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Author Topic: Cold Waters  (Read 42375 times)

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Offline Stardog765

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Re: Cold Waters
« Reply #30 on: June 08, 2017, 03:19:54 AM »
Posted by the devs a little bit ago. Awesome!
Much respect! 

Killerfish Games  [developer] 36 minutes ago     
Just to confirm:
We ARE going to address navigation via a commands system and have already started designing it. It is a high priority immediately after we get the existing bugs/issues under control.
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Offline Frankie

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Re: Cold Waters
« Reply #31 on: June 08, 2017, 02:38:05 PM »
Made me checkup on the original. Microprose's Red Storm Rising. Whoa. Late 80s graphics and many sub simmers who swear by its gameplay, even till today. A 150+ page manual. Ah those were the days.

Cold Waters looks very immersive. The 53 paged manual looks very interesting and informative. Nice infographics and clear explanations. The key commands are not that many and looks manageable. YouTube video looks yummy.
« Last Edit: June 08, 2017, 02:47:36 PM by Frankie »
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After the Dogs of War are let slip, let us smoke the Pipes Of Peace.

Offline Asid

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Re: Cold Waters
« Reply #32 on: June 08, 2017, 07:19:04 PM »
There will be a lot of mods coming for this  :thumbsup
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Offline Stardog765

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Re: Cold Waters
« Reply #33 on: June 08, 2017, 07:31:34 PM »
Indeed!
I dont know if you have to be registered at Subsim to download this or not.

Reduced underwater visibility mod

http://www.subsim.com/radioroom/downloads.php?do=file&id=5231




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Offline Asid

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Re: Cold Waters
« Reply #34 on: June 08, 2017, 07:51:15 PM »

Reduced underwater visibility mod


 :Holmes
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Offline Stardog765

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Re: Cold Waters
« Reply #35 on: June 08, 2017, 09:05:08 PM »
Beta custom mission posted at Subsim.  Seek and destroy ASM.

Disclaimer: might need to be registered at Subsim to download.

http://www.subsim.com/radioroom/downloads.php?do=file&id=5232




Single mission for Cold Waters - Gatekeeper by Terry "Stalintc" Courtney

This mission is currently beta and requires some feedback and may have strange behaviour.

This mission is currently beta and requires some feedback and may have strange behaviour.

******************FLASH FLASH FLASH**************************

TRANSMISSION P1 STANAVFORLANT

Multiple SOSUS contacts heading South towards GIUK gap North of Jan Mayan SSGN contact possible.

Take station West of Jan Mayan Island.

Track and engage goblin contacts. Prioritise any SSGN contacts.

Break contact South when threatened. Raise masts and report.

Primary Objective:
Locate track and sink any hostile sub surface contacts. Prioritise SSGNs

Secondary Objective:
Egress South if overwhelmed.

**********************END************************* ***********
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Offline Stardog765

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Re: Cold Waters
« Reply #36 on: June 09, 2017, 04:36:17 AM »
Playable Russian Subs Mod (though I don't know who in their right mind would want to)  :)

From CaptainX at Subsim

Thread: http://www.subsim.com/radioroom/showthread.php?p=2489637&posted=1#post2489637

Download Link: http://www.nscmod.com/downloads/RussianSubs.zip

Mod info:

MOD FEATURES:

- New Playable Sub - Alfa Class

- New Playable Sub - Typhoon Class

- New Playable Sub - Kilo Class

- All new subs have appropriate weapons, sensors, and stats

- All new subs added as options to the 10 default single missions

- All new subs added as options for both campaigns

- Added a new "red" Russian UI for the 3 new subs (UI is in beta and may be tweaked in the future)
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Offline Frankie

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Re: Cold Waters
« Reply #37 on: June 09, 2017, 04:46:04 AM »
> Playable Russian Subs Mod (though I don't know who in their right mind would want to)
>

Russian Subs Mod ... will appeal to ...erm...mostly Ruski gamers, perhaps (?). For example Marko Ramius-wannabes (a.k.a. Sean Connery of Hunt For Red October).


Welcome to the new Cold War. Keep 'em mods comin' subsim.com!

And talking about 'pings'...here's one!

« Last Edit: June 09, 2017, 04:53:34 AM by Frankie »
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Offline Stardog765

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Re: Cold Waters
« Reply #38 on: June 09, 2017, 01:46:42 PM »
One of the best movies ever!

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Offline Rinix

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Re: Cold Waters
« Reply #39 on: June 09, 2017, 05:13:40 PM »
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Offline Lumituisku

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Re: Cold Waters
« Reply #40 on: June 10, 2017, 02:46:09 AM »
One of the best movies ever!

My childhood favorite movie. I watched it so many times that I learned all the erm... Words on it..  well basically everything. That was said in movie. And I still love it as movie. It's just..  kind of unique in a special way. :)

Interesting thing is that now when I learned Russian language. I got surprised that they actually speak Russian there that I was able to understand. And that I finally understood what the Russians truly were saying. Even the parts that were not translated in movie.  And that movie only got better. :)
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Pain is the nature of life. it is the recognition that I'm nothing more. - Mark Rowland's

Offline Asid

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Re: Cold Waters
« Reply #41 on: June 10, 2017, 09:30:37 PM »
Version 1.01 Beta Available
A beta of version 1.01 is now available.

First for safety, backup your modded files from 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 use the pulldown to select the beta you would like to opt into -leave the early access code empty- and the new update should download. When you run the game the version number should read version 1.01.

Any assistance to verify these fixes are working will be appreciated.
Would also like confirmation from Mac users that it is working fine.

Please use this thread to comment on the beta features, testing result, any issues you come across.

Version 1.01 Beta
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 immediately 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 general campaign missions with bad parameters
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Offline Lusik

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Re: Cold Waters
« Reply #42 on: June 10, 2017, 09:36:43 PM »
Thanks. I started playing 1968 campaign and the lack of replenishment of noise decoys made it nearly unplayable.
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Offline Asid

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Re: Cold Waters
« Reply #43 on: June 12, 2017, 01:23:39 PM »
Version 1.01b Released
Cold Waters - Killerfish Games

Version 1.01b is now available to all users. This patch fixes several bugs as outlined below.

Version 1.01b
11 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
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 (screechSound) 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
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 immediately 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 general campaign missions with bad parameters
Insertion missions removed fixed wing aircraft
Sonobarriers removed from ports since undetectable and not fun
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Offline Asid

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Re: Cold Waters
« Reply #44 on: June 14, 2017, 05:35:31 PM »
Version 1.02 Beta Available
A beta of version 1.01b is now available.

Right click the Cold Waters in Steam library, go to properties and you should have new "BETAS" tab added, then use the pulldown to select the beta you would like to opt into -leave the early access code empty- and the new update should download. When you run the game the version number should read version 1.02.

Any assistance to verify these fixes are working will be appreciated.

Please use this thread to comment on the beta features, testing result, any issues you come across.

Version 1.01b Beta
14 Jun 17

General
Fixed more typos
Fixed bad missile references for Delta III and IV
Added missing whiskey, kilo and romeo profiles to all single missions
hud/default.txt corrected TorpedoTube to TorpedoTubeUnselected
Added Kresta I profile to Single Missions that were missing it
Removed GUI camera depth swapping on opening Help which might solve unresponsive buttons in port


Combat
Can no longer throw SEALs overboard by clicking on their icon in stores panel
Reactor SCRAM should no longer cause player to continue at -7 knots
Wire icon no longer disappears when opening panels
Noisemakers on board decreases correctly when one dropped while stores panel open
Restored warheads to original (higher) values
Signature profile buttons moved out of profile and given icons
Correct signature profile auto-displayed if contact classified
Contact names keep their initial designation plus the vessel class
Force all sensor data off for sunken AI vessels


Campaign
Fixed EnemyUnitMissionCritical parameters in LANDING_FORCE missions for 84 campaign causing sinking of all transports to not win the mission
"Mission deployment zone nearby" message added to briefings to clarify when you are on an actual insertion or land strike mission vs a general encounter
SEALs can no longer be captured, if you deploy them, they succeed
Home port location larger and marked in green on Strategic Map
campaign_data new variable PlayerPositionOnLeavePort=-242,-154, places player sub at consistent position when leaving port
Save hull status on entering port so as damage not re-applied of an event occurs while in port
Archangel insertion mission fixed in order to generate terrain correctly
Auto-enter port once in close proximity
Added colour coding to INSERTION and LAND_STRIKE mission orders to prompt when required weapons/SEALs are on board
Added Brief button to strategic map to open briefing
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