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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#226 |
Nub
![]() Join Date: Jun 2017
Posts: 2
Downloads: 1
Uploads: 0
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Steel Shark...
First I want to thank you and your team so much for this mod. It is absolutely amazing and I’m putting many hours when I can into it. One very slight issue I have though... When I play The Duel(1984) as NATO, a lot of the time the contact will not be on my sonar reference. So I’m unable to classify them. Such as the Yankee and Mike. Sorry if you’ve already addressed this and I missed it when I was skimming. Don’t know if you have a workaround or if I’m just missing something. Hope you and your team are doing well. |
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#227 |
Gefallen Engel U-666
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PedroTheGoat! Nice silent run!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#228 |
Nub
![]() Join Date: Jun 2017
Posts: 2
Downloads: 1
Uploads: 0
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#229 | |
Mate
![]() Join Date: Apr 2020
Posts: 54
Downloads: 24
Uploads: 0
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#230 |
Bilge Rat
![]() Join Date: Feb 2019
Posts: 1
Downloads: 35
Uploads: 0
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Can not start the mod at start cold Waters crash report 2021-02-10-204036
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#231 |
Nub
![]() Join Date: Feb 2021
Posts: 3
Downloads: 22
Uploads: 0
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Game crashes now.
unless I don't load in the: - 'globalgamemanagers' file - 'resources.assets' ASSETS file - 'resources.resource' RESOURCE file - 'sharedassets0.aseets' ASSETS file Which somehow breaks half of the games by not letting me: move on Global campaign, not loading up single missions, not letting me go to battle on a USSR/Russian submarine, and anti-sub missiles fired from subs lags the whole game down to 1 FPS. Please fix! |
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#232 |
XO
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I Had nothing to do with epic mod ever i just made my tweaks and my own enhancements for it to make the NATO side better
to uninstall cold waters + EPIC mod totally also do this : After playing Epic Mod or any mod that adds hotkeys (Skwabie's for example) you will not be able reassign hotkeys if you return to original game. To fix this you have either to delete \AppData\LocalLow\Killerfish Games\Cold Waters\options.txt or delete all lines with new keys from that file. or delete the preference files that contains the controls settings for epic mod they are in C:\Users\YourUsername\AppData\LocalLow\Killerfish Games\Coldwaters\Options.txt this will remove the part of epic mod that will make you have trouble in a doing a TOTAL Uninstall of it various help is available online elsewhere also i swore to not bother with this any more but over the years ive enjoyed the great subsim community mods for SH3 /4 /5 SO ILL BE dammed if you lot are left hanging because the epic mod team quit they quit by choice i didn't ive had 7 deaths to contend with in well under 1 year and a family member is critically ill still i made time to make these epic mod tweaks for others their were over 22 mods but i left only the best ones on subsim ive got over 7 Chinese friends my axe to grind is with their Government not its people so i wasent impressed with my new picture as you may imagine ..... so their you have it for what its worth ........... Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 02-13-21 at 10:25 AM. |
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#233 |
XO
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ill tell you how its going to be
OK .... a few things have changed epic mod is in-effect dead but in my case even this has some benefits the main reason i was all ways so slow at making stuff for my mod was i kept adding my mod on top of epic mod every timed it changed i had to re add it coding included also translate Russian parts of it and make new English versions if they did not exist then finally adding new content and improvements or fixes a Russian version Example would be : ----------------------RUSSIAN--------------------------------- SubsystemDamagedDIESEL=audio/voices/xo/section2/disel_damaged.ogg SubsystemRepairedDIESEL=audio/voices/xo/section1/disel_repaired.ogg SubsystemDestroyedDIESEL=audio/voices/xo/section2/disel_damaged.ogg FLOODINGDIESEL=audio/voices/xo/section3/flooding_in_diselroom.ogg DCPARTYDIESEL=audio/voices/xo/section3/dc_dieselroom.ogg GunsFireAtWill=audio/voices/fire control/GunsFireAtWill.ogg|0|FALSE GunsOnHold=audio/voices/fire control/GunsOnHold.ogg|0|FALSE GunsLowSolution=audio/voices/fire control/GunsLowSolution.ogg|0|FALSE GunsNoAmmo=audio/voices/fire control/GunsNoAmmo.ogg|0|FALSE GunsBadRange=audio/voices/fire control/GunsBadRange.ogg|0|FALSE RBUFireAtWill=audio/voices/fire control/RBUFireAtWill.ogg|0|FALSE RBUOnHold=audio/voices/fire control/RBUOnHold.ogg|0|FALSE RBUNoAmmo=audio/voices/fire control/RBUNoAmmo.ogg|0|FALSE MissileLaunchDetected=audio/voices/watch officer/MissileLaunchDetected.ogg|1|FALSE MissileWarning=audio/voices/watch officer/MissileWarning.ogg|0|FALSE FireSunray=audio/voices/watch officer/DeployChaff.ogg|7|FALSE SunrayReady=audio/voices/watch officer/ChaffReady.ogg|2|FALSE DeployChaff=audio/voices/watch officer/!DeployChaff.ogg|7|FALSE ChaffReady=audio/voices/watch officer/!ChaffReady.ogg|2|FALSE //Not new. Just edited NewSonarContact=audio/voices/sonarman/newcontact.ogg|6|SONARBRG LostSonarContact=audio/voices/sonarman/lostcontact.ogg|6|SONARLASTBEARING_SONARBRG_SONARI SFADED LostSonarContactBaffles=audio/voices/sonarman/lostcontact.ogg|6|SONARLASTBEARING_SONARBRG_SONARI SBAFFLES ReEstablishSonarContact=audio/voices/sonarman/regainedcontact.ogg|6|SONARBEARING_SONARBRG MissileLaunchDetected=audio/voices/sonarman/transient.wav|0|FALSE ------------------------------------------------------------------------ and the English version example : ----------------------ENGLISH----------------------------------- SubsystemDamagedDIESEL=audio/voices/xo/section2/reactor_scrammed.wav SubsystemRepairedDIESEL=audio/voices/xo/section1/reactor_back_online.wav SubsystemDestroyedDIESEL=audio/voices/xo/section2/reactor_damaged.wav FLOODINGDIESEL=audio/voices/xo/section3/flooding_reactorspace.wav DCPARTYDIESEL=audio/voices/xo/section3/dc_reactorspace.wav MissileLaunchDetected=audio/voices/sonarman/transient.wav|0|FALSE ----------------------------------------------------------------------------------- also note the diesel English versions use "REACTOR" audio still so it still didn't say diesel when you clicked on damage control or the crew spoke note the vast difference also it got worse i then had to get this in to the English version so working out new paths ect "AND MAKE THE NEW AUDIO FILES as they didn't exist For the English Version" so my modded English version was ----------------------Steel Shark Version-------------------------- SubsystemDamagedDIESEL=audio/voices/xo/section2/diesel_engines_offline.wav SubsystemRepairedDIESEL=audio/voices/xo/section1/diesel_engines_back_online.wav SubsystemDestroyedDIESEL=audio/voices/xo/section2/diesel_engines_damaged.wav FLOODINGDIESEL=audio/voices/xo/section3/flooding_diesel_section.wav DCPARTYDIESEL=audio/voices/xo/section3/dc_diesel_section.wav GunsFireAtWill=audio/voices/fire control/GunsFireAtWill.wav|0|FALSE GunsOnHold=audio/voices/fire control/GunsOnHold.wav|0|FALSE GunsLowSolution=audio/voices/fire control/GunsLowSolution.ogg|0|FALSE GunsNoAmmo=audio/voices/fire control/GunsNoAmmo.wav|0|FALSE GunsBadRange=audio/voices/fire control/GunsBadRange.wav|0|FALSE RBUFireAtWill=audio/voices/fire control/RBUFireAtWill.wav|0|FALSE RBUOnHold=audio/voices/fire control/RBUOnHold.wav|0|FALSE RBUNoAmmo=audio/voices/fire control/RBUNoAmmo.wav|0|FALSE MissileLaunchDetected=audio/voices/sonarman/transient.wav|0|FALSE Note i placed other new files that i made in other locations as i preferred them their this also had other benefits so for example part of the above group but not included with the above comparison text selection would be : MissileLaunchDetected=audio/alert/MissileLaunchDetected.wav MissileEarlyWarning=audio/messagelog/Alarm SUB Alt MissileWarning=audio/alert/MissileClosingAlert.wav their were other,s also but you get what im saying ---------------------------------------------------------------------------------- now that was just a example i had to do this For Very Many Files and translate the Russian too. also load of other areas in the game then add new content also that wasent even in their Russian version so as you can imagine it was ...............SLOW Progress but now its stopped at EM 2.27 so its stable for the first time ever since ive been modding it now im not in the mood to work on a new project 24/7 as ive, got many other things on atm that matter more to me So for the first time ever ive got a modding Partner to take the load off me a bit so im going to add the most finished or Close to Fished Elements of some of my OWN mods also new models to CW 1.15G + EM 2.27 the result will be : "Cold Waters Advanced" or CWA This version of Coldwaters will be very accurate for sensors and weapons if a torpedo was rubbish it will be if it was good it will be their wont be any advantages or disadvantages given at all for example : //Ракето-торпеда Шквал 1977г. WeaponObjectReference=wp_shkval WeaponSprite=hud/sprites/wp_shkval_sprite.png WeaponType=TORPEDO Warhead=400 SurfaceLaunched=FALSE WireGuided=FALSE MaxLaunchDepth=105 RangeInYards=2843 RunSpeed=40 ActiveRunSpeed=200 //ActiveRangeInYards для Шквала должен быть больше RangeInYards //пропорционально разнице в скорости между RunSpeed и ActiveRunSpeed (т.е. в 5 раз), чтобы он быстро не дох после активации. //Сейчас будет идти как и раньше, примерно на 11 км. ActiveRangeInYards=14215 TurnRate=25 SensorAngles=10,10 SensorRange=10000 WeaponNoiseValues=150,250 MissileFiringRange=600,2000 MaxPitchAngle=25 HomeSettings=PASSIVE AttackSettings=FALSE DepthSettings=SHALLOW MinCameraDistance=0.5 ResupplyTime=15 Russian Bit Translated // ActiveRangeInYards for Flurry must be greater than RangeInYards // proportional to the difference in speed between RunSpeed and ActiveRunSpeed (i.e. 5 times) so that it does not quickly reach after activation. // Now will walk as before, about 11 km. NOTE : RangeInYards=2843 ActiveRangeInYards=14215 SensorRange=10000 10k Sensor range !!!!!!!! Yer right someone was trying to make it a super weapon hear i think ive not really looked before because i was making my Tweak mods or my own but now i am looking you better BELIEVE their will be changes to everything !!!! i know why they did it but its not the proper statistics of the weapon if i was designing it i would have made 2 versions fast/slow then slow/fast also very little rudder rates like the real thing. also the sensor range would be accurate or as with the original no sensors at all just think of the original Version as a 200 knot mark 16 ect the large warhead rating i have no-problem with as anything at speed has more Kinetic Energy On Impact id say even higher then Warhead=400 Actually "if the real thing breaks out of its super cavitation bubble it disintegrates rather abruptly so sharp turns it cant do not at full speed" and ill hand pick a few QA , testers for "quality assurance" and ill or get my m8 set up a Discord Server To help with Project Progress and share i dears better. and discussions for improvements I know straight off who will be the FIRST ONE HobbitJack SO when you see this Do what you did before to send me a message if your interested and ill take care of the rest Btw im thinking small incremental releases so mass community testing can also be done when major parts of the mod are completed this would be also be beneficial for extra Quality Control and Mod Fixes so ect CWA Ver.1 CWA Ver.2 Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 07-26-21 at 08:41 PM. |
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#234 |
Swabbie
![]() Join Date: Apr 2018
Posts: 7
Downloads: 11
Uploads: 0
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Glad your back Steel!
Take your time, thanks for the good work!! |
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#235 |
Samurai Navy
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Epic Mod Development is dead?
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#236 |
XO
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first off thank-you BinMinnie
as for epic mod as far as i know yes its "мертвых" or "Dead" now as to what state EM 2.28 got to who can say ? if its gets Released good more content for CW if not theirs mine and a few other mods in the works so No Problem their also PedroTheGoat yes i was aware of the missing vessels issue most are fixed with my tweaks mods but as all my combined tweaks downloads were most likely over 900+ downloads and i even said in the mod install description : 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 & as i never played epic at all i never noticed any others GUESS What your the first to actually Get BACK to me !!!! Well Done & Thank you Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 02-15-21 at 07:20 PM. |
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#237 |
Bilge Rat
![]() Join Date: Feb 2021
Posts: 1
Downloads: 2
Uploads: 0
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Can we expect updated submarine models on the advanced mod?
I really wanted the Ohio, the Virginia and the Nautilus to be more accurate. |
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#238 |
Seaman
![]() Join Date: Sep 2020
Posts: 38
Downloads: 6
Uploads: 0
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Hold up..... Epic Waters has evolved into CWA, and you will be releasing a closed-door beta version on your Discord? Now I’m curious, will the beta version include the old code-base from Epic Waters? Also, nice to hear you found a friend and you’ll be making a return! Best of luck!
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#239 |
Gefallen Engel U-666
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Guibaesa!
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"Only two things are infinite; The Universe and human squirrelyness?!! Last edited by Aktungbby; 02-27-21 at 10:47 PM. |
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#240 |
Bosun
![]() Join Date: Nov 2018
Posts: 64
Downloads: 148
Uploads: 0
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I've had Cold Waters for a while. I helped tested some early builds of HobbitJack's 1960 campaign and sniffed out some Epic Mod bugs. This and DotMod are the biggest mods I'm looking forward to. Since North Atlantic 2000, I've run out of quality campaigns that also offer more realism/challenge. EM was great, but this is even greater with having to ID allied contacts (if you're putting that in). I'll be waiting for any testing of this mod if you need it.
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