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Old 09-12-20, 06:29 PM   #91
xceptor
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Originally Posted by cwmurt View Post
hello all thank you very much for all the work on epic mod!


first time installer and i might have a problem: all units on the global/strategic map 2000 nato campaign global is moving very very fast, much more noticeable than vanilla and playable subs mod.


is there a setting etc. that i need to tweak for them to slow it all down?


em2.23 + steel sharks latest tweak that he mentioned above, cheers tia.

They forgot a "0" for a setting. go to your gamedata, overide, streaming assets etc, campaigns, campaign 3 I think is the one with the problem. Open the text file and look for MapTimeCompression=3600. If its 3600 its ok. The campaign with the issue has 360. Just add a "0"
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Old 09-13-20, 03:59 AM   #92
SkulSS
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Default New update 2.23 with fixes

Hi! Link is updated 13.09.20, critical fixes in USSR Campaigns
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Old 09-15-20, 11:52 AM   #93
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Default Los Angeles Class armament

This is an amazing mod, thank you for all your hard work, SkulSS.

But I do have one quick question, I am currently playing the beta campaign for NATO 1984 campaign and the Los Angeles Class doesn't have harpoon or tomahawk missiles available to it. Why is this? Especially when the Flight II boats are also available in the campaign and can use both of them. Thanks!
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Old 09-15-20, 12:32 PM   #94
steel shark
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Default Variants

im guessing it depends on what date that los Angeles represents


to get round this i do Variant types for each class i make so for example my los Angeles Class Line would be :


los Angeles_flt1_76 / type ssn (Original Version)


los Angeles_flt1_78 / type ssn (harpoon Version)


los Angeles_flt1_83 / type ssn (Tomahawk Version)


los Angeles_flt1_88 / type ssn (Mk48 ADCAP Version)


los Angeles_flt1_00_imp1 / type ssn (Refit Version)


los Angeles_flt1_00_imp2 / type ssn (End of Life Version)

Actual Decommissioned dates are all over the place as this class of Nuclear Attack submarine is the largest in the world but i believe the last one was scheduled to be Decommissioned in 2020 ish (USS Olympia)


the Numbers Represent Vessel Equipment Change Dates so 1978 is the Harpoon Entry in to service and Default Equip Hence los Angeles_flt1_78

all changes are in the Vessel read me,s too for Information :

[Unit Reference]
ShipClass=Los Angeles
Description=SSN-688 Los Angeles Flt-1 Los Angeles-class Nuclear Attack Submarine (1978 Harpoon Version)
History=In service since 1978, this class was the first to be designed from the outset with a towed array, and the first to return to the 30+ knot speed of the Skipjacks. Originally designed to screen carrier groups against Soviet submarines, they combine high speed with excellent digital sonar and firecontrol, and the most advanced quieting available. With the addition of Harpoon Anti-Ship missiles, these boats are as capable against enemy shipping as they are against submarines. the decoy launcher is now a larger 25 rounds. Their only drawback is their very expensive cost and large size, that makes them and less maneuverable and deep-diving than the earlier Sturgeons.


by doing this i can add different radars , towed arrays Torpedo types , Missile types Quietening Methods ect

and you can choose your version more easily
or let random vessel assignment have even more choice to pick from

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Last edited by steel shark; 09-15-20 at 12:45 PM.
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Old 09-16-20, 06:02 AM   #95
steel shark
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Default bugged vessels (Cold Waters Epic Mod 2.23 (13.09.20)

Cold Waters Epic Mod 2.23 (13.09.20)

ive been looking at few vessels in epic mod there are errors that need fixing for example

usn_68_ssn_sturgeon_un

[Weapon Systems]
TorpedoTypes=usn_mk37,usn_mk16
TorpedoNumbers=12,11
TorpedoTubes=4
NumberOfWires=2
TubeConfig=1,1,1,1
TorpedoTubeSize=533,533 <---- Needs 2 more so should be 533,533,533,533
TubeReloadTime=45


so you wont be able to use (usn_68_ssn_sturgeon_un) at all

also the typhoon has 6 tubes should have 7 counting vls

theirs multiple errors on other single missions too


however as i make mods my self i know all to well theirs a load of data to check & this mod represents the future Growth of coldwaters

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Old 09-27-20, 12:12 PM   #96
Mr.Rooster
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Default New mod

Question, have or would you consider putting the model of the SSBN USS Seaview to the mod? I think it would be a cool and fun thing to play in the game. Thank you

Last edited by Mr.Rooster; 09-30-20 at 12:39 PM.
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Old 09-30-20, 04:37 AM   #97
Polundra
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Default Just awesome!

Thank you! For creating this awesome mod. I found and installed this epic improvement just one week ago, but wow great accomplishment.
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Old 09-30-20, 11:08 AM   #98
steel shark
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Default thank you

thanks its comments like that that are very appreciated

to keep me interested in modding for others so Thank you

as for sea view i could possibility make it if the eternal argument as to which way the torpedo tubes fire has been settled because it seems hey load backward facing but fire out forward

also while im on these are the latest epic water,s improvements


ive adjusted the maximum Sonar error range to 3 kyd

so it cant be anymore than that

so no more vast differences in actual position distance when you get a high solution

see Pics 1 , 2 ,3

on this test which was test 2 i got a consistent range with in the error margins ive set so :


PIC.1) low solution 40% 19 kyd

PIC.2) medium solution 83% 17.5 kyd

PIC.3) max solution 95% = 18 kyd


"Also remember that im moving and so is the contact so that has to be taken in to consideration of course regarding distance gain or loss"


as some of you may have noticed ive removed the enemy sensor readings so now

you only get your own

&

instead it now only shows enemy sensor types that are detected on that contact so i named it "CONTACT SENSORS"

so this will make the game harder


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


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


pic 4 shows the 60,s Sonar station for BQQ-2 & BQQ-3 signature panel

The target in this case a Don Submarine Tender dose not have sonar sensors so none are shown



im making the new virginia full glass ones & the BQQ-5 / 6 sonar one,s atm
then illl finish up the NATO then do Russian ones


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Last edited by steel shark; 10-19-20 at 09:23 AM.
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Old 10-02-20, 09:17 AM   #99
Dignan
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Default

Great work here.

Would it be possible to release a mod with just the sounds you've added to Epic Mod for those of us not ready to make the full leap into the mod?
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Old 10-02-20, 11:27 AM   #100
steel shark
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Default sure that wont be a problem

which epic mod you want Audio mod for ?

2.22 or 2.23 ?

i suppose i could make a duel mod that contains both then its not a problem


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Old 10-02-20, 01:23 PM   #101
Dignan
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Quote:
Originally Posted by steel shark View Post
which epic mod you want Audio mod for ?

2.22 or 2.23 ?

i suppose i could make a duel mod that contains both then its not a problem


Steel Shark
Either would be good. I just enjoyed the ambience and different sounds of the Epic mod I see in youtube videos.
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Old 10-02-20, 02:43 PM   #102
steel shark
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Default its all ready been done

ive just remembered i made a request mod for a friend a while back


that will work just fine with epic mod 2.22 and give my epic mod Tweaks version 2.23 audio to epic mod 2.22

its called :


5.9 - Epic mod ver 2.22 tweaks Ver 2 Mod (AUDIO+)


that should sort you out ok

its in the Downloads Coldwaters Game play section


if you want a epic mod 2.23 audio only let me know & ill make it when i can

as their are different features in epic mod 2.23 like tactical map marking & tube calibers + campaign fixes & various other changes




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Last edited by steel shark; 10-02-20 at 05:04 PM.
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Old 10-03-20, 09:29 AM   #103
Mr.Rooster
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Quote:
Originally Posted by Mr.Rooster View Post
Question, have or would you consider putting the model of the SSBN USS Seaview to the mod? I think it would be a cool and fun thing to play in the game. Thank you
I just wanted to thank you for the great work on this mod. I love it. I hate to be a pest about this but have you made any progress on the Seaview yet and i don't know what help I can be but if there is something I can do please let me know. Thanks mate,
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Old 10-03-20, 10:26 AM   #104
Dignan
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Quote:
Originally Posted by steel shark View Post
ive just remembered i made a request mod for a friend a while back


that will work just fine with epic mod 2.22 and give my epic mod Tweaks version 2.23 audio to epic mod 2.22

its called :


5.9 - Epic mod ver 2.22 tweaks Ver 2 Mod (AUDIO+)


that should sort you out ok

its in the Downloads Coldwaters Game play section


if you want a epic mod 2.23 audio only let me know & ill make it when i can

as their are different features in epic mod 2.23 like tactical map marking & tube calibers + campaign fixes & various other changes




Steel Shark
Thanks. I'll check it out
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Old 10-05-20, 11:53 AM   #105
BENICK
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Default Epic Mode

Excellent work and congratulations for the Russian team for their efforts to further improve.
Just a small piece of advise for realistic reasons only.
American Subs have as Home port Washington...... That's an inland place.
Suggest Norfolk in the Atlantic. It is a naval port, or New London which is subs' hub.
Wonder is the global map can be improved.
No doubt you have noticed that it is impossible to go from East Pacific to west Pacific or Australia without passing Africa and Indian Ocean. Passage stops almost in the Date line.
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