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Old 08-16-21, 06:43 AM   #1
steel shark
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bullhorn Progress ---->

Ive had to attend to Family matters of late how ever last night i fully reintegrated all my pre existing DMC work in to the latest DM Version and have added :

New Audio+ Version 2 so all existing features then :

ONGOING = Audio File Editing to make the files shorter in run time but sound just as good to cut down on audio clipping in Game

NEW = Fire Missile Ver 2

NEW = Fire VLS Ver 4

NEW = TransientKnown Ver 1 you cant hear the enemy sub Launch sfx you wouldent unless you were the sonar guy

NEW = TransientUnknown Ver 1 you cant hear the enemy sub Launch sfx you wouldent unless you were the sonar guy

NEW = PlayerCavitating Ver 3 Both Russian & English



New = Pack & Nato Huds so now theirs 2 totally different ones


New = Dive Missile Huds Duel Versions

New = Separate Surface Variation Hud Elements for Pack & Nato


New = CCC ( Custom Configuration Changes )


i used to add tube sizes my self for weapon tubes this is no longer necessary now as they have done this now by default so :

New = Readjusted Tubes basically i,ve removed my size labels on the tubes


New = C-Sharp Edits & Code Changes

New = DEX Mod Description Expansion Mod

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 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

BEAR In mind they have to not exceed a certain character length or they will go over hud elements

Key Meaning :

Rd-Hm = Radar+Homing = this is a special one certain weapons
Rd = Radar
Ir = Infrared
Wh = Wake Homing
Wr = Wire Guided
Hm = Homing
Un = Unguided
Ww = Wire Guided + Wake Homing
Int-G = Internal Guidance = SLBM

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
(Multi-Role)Rd = multiple target types so Missiles/Aircraft/Ships ect
(Anti-Ship)Rd
(Anti-Sub)Hm
(Land-Atk)Rd
(Duel-Role)Rd = so twin target types ect ship/sub or Aircraft/missiles ect
(Anti-Air)Rd
(Anti-Air)Ir
(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
(Manual)Wr = no sensors so its fully guided you till target impact
(Duel-Role)Hm
(Duel-Role)Wh
(Duel-Role)Wr
(Duel-Role)Ww
--------------Counter fire torpedo
(Cntr-Fire)Un
---------------anti torpedoes
(Anti-Torp)Hm
----------------decoys
(Decoy)Un
(Decoy)Wr

This will be a alt version or a JSGME Optional Addition Mod

Ongoing MSO mod = (Meaningful Signature Overhaul is at 80%) ish

ALSO My Old countermeasures work has been reused and im testing New & and older things ive already made for DMC so NO MORE only decoys and Moss Variants !!!!


Stay Safe all


Steel Shark
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Last edited by steel shark; 09-15-21 at 11:23 AM.
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Old 08-16-21, 07:46 AM   #2
Badger343rd
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Oh man...now I'm totally confused as to what mods do what...Is this for DOT? or Dot mega pack or both?...or is it a standalone flavor of its own? Which one offers the most up to date content? (time period and innovation) As a modder I'm now trying to decide which mod to use as a baseline(I'm building on DOT MEGA at this time) to add my own content(or if I even have to now as I've not seen what's in this one yet).To put it simply...I'm looking for the best route to get a Russian flavor to Cold waters on DOT platform(as I use EPIC as well separately)...any thoughts on this (by anyone)would be welcome.

To convey what it is I'm doing this is what I've done ontop of Dot mega to this point
Created 4 separate akula classes with dedicated loadouts and tube calibre's.Akula 1,Akula Imp EARLY,Akula Imp LATE,Akula II
Akula Imp's and Akula 2 have 14 tubes (internal and external)
Aklula 1 now has mgk-500 Scat while akula imp,akula 2 use mgk-540 scat 3
Added mg-104 Brosok decoys internal and external tube positions(akula imp's use vls slot for internals)
Added wire guidence to 65-76 torps(wiki says so)and adjusted speed and distance
Added 65-65A torpedeo and readjusted warheads to 65-76 450kg 65-76 557kg wiki says so (I "think" that's correct?)
Akula's,Sierra's,Victor's,and kilo's have custom huds,TAC,Scope view's
La class SSN have custom TAC,Scope view's
Added 3 Akula dedicated campaign's for "Tigr"1994,"Pantera"2007 and "Vepr"2021 (work in progress)

How much of this would be redundant?(if any)
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Old 08-16-21, 09:04 AM   #3
steel shark
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gear Choices

its simple

1.)....theirs standalone DotMod


2.)....theirs my DMC Packs (Dot Mod Custom) Packs
so dot Mod with my Stuff ie = Audio/Huds/Abrv Mods ect i prefer to only do pack Additions for the main releases of dotmod


3.)....then theirs DMMA Packs (Dot Mod Mega Addon) Packs
this is all available add-ons for DotMod in one Mega pack so my work and all other peoples work Combined


Now DMC is my Total upgrade using DotMod as a Base then Reworking it quite heavily However i may re use my old Projects Name Coldwater's Advanced Or CWA

to make the Stuff for dotmod easier to tell apart we see



ive got many Real World Concerns that can happen Suddenly of late so it wouldn't be Fair if was working with others as i have to drop what im working on very often of late

also have to deal with different time zones on certain jobs so my sleep is all over the place to compensate for me having to adjust to when i work

and i have to also occasionally have to get as fast as i can to onsite jobs


if it wasn't for all these other factors id most likely just add to dotmod as a contributor


Badger343rd you will have to look at the different Cold Waters Options and decide which one suits you the most


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Old 08-16-21, 09:39 AM   #4
Badger343rd
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Ok that makes it much clearer, thanks...Dot mega it is then, as it seems its got all the goodies...I'll take a look at this version as well in case its got more goodies to add(I'm pretty much leaving NATO side as is (except for LA tac map)

Last edited by Badger343rd; 08-16-21 at 11:05 AM.
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Old 08-17-21, 11:16 AM   #5
fitzcarraldo
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Please, A question:

I found the DotMod 0.1 "C" beta but not the "D" iteration.

Where can I download the beta "D"? The link in the dedicated DM thread in SUBSIM goes to the "C" version.

Many thanks and great job!

Fitzcarraldo
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Old 08-17-21, 06:07 PM   #6
steel shark
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Default no problem

they up to e atm but hears the d link ill include one of my finished USN surface reworks huds while im on


you need to log in to their discord server to keep up with the latest events


look at the posts on subsim about DotMod for that Link


however hears the DotMod Ver D link

https://github.com/Dot-M134/ColdWate...tag/v0.1d-beta


On second thoughts ill make a second Discord DM Link for DotMod Discord Server i did make one on a other thread but hears a new one
https://discord.gg/DrmztcDYYf


Hope this Helps




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Old 08-17-21, 08:58 PM   #7
fitzcarraldo
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Quote:
Originally Posted by steel shark View Post
they up to e atm but hears the d link ill include one of my finished USN surface reworks huds while im on


you need to log in to their discord server to keep up with the latest events


look at the posts on subsim about DotMod for that Link


however hears the DotMod Ver D link

https://github.com/Dot-M134/ColdWate...tag/v0.1d-beta


On second thoughts ill make a second Discord DM Link for DotMod Discord Server i did make one on a other thread but hears a new one
https://discord.gg/DrmztcDYYf


Hope this Helps




Steel Shark
OK! Many thanks for the support and great work.

Best regards.

Fitzcarraldo
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