SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
10-29-20, 02:51 PM | #136 |
XO
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medal,s
none of my alterations or improvements or other mods touch medals
so not sure i only use Epic Mod for my epic w@ters as a game engine so not really played the default epic mod bar game play testing my tweaks mods & various other mods ideas out cheers mate & stay safe Steel Shark
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"History is Written by the Victors." |
10-29-20, 03:21 PM | #137 |
Bilge Rat
Join Date: Mar 2020
Posts: 1
Downloads: 6
Uploads: 0
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Loading troubles
First off Amazing mod I can really see the passion that went into making it a reality.
I am currently unable to load a campaign in progress. when I click on the tab to view my saved games there is nothing, the list is blank. however if i start a new game my save files appear on the list of games to overwrite so it is saving. Alas two re installs and the problem persists. Cold waters file system is somewhat alien to me so I've not had any luck finding files that control the menu UI, any insight from you fine gentlemen would be much appreciated. (currently running the most recent version of the mod and game.) Fair winds and following seas. third re install problem still persists despite my earlier statement that it was fixed. I have finally found the screen shots. Last edited by Deadlockgunner; 10-29-20 at 06:36 PM. Reason: I am Technologically inept. |
10-29-20, 03:38 PM | #138 |
Gefallen Engel U-666
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welcome aboard!
Deadlockgunner!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
10-29-20, 03:43 PM | #139 |
Bosun
Join Date: Aug 2006
Posts: 61
Downloads: 47
Uploads: 0
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I've started the Soviet 1984 campaign several times over and it doesn't get saved automatically, I can only find saves that I saved during the campaign?
But, the real issue I've noticed is that sometimes the sea bottom isn't indicated in shallow waters. E.g. the conditions diagram would show no bottom till e.g. 260 meters of the scale it's showing and I'd dive and hit the bottom at like 200. Happened once or twice.
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I'm a bit slow at first, but by the time the crew starts screaming "Captain, we're all gonna die!", I'm in complete control. Last edited by ijozic; 10-29-20 at 05:13 PM. |
10-31-20, 11:28 AM | #140 |
Bilge Rat
Join Date: Mar 2020
Posts: 1
Downloads: 8
Uploads: 0
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Amazing mods!!!!
Finally, a great mod with tons of playable submarines, and with russian voice over!!!! Feels like in a real soviet sub.
Anyways, I found a little bug, where are the Chinese subs, can't find them in the unit interference after installing the mod, and can't find them in the campaign or single mission. Maybe you should have a look at that. |
11-01-20, 01:52 AM | #141 |
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 |
11-01-20, 01:20 PM | #142 |
XO
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5.6 - Epic mod ver 2.24 tweaks Ver 4.b IV (AUDIO+)
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." |
11-01-20, 01:42 PM | #143 |
XO
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Stokes96 help
is your cold waters version definitively the latest one before you add epic mod
so 1.15g i think it was Steel Shark
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"History is Written by the Victors." |
11-03-20, 08:42 AM | #144 |
Sailor man
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Cold Waters Epic Mod 2.25
Changes in 2.25 version:
-Fixes for critical bugs (the continue button disappears) -Does not throw back to the port on contact near the base -Crew leveling in all Campaigns -Updated system for calculating pre-emptions -Darkness at depth -Improvements, fixes, extensions Download here: Cold Waters Epic Mod |
11-04-20, 07:25 AM | #145 |
XO
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5.6 - Epic mod ver 2.25 tweaks Ver 5 V
5.6 - Epic mod ver 2.25 tweaks Ver 5 V
is up under downloads coldwaters game play section 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.)------------------Epic Mod ver 2.25 Weps Tags & DEX ----- (Optional mod Add On) The main aim of the mod is to identify the Different Types of weapons in Epic Mod to assist in playing The game by knowing: What they do so for example is the missile a anti-ship missile or land-attack missile Is the torpedo a wake homing torpedo or a wire Guided one ect I’ve also renamed the soviet side weapons to the Actual Russian names as a Russian boat should Not have NATO names for their weapons for Example: Epic Mod language_en Version [Weapon Reference] WeaponName=SS-N-16 WeaponDescriptiveName=SS-N-16 Stallion WeaponDescription=Submarine-launched stand-off ASW missile. It is similar to the SS-N-14 and drops the same UGMT homing torpedo. In my Version is now : [Weapon Reference] WeaponName=Rpk-6m (Anti-Sub)Hm WeaponDescriptiveName=RPK-6 Vodopad ASW Missile WeaponDescription=RPK-6 Vodopad , "waterfall" is a Soviet 533 mm anti-submarine missile deployed operationally since 1981 RPK-6 "Waterfall" (NATO SS-N-16 STALLION), rockets 83p and 84p, after exiting the torpedo tube, the lattice rudders open, the solid propellant rocket turns on and the rocket leaves the water, then the flight continues in the atmosphere along a ballistic trajectory, along When the aiming point is reached, the warhead is detached from the missile and splashed down by parachute. The missile-torpedoes of the complex are capable of hitting enemy submarines at a distance of up to 50 km. The 400-mm small-sized electric torpedo UMGT-1 is used as a combat head (dropped by parachute, the speed 41 knots, cruising range - 8 km, depth - up to 500 m) I think this add to the game when playing on the Russian side I’ve also Greatly expanded the weapons data base information on weapons that needed it and done some translations of the Russian weapons info files to English then blended it all too make a better English Reference weapons files from internet & other sources. this give a greatly Enhanced Information Base For the Weapons In Epic Mod I’ve made these Abbreviated Information weapon Types to help with weapons management this will Massively help the player in choosing the right Weapons to Load up at port or use in combat Key Meaning : Rd-Hm = Radar+Homing Rd = Radar Wh = Wake Homing wr = Wire Guided Hm = Homing Un = Unguided Ww = Wire Guided + Wake Homing Int-G = Internal Guidance the Abbreviated names had to be a certain length to fit ok and not go over hud elements so i came up with these bear in mind the names of the weapons have to fit as well --------------missiles (Ship-Sub)Rd-Hm (Anti-Ship)Rd (Anti-Sub)Hm (Land-Atk)Rd (Duel-Role)Rd (SLBM) Int-G --------------anti ship torpedoes (Anti-Ship)Un (Anti-Ship)Hm (Anti-Ship)Wh ------------anti sub torpedoes (Anti-Sub)Un (Anti-Sub)Hm (Anti-Sub)Wr --------------duel role torpedoes (Duel-Role)Hm (Duel-Role)Wh (Duel-Role)Wr (Duel-Role)Ww --------------Counter fire torpedo (Cntr-Fire)Hm ---------------anti torpedoes (Anti-Torp)Hm ----------------decoys (Decoy)Un (Decoy)Wr 5.)------------------Epic Mod HUDS 2.25----- (Optional mod Add On) this mod is a Multi-Mod Hud replacer for : any epic mod version up to 2.25 the changes in this mod are all just cosmetic changes as i dident want to add hud text files as these differ depending on what mod you have installed and also some users have changed their hud text configs to their personal choices depending on screen resolution & panel layouts or colors ect also i did it this way to make it more compatible with different mods as a lightweight hud replacer ive designed the panels of the huds to be fairly hybrid as you have to use em on multiple platforms ect : you might be in a 1968 skipjack then next you might play as a 1997 seawolf so i designed my huds to be blended to fit a wide array of vessels & time scales 6.)------------------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 7.)------------------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. 8.)--------Installing this mod requires Epic Mod 2.25 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 2.25 (Main Mod) 3.2 ( All 3 control panels are visible and are attached to the right of minimap) 5.6 - Epic mod ver 2.25 tweaks Ver 5 V Epic Mod HUDS 2.25 Epic Mod ver 2.25 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 2.25 tweaks Ver 5 V " & " Epic Mod HUDS 2.25 " & " Epic Mod ver 2.25 Weps Tags & DEX " in to the MODS folder then install with Epic mod Install application enjoy 9.)-------Help any problems just message me on Subsim Steel Shark
__________________
"History is Written by the Victors." |
11-04-20, 07:26 AM | #146 |
XO
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Epic mod ver 2.25 Tweaked files Ver 5 V Depth & SnS Comp Hide Mod
Epic mod ver 2.25 Tweaked files Ver 5 V Depth & SnS Comp Hide Mod
is up under the downloads coldwaters gameplay section 1.)------------------Depth Manouvering changes This helm depth Mod allows you to change the Helm arrow keys Depth increments Choices are : 50 ft on arrows 100 ft on arrows 2.)------------------Depth Manouvering changes + SnS Comp Hide Versions This Dose exactly what the above mod dose but also hides the Enemy Sonar Sensor Values as you wont know the enemy's sensor levels it will also mean using the identification book to look up what sensors are equipped on the various contacts to gauge their sensor capability's this plus experience of the vessels over time will give a good added depth to judging when you are in danger of being detected also you will need to take in to account the conditions more so ect ; is their a thermal layer & Duct how loud is the back ground ocean noise how close is the ocean floor & how loud your own vessel is as these factors will matter in how close you can safely get without fear of being detected as not knowing what the enemy can see Sensor wise will make it harder to know when you in danger of being Detected Choices are : 50 ft on arrows + SnS Comp Hide 100 ft on arrows + SnS Comp Hide 3.)--------Installing this mod requires Epic Mod 2.25 to be installed first & my 5.6 - Epic mod ver 2.25 tweaks Ver 5 V so you need both First Unzip------ this file its going to be best to replace the original file without mod installer as this can cause problems if too many Assembly files are stacked so To install simple replace the ( Assembly-CSharp ) so find this path : Cold Waters\MODS\5.6 - Epic mod ver 2.25 tweaks Ver 5 V\ColdWaters_Data\Managed and delete ( Assembly-CSharp ) then pop the one you want in replacement files are : " 50 FEET Helm Depth Mod folder " ( Standard Cold waters Version Depth ) " 100 FEET Helm Depth Mod folder " ( Original Mod Version ) ---------------------------------------------------OR-------------------------------------------------------- "SnS Hide + 50 FEET Helm Depth Mod folder" ( Standard Cold waters Version Depth + SnS Hidden ) "SnS Hide + 100 FEET Helm Depth Mod folder" ( Original Mod Version + SnS Hidden ) IMPORTANT !!!!!!!!! Use the mod installer to remove ( 5.6 - Epic mod ver 2.25 tweaks Ver 5 V ) then RE-ENABLE it before launching Cold Waters. after swapping the ( Assembly-CSharp ) File. enjoy 3.)-------Help any problems just message me on Subsim steel shark
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"History is Written by the Victors." |
11-09-20, 01:29 PM | #147 |
XO
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updated version & installation guide epic mod 2.25
a few people have asked for help in either locating or installing epic mod so hear :
this is a link to the download Cold Waters Epic Mod 2.25 (04.11.20) updated version and also a installation help guide : https://vk.com/away.php?to=https%3A%...616&el=snippet if not go to google and type vk epic mod go to it and look for the 2.25 link its called Cold Waters Epic Mod 2.25 (04.11.20).rar drive.google.com down load that once you have it unzip it then Installing EpicMod mod on Cold Waters 1.15g 1) Install clean Cold Waters 1.15g on your own old MODS folder) 2) Unpack the contents of this archive into the game folder, next to ColdWaters.exe 3) Run EpicMod Install.exe, activate the Basic mod 4) Extras. options are connected at will 5) Run ColdWaters.exe 6) Old save can be buggy 7) Metric system, menu language and voice acting change in the game options to find the cold waters exe easier try this 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 so you use the program called Epicmod Install to actually add the mod there are 3 arrows one adds things one removes things the last one removes everything when installing if it fails just close the Epicmod Install program and retry once it adds it via the mod manager then just click on the cold waters exe shortcut like normal to start the game so basically you put any mod you want in to the MODS folder then add it via the installer hope this helps some people out Steel Shark
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"History is Written by the Victors." |
11-09-20, 02:31 PM | #148 |
XO
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mods manager cleaning
mods manager keep backup files so if you switching to a new version of a mod lets say
Cold Waters Epic Mod 2.25 (03.11.20) to Cold Waters Epic Mod 2.25 (04.11.20) or if you have installed then removed loads of mod files i find it helps to clean out the saved backup files now and a gain to do this first you need to enable show hidden files on windows so : Select the Start button, then select Control Panel > Appearance and Personalization. Select Folder Options, then select the View tab. Under Advanced settings, select Show hidden files, folders, and drives, and then select OK. then go to the mods folder and look for 3 files inside the mods folder called : JSGME !INSTLOGS !BACKUP deleting these in effect makes the mod manager forget all saved data so its like new again if you not sure you want to delete them just copy the files out rather then deleting em remember after this you will need to re enable your mods and in the order you prefer i found as i am constantly enabling and disabling mods as im making stuff all the time that the mod manager would glitch up textures or files now and a gain so this method wipes it clean so its not got like a a thousand backup files saved in its memory hope this helps some of you out in making mods run smoother Steel Shark
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"History is Written by the Victors." |
11-09-20, 08:30 PM | #149 |
Subsim Diehard
Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
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This mod is epic!
Does version 2.25 have an English version?
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
11-11-20, 11:35 PM | #150 |
Nub
Join Date: Oct 2017
Posts: 2
Downloads: 21
Uploads: 0
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How in the nine hells did you guys manage to make the enemy subs react to attack like that?
They change depth, speed, turn hard... In all the time I spent trying to mod this game, I never came across a way to make enemy subs react properly when under attack... Astounding. |
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