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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Nov 2015
Location: Cracow, Poland
Posts: 38
Downloads: 42
Uploads: 2
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Beta 1.01 is available on Steam for testing purposes
changelog "Version 1.01 10 Jun 17 General: Unit Reference and Vessel Selection navigation arrows Option: Hide Low Sol. Contacts, added "in 3D" to clarify Soviet weapon sprites added Updated Narwhal description Fixed numerous typos Combat: Camera movement deactivated when in full screen tactical map Zoom out key no longer leaves periscope view Decoys no longer count as weapons when leaving combat Leave combat nearby vessels simplified to check < 15KYD, not sinking and not a whale Weapons.txt new variable: WireBreakOnLaunchProbability Weapons.txt new variable: WireBreakSpeedThreshold, 10% per kn over threshold, checked every 5 sec AI subs suffer wire break on launch AI weapon systems disabled on sunk Expanded depth mask width for ultra-wide displays Missile pop-up improved Firing VLS no longer subtracts from internal stores MADDetectionRangeInYards=1000 added to config.txt Fixed min-map proportions for various HUD scale values Weapon warhead sizes reduced config.txt added NearbyVesselMinDistance=15000 for leaving combat threshold config.txt added NearbyWeaponMinDistance=10000 for leaving combat threshold config.txt added NearbyAircraftMinDistance=10000 for leaving combat threshold Campaign: Noisemakers replenished on entering port Hull damage auto-repaired on entering port (time = % damage * repairPenalty * difficultyModifier) Added black mask behind map for non- 16:9 aspect ratios Repairing Tubes in port restores tubes for use Fixed a bug where noisemakers in play at end of combat break next mission/event flow Fixed erroneous nautical mile range calculations for enemy recon planes and airbases Might have fixed port/briefing buttons not responding (needs verifying) Force task force de-activation immediatly after Action Report to prevent possible re-engagement Pressing Continue Key (space) pauses strategic map Submarine only groups do not get escorting aircraft Combat start depths changed to 50,150,600 Fixed seneral campaign missions with bad parameters" We'd like you to playthrough this beta version to verify all the things listed in v1.01 changelog above are working properly To acess version 1.01 beta: First for safety backup your modded files form StreamingAssets folder if you have any mods there, Steam beta might overwrite those! Right click the Cold Waters in Steam library, go to properties and you should have new "BETAS" tab added, then select the beta you would like to opt into -leave the early access code field empty- and the new update should download (about 11MB). When you run the game next time the version number should read version 1.01 |
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#2 |
Seaman
![]() Join Date: Oct 2016
Posts: 31
Downloads: 19
Uploads: 0
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Great job!
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#3 |
Sparky
![]() Join Date: Apr 2006
Location: New Mexico, USA
Posts: 151
Downloads: 20
Uploads: 0
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Steam beta update did NOT modify/delete my override folder.
Thanks for the first update so fast! ![]() |
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#4 |
CTR2 Jack Frost
Join Date: Mar 2007
Location: Still on Bridge aboard the USS Iowa BB61
Posts: 213
Downloads: 322
Uploads: 0
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Thanks for the continued work. Request next patch UN-Over Power the Soviets detection. They weren't that good in real life.
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#5 | |
Seaman
![]() Join Date: Nov 2015
Location: Cracow, Poland
Posts: 38
Downloads: 42
Uploads: 2
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![]() Quote:
![]() edit: yeah got multiple confirmations it doesn't interfere with StreamingAssets -though having one's mods backed up on constant basis is always a good thing ![]() Last edited by MekStark; 06-10-17 at 11:36 AM. |
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#6 |
Ensign
![]() Join Date: Aug 2005
Posts: 228
Downloads: 36
Uploads: 2
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Hmmm, no any changes in behavior of Tu-95?
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#7 |
Seaman
![]() Join Date: Nov 2015
Location: Cracow, Poland
Posts: 38
Downloads: 42
Uploads: 2
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#8 |
Ensign
![]() Join Date: Aug 2005
Posts: 228
Downloads: 36
Uploads: 2
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Ahh, ok, thank You!
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#9 |
Weps
![]() Join Date: Jan 2007
Posts: 355
Downloads: 17
Uploads: 0
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That was a quick update, fantastic!
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#10 |
Samurai Navy
![]() Join Date: Sep 2002
Location: At your mom's house...
Posts: 571
Downloads: 218
Uploads: 0
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I just loaded the beta update and played a first campaign mission. Subs were going into North Atlantic, via northern passage above Iceland, and my mission was to interdict.
Started combat at 5 knots, 150ft. Juliet and Alfa were bearing 120, heading 240. I went to silent running, and a slow decent. The Juliet, which was closest, maintained a depth of around 250 ft. The Alfa was at 300+ ft and descending. Both were below the layer. Neither was using sonar at the time. After a few more minutes, I lunched a torpedo each, and continued at silent, with a slow decent. Both enemy subs started pinging. The Juliet maintained depth, while the Alfa continued decent and a turn. Torpedo hit Juliet and destroyed it. Juliet never fired back. The Alfa crashed into the bottom, and with its nose planted into the sea bed at a 20 degree angle(head down, a__ up), fired off two torpedoes which impacted the ground immediately in front of it. Eventually my torpedo impacted the Alfa and killed it. My realism settings were the default.
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Active member of the 'Church of SH4'
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#11 |
Engineer
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With the new config.txt options I think I may have found the best setting for MAD sensors.
I've set mine to 400 yards, then went to sensors.txt and changed sonobuoy sensitivity to 35 (from 40) and played two land strike missions. In first one I ran into detection range of Krivak I, so I immediately fired a torpedo and slowly moved away. Soon after Il-38 came by, dropped a sonobuoy close to the wreck and after one pass dropped a few torpedoes close to my position. It was in shallow waters so I had to cavitate to dodge the torpedoes. After that he knew exactly where I was (probably from data from that sonobuoy) and was continuously dropping buys on my head (since I was already detected I tried to move away from the buoy as fast as possible) until a Helix came to continue the hunt. That's what I call AI doing proper ASW. The second time I found the same ship, but this time I fired first. Unfortunately was too close and as soon as he slowed down he was able to detect me with active sonar. Still, a torpedo was already on its way, so I ran away, this time at flank speed (all the other ships were far away). After a few minutes I heard an aircraft in external camera (a bit cheaty, but let's say it was for science ![]() BTW, If someone is willing to find the more realistic values, I found this intresting paper on MAD sensors: http://calhoun.nps.edu/bitstream/han...pdf?sequence=1 There's even a table with some detection ranges at page 42. Can't understand a lot here myself, but I think these are the ranges at which there's at least 50% chance of detection. If that's true, then the 400 yards value is quite close to real ones. |
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#12 |
Nub
![]() Join Date: Jun 2017
Location: Canada
Posts: 4
Downloads: 9
Uploads: 0
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Quick patches after release- awesome!
Thanks for your hard work, really enjoying what you've done so far. |
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#13 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
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Cheers,
We just patched 1.01 to 1.01b to add the following: Combat Mini-map "zoomable" area now matches mini-map size Abandon ship now always available to leave combat, but no chance for survival if below escape depth Stores now correctly display number of weapons if open when firing Fixed a bug where ships would not get flagged as sunk causing them to still attack/move Fixed an internal error when empty tube got knocked out Knocking out an already KO'ed tube no longer generates generic tube damaged message Campaign Insertion missions fixed Sonobarriers removed from ports since undetectable and not fun If you have a moment to grab it and verify that it is working, please let us know as we're itching to get it out to the masses.
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Visit Killerfish Games for more info and ongoing discussion. |
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#14 |
Mate
![]() Join Date: Jul 2007
Posts: 55
Downloads: 68
Uploads: 0
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Thank you for this patch. Great work.
One thing i really can not get used to is: clicking e.g. a torpedo in full map view to select it, the sim switches to 3D view. Could you pls make this optional? |
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#15 |
Engineer
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It only does that if that torpedo is already selected.
Clicking an object once will select it, then clicking it second time will switch the camera. |
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