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Old 02-05-21, 10:30 PM   #226
PedroTheGoat
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Default The Duel issue

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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Old 02-05-21, 10:41 PM   #227
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Default welcome aboard!

PedroTheGoat! Nice silent run!
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Old 02-05-21, 11:37 PM   #228
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Quote:
Originally Posted by Aktungbby View Post
PedroTheGoat! Nice silent run!
Yeah. Been lurking and watching for many years. You guys are so knowledgeable that I’ve never had much to add sadly.
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Old 02-06-21, 07:40 AM   #229
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Quote:
Originally Posted by Hobomaniac View Post
Thank you for the intel
I played with one of the old subs ( a permit class I think) and the game seemed to go much faster than what I'm used to (I play on 1/1 scale and on 1.0 speed on vanilla)
The sub accelerates from 5knts to 10 knts in two seconds. The torpedos also seemed to go faster
But i'm surely confused. I'll try some other missions tonight, with other subs
Vessels and weapons characteristics was extensively changed first by PBS then by EM, so... I dunno, probably they would feel differently than in vanilla...
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Old 02-10-21, 03:02 PM   #230
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Can not start the mod at start cold Waters crash report 2021-02-10-204036
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Old 02-13-21, 08:17 AM   #231
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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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Old 02-13-21, 09:38 AM   #232
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Default one last time...

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 ...........


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Last edited by steel shark; 02-13-21 at 10:25 AM.
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Old 02-15-21, 12:49 PM   #233
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Default CWA

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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Last edited by steel shark; 07-26-21 at 08:41 PM.
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Old 02-15-21, 04:27 PM   #234
BinMinnie
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Glad your back Steel!
Take your time, thanks for the good work!!
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Old 02-15-21, 05:02 PM   #235
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Epic Mod Development is dead?
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Old 02-15-21, 05:21 PM   #236
steel shark
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Default Em ?.??

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



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Last edited by steel shark; 02-15-21 at 07:20 PM.
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Old 02-15-21, 11:03 PM   #237
Guibaesa
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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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Old 02-16-21, 09:40 AM   #238
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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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Old 02-16-21, 11:27 AM   #239
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Default welcome aboard!

Guibaesa! & goldmastersims!
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Last edited by Aktungbby; 02-27-21 at 10:47 PM.
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Old 02-16-21, 05:02 PM   #240
goldmastersims
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Default CWA

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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