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07-07-20, 09:26 PM | #1 | ||
Sailor man
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Yes von Zelda, you should be firing your TLAMs to the south, preferably while your sub is inside the circle. I didn't change anything on the Land Strike missions between v2 and v3, at least not on purpose! I'll have to check on this one further. The Groundhog Day part is explainable - Because the player might have to return to port and load TLAMS first, you have between 14 and 20 days to complete the mission. So if you have not run out of time, the campaign engine will keep sending you back if it thinks you did not succeed the first time. So I need to figure out why the campaign thinks you haven't fulfilled the mission goals. Question - Are you sure that you were firing all TLAMs, and not a mix of TLAMs and TASMs (the anti-ship version)? The TLAMs are gray and white, while the TASMs are all white. |
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07-08-20, 05:32 AM | #2 | |
Stowaway
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Re: TLAM strike at Murmansk
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Keep in mind that I've completed, without credit, Missile Strike at Murmansk three times so far and I'm ordered back again. Yes, I'm firing 8 gray & white TLAMs to the south aimed at the 2 ports. Note, I do not see any red circles, I'm not within any circles and I'm not firing TLAMs at any circles. Question, when my little blue sub comes close to Murmansk, the mission always starts with a sonar contact. I eliminate the threat and proceed toward Murmansk to fire TLAMs. Is this the correct beginning to the Strike Mission? On one mission, per Jive Turkeys suggestion, I made sure I was within 100nm of the ports. I'm considering a couple of options until I hear back from you. (1) I'll try to locate and install your v2 to try. (2) I noticed in your Campaign directory there are TLAM strikes for two locations and about 4 or 5 TLAM missions listed. Is it possible, without problems, to delete the TLAM locations and missions from the Campaign directory in your v3 and then replay v3 1990 Campaign from the beginning and thus completely bypass all TLAM missions? Edit: Neither of these options worked! Would it be possible that when you fail to complete a mission, you're assigned a totally new mission? Are your mission assignments random or are they always assigned and completed in order from A to Z until the end? Is it possible to produce a Free Roaming version of your 1990 Campaign. I believe there was one for the stock 1984 Campaign that ended with an Insertion Mission. I believe I read that it no longer works with Cold Waters v1.15g Let me know what you find. Give me some ideas & options to try. Your 1990 Campaign is just TOO GOOD for me not to find away around this problem. Edit: it seems that v2 is no longer available to download; only v1 and v3. Correction: I found v2a in the SubSim Download section. v2a is from Jan 2020, v3 is from June 2020; to set the record straight. Can not delete or remove TLAM missions and location files from Campaign 04 because you get an error message and game will not load. Thus, is there a way to totally delete the TLAM strike missions from v3? Just curious. Last edited by von Zelda; 07-08-20 at 04:57 PM. |
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07-08-20, 05:51 AM | #3 | |
Mate
Join Date: Apr 2020
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Dunno if it is your situation, but it could be... |
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07-08-20, 05:55 AM | #4 | |
Stowaway
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07-08-20, 06:32 AM | #5 |
Mate
Join Date: Apr 2020
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You should see a new line in "Escape key" menu. Something like "LAND STRIKE COMPLETE" it should be in red untill you fire all required missilies. Note that you do NOT need to actually hit something. You just need to fire required amount of missilies. Direction is unimportant.
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07-08-20, 08:15 AM | #6 | |
Stowaway
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Edit: Success, TLAM Strikes do work when you get a little closer to the target. Last edited by von Zelda; 07-08-20 at 05:00 PM. |
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07-08-20, 07:19 PM | #7 |
Loader
Join Date: Feb 2014
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Just FYI, in every campaign in this game, in the location C:\Program Files (x86)\Steam\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets\override\ca mpaign\CAMPAIGNNAME there is a file called campaign_data.txt
If you open that file and search for "frequency" it will take you to this part of the file: [PLAYER MISSIONS] //Last mission is the FINAL MISSION for the campaign //Second to last mission is simple RETURN TO BASE PlayerMissionTypes=SURGE,SSN_WOLFPACK,SS_WOLFPACK, SS_SPECOPS,INSERTION,LAND_STRIKE,ASUW_STRIKE,LANDI NG_FORCE,RESUPPLY_CONVOY,SHIP_RESUPPLY,SUB_RESUPPL Y,SSN_WOLFPACK_LG,SS_WOLFPACK_LG,SS_SPECOPS_LG,ASU W_STRIKE_LG,RETURN_TO_BASE,SSBN_PATROL //Last two missions are not included on frequency list //Sum of frequencies must equal 1 PlayerMissionFrequency=0.0001,0.07,0.045,0.03,0.02 ,0.001,0.034,0.04,0.025,0.05,0.05,0.22,0.175,0.119 9,0.12 The "PlayerMissionTypes" correspond to the "PlayerMissionFrequency" below. So, the first mission type listed in the PlayerMissionType section is SURGE That corresponds to the first value in the PlayerMissionFrequency list, which is 0.0001. That's the chance that you will be assigned that mission, during the campaign. All of the numeric values in the PlayerMissionFrequency list must total 1.00 So let's say you just don't like to do SpecOps insertions. MissionType INSERTION has a MissionFrequency of 0.02. You could reduce that number down to something absurdly small, or perhaps to zero, and then increase other mission probabilities to get the total back up to 1. As always, make a backup of the file before you edit it. It helps me to put all the values and mission types into a spreadsheet so I can easily look at what I want to change to get the total back up to 1. I hope this makes sense. |
07-08-20, 08:24 PM | #8 | |
Sailor man
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von Zelda - Glad you got it working OK! M134 and MrMojok - Thanks for the assist! |
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07-08-20, 09:52 PM | #9 |
Sailor man
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1990 Realism Campaign V3a now Available
Update 3a is now available here:
https://drive.google.com/file/d/1D47...ew?usp=sharing Entire change log posted below: Update 3a (8 Jul 2020) * Fixed issue with sonar signatures of AI-spawned merchant ships. Update 3 (18 Jun 2020) * Added two new SSBN missions, including one "non-bastion" mission, and modified the two original missions to increase the likelihood of encountering more than one SSBN. * Modified the likely numbers of enemy submarines per mission in order to better simulate attrition. Factors now include distance from the enemy homeport, the stage of the war, and the tonnage of enemy vessels sunk so far. Generally this has led to an increase in the size of enemy groups and more front-line units encountered early in the conflict. Conversely, there are likely to be smaller numbers of lower-quality forces in later stages of the war if NATO is winning. * Modified Insertion missions to start 50 percent closer to insertion point. * Modified mission frequency and mission threshold parameters for improved and more immersive campaign play. * Created 20 new 'mission end' events. Completely re-wrote previous mission event end screen "news print" text with multiple possible story lines per mission type. * Added all new artwork to original and new mission event end screens - Over 30 new background images and over 20 new "news photos." Update 2a (2 Jan 2020) * Fixed problems with damage control display on Flt 1 and 2 Los Angeles class. Update 2 (20 Dec 19) * Added four new missions, including one that can be deceptively difficult. * Fixed crash error in one Land Attack mission * Added an increased chance of more enemy submarines per mission, and more advanced submarines in general, especially early in the war. * Made minor changes to surface ship task force structure. * Made campaign map patrol zones a little darker. Update 1 (7 Sep 19) * Fixed some spelling errors. See the original posts on this thread for info on the major initial campaign mods. Last edited by GSmith63; 07-08-20 at 10:02 PM. |
07-08-20, 10:50 PM | #10 |
Loader
Join Date: Feb 2014
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Thanks, GSmith!
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campaign, fixes, new content, realism |
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