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Old 09-06-17, 04:20 PM   #346
Ramius
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Quote:
Originally Posted by PacificWolf View Post
Found little bug with Oscar ruder, only one is working.
This is a known bug with the base game files.
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Old 09-06-17, 07:49 PM   #347
ChaosphereIX
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repost from steam, just FYI

Fantastic work thanks Captain et al.

Will get play testing asap.

Edit:

1. All campaigns freeze on trying to select LA Flt 2 and 3 subs. Have tried to find an extra comma or spelling mistake in the vessel files...

2. New Italian sub is missing from some lists.

3. Many subs have dumbfire torps as first in list, so that is all they fire at you in campaign [US Mk16 for example]. This may be a base game problem.

4. Oscar classes should have the wp_65-76 "Whale" torpedo instead of the 53-65M as their wake homing carrier killer. This was the torpedo type the Kursk had onboard when it sank. It is the whole reason some Russian submarines have the 65cm torpedo tubes, such as the Oscar.

5. On loading a save file, the bars for nav etc. that are part of 1.07 are completely gone. No tabs even.

Many other minor oddities, but I will keep those mostly to myself [ie the Swiftsure has a test depth of 1600, vs 1800 for the Churchill...despite IRL the opposite should be the case - the whole reason for changing the hull design in 2nd Gen UK subs was to increase quietness and depth]. I fix these things patch after patch, it is routine now :P
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Old 09-07-17, 12:34 PM   #348
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Originally Posted by ChaosphereIX View Post
Many other minor oddities, but I will keep those mostly to myself [ie the Swiftsure has a test depth of 1600, vs 1800 for the Churchill...despite IRL the opposite should be the case - the whole reason for changing the hull design in 2nd Gen UK subs was to increase quietness and depth]. I fix these things patch after patch, it is routine now :P
You should hop on github and make small changes like that.
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Old 09-07-17, 02:37 PM   #349
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Another minor bug with Oscar class, the screws are spinning like they were not centered. Especially visible when they turn very fast (32 kt).
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Old 09-07-17, 02:47 PM   #350
Ramius
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Quote:
Originally Posted by PacificWolf View Post
Another minor bug with Oscar class, the screws are spinning like they were not centered. Especially visible when they turn very fast (32 kt).
Thanks,
We changed the playable Oscar to use the Delta IV props (number of blades I think), so I just checked the Delta IV and they are off centre on that too when at a higher speed. Unfortunately again this is a model issue
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Old 09-07-17, 03:03 PM   #351
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I think all of the screws in the game do this at high speed. Some are just more obvious than others.
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Old 09-08-17, 11:23 AM   #352
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Found another little bug, Borei class has no shaft to drive the screw.
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Old 09-08-17, 05:50 PM   #353
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Visually, I decided it wasn't worth trying to put a shaft there (on the Borei). You can always put a torpedo in as a shaft, but I didn't like the look of it.

Just imagine power is transferred via the side booms to a tip driven prop.
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Old 09-09-17, 07:52 PM   #354
CaptainX3
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Mod updated!
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New Playable Subs & More - A Mod For Cold Waters

https://github.com/CaptainX3/CW-Playable-Subs

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Old 09-09-17, 09:05 PM   #355
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thanks for the update Captain, your hard work on this amazing mod is much appreciated!

Is there any way I can send you a list of minor suggestions [mostly in vessel file, campaign file, weapons file, etc.] for future updates without cluttering up this forum?

If not, I can just post the comments here if you want.

Again, thanks

Last edited by ChaosphereIX; 09-10-17 at 12:45 AM.
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Old 09-10-17, 04:51 AM   #356
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You could join the Discord server, which would allow you to talk to myself and the other mod contributors directly about your ideas. We have our own channel for the mod itself there now. Just keep in mind that not all of your suggestions will always be accepted. Sometimes things are set a certain way for a certain reason, even if it's not realistic. It's good to let us know if something is wrong, but we might not always change it for whatever reason LOL.

Oh, and FYI for anyone who might be curious... devs have told us that textures will be opened in the next update. We'll be able to fully texture all units within the game, meaning that subs can be textured and colored properly and the US ships from the Russian campaign can be retextured to make them look a lot better. There's lots more coming so stay tuned.
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https://github.com/CaptainX3/CW-Playable-Subs

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Old 09-10-17, 08:08 AM   #357
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It is possible to add in mod project 945A "Condor" ???? - is the NATO classification — "Sierra -II"

https://ru.wikipedia.org/wiki/%D0%A4..._class_SSN.svg

https://ru.wikipedia.org/wiki/%D0%9F...BE%D1%80%C2%BB
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Old 09-10-17, 11:33 AM   #358
Ramius
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Quote:
Originally Posted by Ruslan View Post
It is possible to add in mod project 945A "Condor" ???? - is the NATO classification — "Sierra -II"

https://ru.wikipedia.org/wiki/%D0%A4..._class_SSN.svg

https://ru.wikipedia.org/wiki/%D0%9F...BE%D1%80%C2%BB
The only difference between them is a few knots, so not worth it imo.
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Old 09-10-17, 02:37 PM   #359
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Quote:
Originally Posted by Ramius View Post
The only difference between them is a few knots, so not worth it imo.
There are differences.Was added new weapons(мissiles),detection sensors and reduce their noise sub,caliber torpedo tubes.Additionally, the cabin of the boat looks a little different.


ps:It's like comparing 688 and 688 i

Last edited by Ruslan; 09-10-17 at 03:01 PM.
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Old 09-10-17, 11:09 PM   #360
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yeah the Sierra II was an evolutionary improvement on the Sierra I

different tube layout
better sonar
quieter sub
better capabilities

We have Akula I and Akula II, so why not Sierra I and Sierra II?
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