplay section
its a improved version of the original 5.6 - Epic mod ver 2.24 tweaks Ver 4.b IV (AUDIO+) ------------------------------------------------------------ 5.6 - Epic mod ver 2.24 tweaks Ver 4.b IV (AUDIO+) This is a replacer Version for " 5.6 - Epic mod ver 2.24 tweaks Ver 4 " it features many improvement’s over the original but i was mostly focused on improving the sounds and audio for submarines & Surface warships ================================================== == IMPORTANT NOTE: this version is fully compatible with all of my 2.24 mods so : cold waters multi-mod hud replacer ----- as its a Generic hud mod Epic mod ver 2.24 Tweaked files Ver 4 Depth mod + SnS-Comp Hide Epic Mod ver 2.24 Weps Tags & DEX ================================================== == 1.)------------------Sound changes this mod adds my NEW Crew Mic voices i made i,ve tryed to get this the best that i can with mic bleeps and voice sounds & what department section is reporting. 3000 feet call out mod Ver II this voices depth up to 3000 Feet also ive added Depth hull pressure noises at fixed intervals they play when you use the dive plans to dive also my NEW torpedo tube SFX mod & External Tube Sounds New VLS Fire = ver2 VLS too deep to fire VLS not ready torpedo tubes too deep to fire New Towed array out & in sounds = ver 2 Fire & Flooding Sfx for Control Room = Ver 2 so when the Conn takes fire or Flooding Damage you can hear it New reworked Torpedo engines sounds New cavitation sound = Ver2 New Ultra quiet on/off sound New Deck gun Sounds with reverb / mechanical / ejected shell effects Full Voiced English surface crew = Ver 1 so : guns low solution to target guns at bad range guns out of ammo guns fire at will guns on hold rbu engage rbu hold rbu no ammo ------------------------------------------------------------------------------- NOTE: i settled the Bridge for stations to report to as this is more traditional as for GUNS & RBU stations and these are classed as BATTERY'S for ammo depletion i used MAGAZINE remember tho that other commands are still CONN as we play as surface ships & submarines -------------------------------------------------------------------------- New Diesel crew sounds for when its not a nuclear vessel = Ver2 so : diesel_engines_back_online diesel_engines_damaged diesel_engines_offline dc_diesel_section flooding_diesel_section 2.)------------------Depth Displays & Maneuvering changes the helm depth arrow keys are now 100 ft increments so depth is 100 ft on arrows 50 ft on increase decrease depth keys 10 ft on increase decrease depth keys + shift the displayed depth has been increased to 11000 feet so you can all ways find the sea floor also the set depth readout can now show up to 11000 feet as well 3.)-------Tactical Game Changes The towed array can now be used at 45 feet minimum or 14 meters ish i did this so in noisy sea condition it can help as well as ESM/Periscope you still need 200 feet / 60 meters above the sea floor like it was for before tho to deploy the Array also the maximum sonar error range has been reduced by 75% so its should be more accurate now 4.)------------------ssn_virginia replacer ive have also included my virginia replacer model as a option so you can use it if you want to 5.)------------------Mod Fixes also ive noticed a few missing vessels in single player that were not added to the ship rosta so it was impossible to id em till you get auto id so ive added those and reordered the rosta too so now its better to use for western side so : soviet subs first then soviet warships ect better order i think also if you find more missing vessels let me know 6.)------------------Custom Config Changes this Version has my custom Config as well for better Realism Data Wise ive also restored the (TestDepthAddition * 1.5) which affects the crush depth to the original Cold waters 1.5 rating so take test Depth then times by 1.5 then -1.75 to get result ect skipjack test depth on my game is 950 then times X this by 1.5 = 1,425 then - 1.75 so crush depth is 1,423 FEET so a sturgeon with test depth of 1320 feet will crush at about 1,978 feet REMEMBER DAMAGE reduces crush depth by about 50% my config factors sea states , rain and thermal conditions to my set levels that i think are about right within the limitations of coldwaters data wise. [Difficulty Settings] I have made all of these 1 which means realistic so no advantage or disadvantage is given on hull points or reload times ect. this is what i use so no matter what Difficulty setting you use or is scripted on a Campaign or Missions you get a realistic game. [Difficulty Settings Campaign] for the Campaign were left as was so Number of ASW do still increase as difficulty is Increased also handicap,s or Bonus Points are still valid. 7.)--------Installing this mod requires Epic Mod 2.24 to be installed first once you have downloaded it ---UNZIP IT THEN put the mod folder were your cold waters EXE file is Easy way is to RIGHT CLICK on your cold waters icon with mouse then go to Open file location when this is done copy the mods folder and the Epicmod Install program were coldwaters exe is once mod folder is added their use mod installer to add your options hear is a load order example so if you are using my other mods would be : 1. Epic Mod 2.24 (Main Mod) 3.2 ( All 3 control panels are visible and are attached to the right of minimap) 5.6 - Epic mod ver 2.24 tweaks Ver 4.b IV (AUDIO+) 7.4 Epic mod ver 2.24 ssn_virginia Epic Mod HUDS Epic Mod ver 2.24 Weps Tags & DEX to launch coldwaters just use your normal desktop icon as per usual To install simple put the " 5.6 - Epic mod ver 2.24 tweaks Ver 4.b IV (AUDIO+) " & "7.4 Epic mod ver 2.24 ssn_virginia folder" in to the MODS folder then install with Epic mod Install application enjoy 8.)-------Help any problems just message me on Subsim Steel Shark
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"History is Written by the Victors." |
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#10 |
Nub
![]() Join Date: Nov 2020
Posts: 2
Downloads: 15
Uploads: 0
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Witam czy w tym modzie Cold WAters jest też język Polski???
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#11 |
Chief
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[Rant Mode] lol
I love this mod for it's gameplay and visuals. However there's a huge problem with the global campaign in that often the enemy target mission either never shows up, or the instructions in the briefing are so screwed up by google translate, that you just can't understand them. Currently I have a mission (2nd in a row) of defend Eastern seaboard from Russian Cruise Missile subs. The atlantic is nearly always empty of Russian contacts and this mission, they just don't show up. Weeks of waiting and nothing. Missions should time out when they fail to show up without effecting the war. It's not my fault if the enemy change it's mind lol. [Rant Over] lol Cheers ![]() Neon
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#12 |
Bilge Rat
![]() Join Date: Dec 2020
Posts: 1
Downloads: 0
Uploads: 0
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Just wanna ask, can you fire the rbu-6000? If yes what is the key binds.
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#13 |
Gefallen Engel U-666
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NotLindemann!
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#14 |
Watch
![]() Join Date: May 2020
Posts: 26
Downloads: 14
Uploads: 0
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Luckily found that EM 2.27 emerged on "https://coldhunter.ru/en". Happy new year commanders!
Last edited by SKIPPER80; 01-01-21 at 12:50 AM. |
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#15 |
Sailor man
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Changes in 2.27 version (update 31.12.20):
-Fix a critical bug in the NATO South China Sea Campaign -New models of missiles -Fixes of towed antennas on some submarines -Redesigned the darkness at a depth of -Fixes in Campaigns -Fixed music in the intro of 1968, as well as supplemented music, etc. -Added authentic AK630 sound, Engine sounds and propeller noises of surface ships. Download here: Cold Waters Epic Mod How to install - Install clean version of Cold Waters 1.15 g (if another version of the mod is already installed, then in EpicMod Install.exe roll back the mod, delete the old MODS folder) - Unpack the contents of the archive to the game folder next to ColdWaters.exe - Run EpicMod Install.exe, activate the Main mod - Additional options are available at will - Run ColdWaters.exe Have fun! |
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