SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
02-26-21, 09:19 AM | #1 |
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CWA
we have Discussed the different Design Game bases and play style options and have decided to make CWA a pure Playable submarine game
this has quite a few Benefits as the game can be Focused on Submerged warfare more in depth with game mechanics dedicated to it. this will also mean a return to coldwaters roots as a pure submarine simulation game the Base for this game Wont Be EM but a new multiple Combined Creation using Brand new Elements and some existing CW mods Elements To get the best Mix over all we ALSO have decided that only the actual models of : aircraft submarines surface warships weapons will be used in CWA as As we Think this will Improve the Gaming experience More as the mod Develops & Grows more and more models can be added & existing ones improved were needed. ill put updates on this periodically take care all & stay safe From The CWA - Team
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"History is Written by the Victors." |
02-28-21, 07:22 AM | #2 |
Seaman
Join Date: May 2005
Location: spain
Posts: 38
Downloads: 252
Uploads: 0
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03-02-21, 03:55 PM | #3 |
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bqq-2 & bqq-3 Huds finished
CWA [ Hud ] Progress ------->
the Signature & Conditions are finished now for the Vessels with : BQQ-2 Sonar & BQQ-3 Sonar im still messing about with weapons and settings tho Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 07-26-21 at 10:11 PM. |
03-03-21, 02:17 PM | #4 |
Planesman
Join Date: Jan 2007
Location: Obetz, Ohio
Posts: 181
Downloads: 170
Uploads: 5
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03-29-21, 10:50 PM | #5 |
Bosun
Join Date: Nov 2018
Posts: 64
Downloads: 148
Uploads: 0
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How's life going? Any progress on this mod since then?
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04-03-21, 06:24 AM | #6 |
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some progress
iv,e been working on this still .... on and off but been doing family & friends matters also
The Base for CWA is about 60% done as it stands by Base i mean the starting version for the CWA TEAM to start modding with their are also a few mod design matters i need to discuss with them when i get more time the family member that was critically ill died yesterday so after a few weeks ill start to look at this project more in depth and also the various help offers from people Steel Shark
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"History is Written by the Victors." |
04-06-21, 08:44 AM | #7 |
Silent Hunter
Join Date: Apr 2002
Location: standing watch...
Posts: 3,812
Downloads: 344
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this mod looks very interesting so far.
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04-06-21, 02:14 PM | #8 |
Bosun
Join Date: Nov 2018
Posts: 64
Downloads: 148
Uploads: 0
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It's very sad to hear about your loved one's death. I am certain it was no easy battle they fought. Again, here are my final condolences, and may he/she rest in peace.
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09-02-21, 12:50 PM | #9 |
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CWA ~ Reborn
Cold Waters Advanced is now Reborn
ive done this for a few reasons but mainly its to make it more different from the other DotMod addons Name wise for ease of Identification of it originally this was my Standalone project but im now reusing parts of this for my Dotmod Add-On Mod when i was Originally Designing CWA i looked at the Main different engine types on underwater weapons ect : mono-pr-otto-II electric solid-fuel-p-j-p kerosene-hp-turbine mono-pro-ax-p-pump ect this is to add improved & rebalanced Sound values to each weapon and remove the generic sound values & average ones so i made a very large chart of weapons statistics to keep a Balance for Realisms sake then i came up with a fair way to add or remove sound values for each type of weapon then i added + or - values To noise values that were applied to each torpedo for its Passive / Active States these were based on speed settings / torpedo age / type / Nationality even taking in to consideration propeller types & number of propellers i also made Individual Sounds for all water weapons so : torpedo_electric_motor torpedo_combustion_engine ISO_torpedo_combustion_engine -- ISO means its got a Isolated engine from the case of the weapon to make it quieter Chemical_motor rocket_torpedo Supercavitating_Rocket steam_torpedo this work will now be included in to CWA Versions for DotMod Progress -----> I've found my CWA Weapon noise charts & will start modification of weapons Text when i can and Will make Version 2 of my individual Weapon noises These 2 changes. As well as the substantial. Existing Changes for CWA Version 0.2a Should make quite significant Changes To DotMod Game play Experience My MSO mod (Meaningful Signatures Mod ) Will also be present I've also made the 2004 addon New Signatures also so that won't be a issue you will also have the option to hide enemy sensor values for added Difficulty I've Also Designed a New installation method also For easy install and uninstallation of Optional files. ....and Mod Installation & Removal This Thread Will Now Become were i Post DotMod Stuff so its not all over the place and make for easier following with what im up to. other place to keep up or talk to me Directly is the DotMod server Of Course Stay Safe and watch your Backs out their ALL Steel Shark
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"History is Written by the Victors." |
09-03-21, 10:58 AM | #10 |
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While IM at it
When i get Round to changing the weapons file text
i,ve decided to change it to my CWA statistic's version in short when i made my weapons in CWA i spent time researching all weapon's in depth from as many sources as possible for better coloration so : Warhead Size Max Range Min Range did it have a passive run speed / Active Run speed OFC noise values & better sounds per weapon Max depth / Max Launch Depth Ect "ill Include my CWA statistic's to make this as accurate as possible their ALSO their will be no bias towards any side if something is rubbish it will be if its good it will be" Some of the weapons in DotMod did not exist in my CWA Mod and vise versa so ill have to add any missing Weapons' as i go this should add even more Realism & Challenge to my Mod depending what you using Weapons wise as you will have to adapt if you have the inferior weapons "So this wont be for the Faint Of Heart" ill make this a optional file maybe for causal player that don't want it for more game Configurations Choices ill add my own sensor's much later,s as i need to finish existing works that are in progress before i take anything else on modding wise Steel Shark
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"History is Written by the Victors." |
09-03-21, 05:30 PM | #11 |
Mate
Join Date: Feb 2008
Location: Northeast CT, USA
Posts: 56
Downloads: 1099
Uploads: 0
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Looking forward to your CWA mod.
Thank you for your work !!! |
09-04-21, 01:01 PM | #12 |
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Progress ---->
thank you
All DotMod v0.2a-beta weapons Redone + NEW Sounds Added - ill do the 2004 add on ones tomorrow Steel Shark
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"History is Written by the Victors." |
09-15-21, 01:45 PM | #13 |
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Progress ---->
CWA Version (1.a) is at 85%
ive been Kindly Offered Help with testing elements of it so should be all good on release im doing new Install methods too for optional mods and as this mod changes Loads will seek Authorization to host a DotMod Link of the Version I use Before Release for a GitHub Link as the DM Bleeding Edge Changes Fast this is excellent from a Game Development & Improvement Standpoint not tho from a Modding stand point as any changes even small will break my work .... so if they ok this ill Do CWA Version,s Now and again Using Different DM versions & My Own Developments So a Github link to the Version used but its Static and dose not change then Most likely My CWA Mod on SUBSIM ect ..... This way we can both Help Each-other With Advancements Game Wise and Accelerate Game Progress Steel Shark
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"History is Written by the Victors." |
09-17-21, 11:53 AM | #14 |
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Era Mini Campaigns ( RESURRECTION ) For CWA
Era Mini Campaigns ( RESURRECTION ) For CWA
The Era Mini Mission Campaigns were made by me way back for Cold Waters South China Sea They are Basically ERA based & Side Based Missions with different mission types So for example 60,S NATO Anti-Sub Mission ect or Port Raid ect they are laid out in order of Movement and Choices and are designed as realistically as possible So if its set near coastal waters coastal Neutral Vessels with be present and coast defense vessels will be present and short range aircraft ect If its near NATO land then the enemy forces will be adjusted accordingly So no surface ships ect Most likely SSN,S & SSGN,S cause they done need to surface or snorkel like diesel boats do Lastly all Sea Traffic for all missions is custom to that area to add more realism and configuration of Neutral Vessels Sea Traffic types so ect : NATO_arctic_ocean_traffic_60,s NATO_Atlantic_ocean_traffic_60,s NATO_Baltic_sea_traffic_60,s NATO_Barents_coastal_traffic_60,s NATO_Barents_sea_traffic_60,s NATO_Denmark_strait_traffic_60,s NATO_Greenland_sea_traffic_60,s NATO_Kara_sea_traffic_60,s NATO_North_sea_traffic_60,s NATO_norwegian_sea_traffic_60,s Also some missions have two Versions with or with out Air cover so you can chose your difficulty ect a example of a full run of ERA Missions would be : 60,s Norwegian Sea patrol (NATO) 60,s North Sea patrol (NATO) 60,s Baltic Sea patrol (NATO) 60,s Baltic Sea patrol air(NATO) 60,s Baltic Sea fleet (NATO) 60,s Atlantic Ocean patrol (NATO) 60,s Atlantic Ocean Wolfpack Diesel(NATO) 60,s Atlantic Ocean Wolfpack nucl(NATO) 60,s Barents Sea patrol (NATO) 60,s Barents Sea patrol air(NATO) 60,s Barents Sea fleet (NATO) 60,s Barents Sea Resupply (NATO) 60,s Kara Sea port (NATO) 60,s Arctic Ocean boomer (NATO) 60,s Greenland Sea asw (NATO) 60,s Greenland Sea patrol air (NATO) 60,s Greenland Sea patrol (NATO) 60,s Denmark strait patrol (NATO) Key : asw = Anti-Submarine Warfare % chance of Other things tho nucl = Nuclear Enemy's Present % chance of Other things tho Diesel = Diesel Enemy's Present % chance of Other things tho air = Enemy Air Support Present Sea port = This a Raid Mission to inflict Damage on Port shipping so for example catching boomers coming in or out Oil tankers Submarine Supply ships ect Troop transports Resupply = Thia is a attack enemy Re_supply Vessels mission at sea ot coastal Areas under enemy control ect if i do this you will be able to choose your side so NATO or Pack then pick your ERA or Year ect then pick your mission then choose your player vessel so these are fast Missions with Very selectable types and options for a given ERA so you can Select your options & choices then get in to playing Coldwater's faster and more what you wanted all missions enemy's are Grouped in to Types also so : a group of Destroyers A group of Capital ships a group of support ships so Oilers ect or Missile Resupply Vessels this way the enemy's are better distributed like a realistic Force Per Mission so no Like 5 Kirovs spawning ect or 3 Papa Class subs as all the missions are designed with real enemy vessel Number Limits in mind per class in their respective separate groups Also all NATO & PACK vessels are checked for actually being in service in your selected mission or era for extra Realism If i do remake these they wont be in the first Release of CWA Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 02-18-22 at 06:04 PM. |
09-28-21, 07:56 AM | #15 |
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Total Realistic Depth
these older work pics but will get the Point across ive
RE Introduced actual Realistic Max Depths in Meters & Feet this will Cover any Possible under sea Trenches additions if they ever get made For Cold Waters Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 01-06-22 at 05:23 PM. |
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