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Offline Asid

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Re: Cold Waters
« Reply #15 on: June 04, 2017, 02:22:28 PM »
Voice control would be good in this situation  :thumbsup
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Offline Asid

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Re: Cold Waters
« Reply #16 on: June 05, 2017, 04:29:44 PM »
Cold Waters is about to be released in the next 2 or 3 hours. You read it here first  :thumbsup
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Offline Asid

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Re: Cold Waters
« Reply #17 on: June 05, 2017, 04:59:49 PM »
Out now. £29.99
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Offline Asid

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Re: Cold Waters
« Reply #18 on: June 05, 2017, 05:01:20 PM »
Soon after release devs plan to add

Crew voices and making
Full Soviet based campaigns.
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Offline Beef

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Re: Cold Waters
« Reply #19 on: June 06, 2017, 05:36:59 AM »
I've been playing Cold Waters today and am enjoying it a lot!



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Offline Lusik

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Re: Cold Waters
« Reply #20 on: June 06, 2017, 10:22:58 AM »
I will buy it closer to the weekend but it's definitely on my buying list. :)

UPDATE: Got it!
« Last Edit: June 06, 2017, 10:58:46 AM by Lusik »
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Offline Asid

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Re: Cold Waters
« Reply #21 on: June 06, 2017, 03:19:54 PM »
I will buy it closer to the weekend but it's definitely on my buying list. :)

UPDATE: Got it!

lol Lusik
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Offline Asid

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Re: Cold Waters
« Reply #22 on: June 06, 2017, 03:31:38 PM »
So far...

I like it.

It is not hardcore in the way Dangerous Waters is. No one said it would be though. You do not need to be a sub expert or grognard to enjoy this. It is not hard to learn.

Controls
Many have complained about the simplistic controls. I tend to agree to an extent. This game puts you in 1 sub. You are the crew and the commander. You cannot ask a crew member to do a task. You do it. For example, if you want to change depth then you use the WASD keys. You are effectively micromanaging the sub. The good thing here is that it can give players more excitement when in close in situations. Avoiding a torpedo for example. Not everyone wants this though and I feel that a system with presets should be available as an option.

A good example of the control micromanaging is the "periscope depth". It would be good to have a preset that you can click to go to that depth. As it stands now, you need to use WASD to steer near to the surface.

Intro screen
This is like the DCS screen. It is a killer on frame rates. The rest of the game runs well on average machines.

Tutorials
Good. They prepare you for what is to come in a non boring way.

Mod support
The devs have already said that the game was developed from the start with modding in mind. This is great news.

Sound & Graphics
They are good. Very immersive and what I expected. The devs have done a good job here

Price
It can seem a bit high at this point for many people. They might feel different when extra content is added and mods start to appear.

More to follow :thumbsup

Guys let others know what you think so far  :thumbsup
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Offline Stardog765

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Re: Cold Waters
« Reply #23 on: June 06, 2017, 07:39:10 PM »
You're just a bunch of bastards is what yarrrrrrr!       :Pirate1
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Offline Asid

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Re: Cold Waters
« Reply #24 on: June 06, 2017, 07:51:24 PM »
You're just a bunch of bastards is what yarrrrrrr!       :Pirate1


 :grouphugg
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Offline Beef

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Re: Cold Waters
« Reply #25 on: June 07, 2017, 05:37:44 AM »
Mods: I'm excited about the mod possibilities. Hopefully it will be easy / intuitive to install and use them.

Controls: I agree with Asid and others about simplistic controls. On the one hand, the AI performs TMA, plots sonar, radar and ESM contacts while on the other hand I have to manually control the subs movement with keyboard commands. I hope either the developer improves the controls or modders figure out how to do it.

Multiplayer: I really hope this can be implemented. Wouldn't it be great to have the ability for COOP and H2H missions?
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Offline Stardog765

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Re: Cold Waters
« Reply #26 on: June 07, 2017, 02:21:10 PM »
AS for the controls scheme that was my main sticking point. I have no desire to drive the boat manually in a game like this but I went ahead and bought because there has been a huge group of players who feel the same way along with the guys at Subsim and the developer has posted today at Subsim that they are going to look at adding features to be able to give orders for course/depth/speed after their first bug fix patch.

So it sounds like the community has spoken and they have listened.  Also on the modding for this game, according to someone at Subsim who talked to a dev about this in detail has stated that this game is mod friendly in a big way and built that way.  It is modular which makes modding considerably easier.   So once those guys get a hold of this it really could be a classic as the dynamic campaign pieces are already there, at least in a basic way.

Will pass on any more info I get.

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Offline Asid

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Re: Cold Waters
« Reply #27 on: June 07, 2017, 03:04:28 PM »
but I went ahead and bought


 :facepalm_smiley

 :grouphugg




Will pass on any more info I get.


Thanks Stardog. I appreciate your effort  :thumbsup
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Offline Stardog765

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Re: Cold Waters
« Reply #28 on: June 07, 2017, 03:10:21 PM »
 :Pirate1
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Offline Stardog765

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Re: Cold Waters
« Reply #29 on: June 07, 2017, 04:42:12 PM »
Does not take these guys long to figure stuff out.

This from Subsim guys:

"Wanna drive a specific boat of a class?
Let's say you start a new campaign and are a Clancy-scrub like me who really really needs to command the USS Dallas, Bremerton or other boats from his novels.

Go to:
Steam\steamapps\common\Cold Waters\ColdWaters_Data\StreamingAssets\default\lan guage_en\vessel\

Find:
usn_ssn_los_angeles_description.txt

Back it up and then edit:
[Player Ship Instances]
PlayerClassNames=Los Angeles, Baton Rouge, Philadelphia, Memphis, Omaha, Cincinatti, Groton, Birmingham, New York City, Indianapolis, Bremerton, Jacksonville, Dallas, La Jolla, Phoenix, Boston, Baltimore, City of Corpus Christi, Albuquerque, Portsmouth, Minneapolis-Saint Paul, Hyman G. Rickover, Augusta, San Francisco, Atlanta, Houston, Norfolk, Buffalo, Salt Lake City, Olympia, Honolulu

PlayerClassHullNumbers=SSN-688,SSN-689,SSN-690,SSN-691,SSN-692,SSN-693,SSN-694,SSN-695,SSN-696,SSN-697,SSN-698,SSN-699,SSN-700,SSN-701,SSN-702,SSN-703,SSN-704,SSN-705,SSN-706,SSN-707,SSN-708,SSN-709,SSN-710,SSN-711,SSN-712,SSN-713,SSN-714,SSN-715,SSN-716,SSN-717,SSN-718

To (for example):
[Player Ship Instances]
PlayerClassNames=Dallas

PlayerClassHullNumbers=SSN-700


Now, whenever you start a new campaign with the Los Angeles-class, only the Dallas - or whatever you enter there - will be assigned to you."
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