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Offline Asid

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Re: Cold Waters
« Reply #45 on: June 16, 2017, 04:36:08 PM »
Version 1.02b Released
16 JUNE   - KILLERFISH GAMES

Version 1.02b is now available to all users. This patch fixes several bugs as outlined below.

Note that is you are using an override/mod for campaigns you will need to add: PlayerPositionOnLeavePort=-242,-154 to your campaign_data.txt file.

Version 1.02b
16 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
Reykjavik materials fixed
Terrain textures updated
Winter trees updated
Added "Apply" to resolution setting to refresh screen
Truncated Andizhan Mod display name


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
Fixed contact master contact names briefly displaying Los Angeles on master upgrade
AI subs must maintain contact to continue wire guiding torpedoes
Further optimised and improved missile pop-up
Heavily flooding submarines should no longer fire torpedoes
Merchants no longer considered a "nearby vessel" when leaving combat


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 locaton 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 enting 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
Destroyed torpedo tubes not destroyed in next combat (works for us)
Near deployment zone message in briefing displays only at actual combat misison (insertion or land strike)
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Offline Asid

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Re: Cold Waters
« Reply #46 on: June 20, 2017, 03:48:35 PM »
Version 1.03b Released
19 JUNE   - KILLERFISH GAMES


Several changes to the default folder file structure were made which will impact mods and localisations which have edited these files. See below.

General
Added in game recognition manual linked to Signature tab
Fixed recognition manual anchor so as to say on screen when adjusting HUD scale
Soviet mast textures fixed
Kotlin now uses the newly added wp_sm2_shell naval guns.

Changes to Default File Structure and Contents
default/weapons.txt - removed weapon names and weapon description fields. Added wp_sm2_shell for Kotlin class.

language_en/dictionary/dictionary_interface.txt - added new variables

Code: [Select]
ReferenceSonar=Sonar
ReferenceRadar=Radar
ReferenceActive=Active
ReferencePassive=Passive
ReferenceTowed=Towed

ReferenceVeryQuiet=Very Quiet
ReferenceSemiQuiet=Semi-Quiet
ReferenceQuiet=Quiet
ReferenceSemiNoisy=Semi-Noisy
ReferenceNoisy=Noisy
ReferenceVeryNoisy=Very Noisy
FrequencyAbbreviated=F

language_en/sensors/sensors.txt - restructured the entire file to:
sensor_reference=sensor_display_name=sensor_description

language_en/weapon/depth_weapon_display_names.txt - this is a new file for other weapons using the format:
weapon_reference=weapon_display_name=weapon_description

hud/default.txt - added new variables

Code: [Select]
[Other Panels]
SignatureIconColor=65,173,77,255
SignatureIconNext=hud/default/arrow_next.png
SignatureIconPrev=hud/default/arrow_prev.png
SignatureIconSelect=hud/default/checkbox_filled.png

[Recognition Manual]
UnitReferenceMain=hud/default/unit_ref_main.png
UnitReferenceSecondary=hud/default/unit_ref_info_window.png
UnitReferenceTab=hud/default/unit_ref_tab.png

UnitReferenceTextColor=0,0,0,255
UnitReferenceTextHighlightColor=maroon
UnitReferenceIconColor=100,100,100,255
UnitReferenceIconNext=hud/default/arrow_next.png
UnitReferenceIconPrev=hud/default/arrow_prev.png
UnitReferenceIconSelect=hud/default/checkbox_filled.png
UnitReferenceIconHighlightMarker=hud/default/arrow_next.png

[HUD LAYOUT]
UpperRightRecognitionManual=0,0

default/vessels/profile - new folder containing all ship profile images
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Offline Asid

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Re: Cold Waters
« Reply #47 on: June 22, 2017, 03:36:22 PM »
Version 1.04 Beta Available

Version 1.04 beta is now available. This version contains several fixes to the campaigns in order to address the most major and disruptive issues. Broken missions/bad mission files resulting in blank (blue) under water levels as well as bugs relating to unresponsive buttons in port and crashes while in port have been fixed.

The problem of failed mission radio messages followed by the win event has not been addressed yet as the cause has yet to be determined. However some of the fixes in 1.04 might solve some or all of these, so please report if you continue to experience this bug.

Version 1.04
22 Jun 17

Campaign
•   Fixed typos in default\campaign\campaign001\missions\SSBN_PATROL_1.txt and LAND_STRIKE_LOCATION_10.txt which broke these missions
•   SSN_WOLFPACK_4 added [MISSION WIN] tag to language file
•   84 INSERTION missions added missing [MISSION MISSED] tags to language files
•   Increased period between land war events; 48 to 168 hours to increase duration of both campaigns
•   Increased TerritoryTakebackThreshold to 5 for both campaigns to increase campaign duration
•   Increased number of initial invaded zones for both campaigns
•   Fixed broken port issues which seemed associated with receiving medals
•   Fixed a bug where "cumulative" medals were not being awarded
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Offline Asid

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Re: Cold Waters
« Reply #48 on: June 22, 2017, 08:04:41 PM »
Online Mission Builder



MixedupJim created a simple web based mission builder to make it some what easier to create single missions.

http://www.jimmyarcade.co.uk/coldwatersmissionbuilder/

Here's what you can do so far...
1. Set mission briefing text
2. Set mission background image
3. Set mission location from a map
4. Set Date/time or leave it random
5. Set environment conditions or leave it generated by date/time/location
6. Setup enemy shipping groups composition, size and behavior
7. Set formation speed
8. Set enemy helicopters and their search area
9. Set enemy aircraft and their search area
10. Set player starting position, heading and depth
11. Set playable submarines (default USN only)
12. Plot group waypoints on a map

The system generates both the briefing file and the mission file. Be sure to save them in the right space.

You can also save and share the URL so people can download your mission.
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Offline Asid

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Re: Cold Waters
« Reply #49 on: June 23, 2017, 02:25:10 PM »
Version 1.04b Beta Available

Version 1.04 beta is now available. This version contains several fixes to the campaigns in order to address the most major and disruptive issues. Broken missions/bad mission files resulting in blank (blue) under water levels as well as bugs relating to unresponsive buttons in port and crashes while in port have been fixed.

The problem of failed mission radio messages followed by the win event has not been addressed yet as the cause has yet to be determined. However some of the fixes in 1.04 might solve some or all of these, so please report if you continue to experience this bug.

Version 1.04b
23 Jun 17

Campaign
Fixed typos in default\campaign\campaign001\missions\SSBN_PATROL_1.txt and LAND_STRIKE_LOCATION_10.txt which broke these missions
SSN_WOLFPACK_4 added [MISSION WIN] tag to language file
84 INSERTION missions added missing [MISSION MISSED] tags to language files
Increased period between land war events; 48 to 168 hours to increase duration of both campaigns
Increased TerritoryTakebackThreshold to 5 for both campaigns to increase campaign duration
Increased number of initial invaded zones for both campaigns
Fixed broken port issues which seemed associated with receiving medals
Fixed a bug where "cumulative" medals were not being awarded
MapTimeCompression now adhered to when pausing strategic map with Space
DateTitle no nonger shows date when credits roll at end of campaign
Legion of merit award renamed to remove "navy" from prefix: camapign event files and in both campaign_data.txt files
Legion Of Merit award title corrected to be LEGION OF MERIT MEDAL for both campaign award events
All award events music score corrected to "Cold Waters Theme" (except Purple Heart)
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Offline Asid

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Re: Cold Waters
« Reply #50 on: July 01, 2017, 08:58:40 PM »
Version 1.05 Beta Available
Cold Waters - Killerfish Games

Version 1.05 beta is now available. This version contains fixes to the campaigns in order to continue to resolve the most major and disruptive issues. It also contains the first draft of crew voices which were provided courtesy of subsim.com

To opt in to the beta:
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 1.05.

Version 1.05
1 Jul 17


General
Opening Help in After Action Report no longer opens mini-map which breaks subsequent Back button
Removed legacy WeaponName and WeaponDescription fields from weapons.txt
Removed legacy RADARID field from sensors.txt
aircraft.txt stats modified (additional weapons added later when combat balanced better)
Juliette designation corrected to SSG
Added date to Single Missions descriptions
default/hud/default.txt added MissionMarkerColorInsertion and MissionMarkerColorLandStrike variables
Added new optional variable to mission files, MissionPositionColor=LAND_STRIKE to colour deployment zone marker based on mission type
Added missing MaxPitchAngle=25 variable to MK37 in weapons.txt
Added temporary LogVoiceVolume=1 parameter to default/hud/default.txt (set to 0 to disable voices)
Voice talent added to credits


Combat
Player speed no longer defaults to emergency back if reactor offline when changing speed
Moving in reverse now generates noise in Signature panel display correctly
Back Emergency increases noise rather than decreasing it below All Stop
Sunk vessels no longer detected by player ESM
Sunk vessels no longer perform surface or air radar checks
Sunk vessels no longer ping with active sonar
Opening Help in periscope view forces periscope view closed
Fixed a bug where negative ballast not applied if player sub riding too high in the water, prevented submerging
default/hud/default.txt added [ESM Meter] colour variables to aid readability of ESM meter
Switching a wire guided torpedo from passive to active now works
Fixed towed array calculations for AI vessels
Crew voices added to audio/voices folder and implemented
Anechoic coating decreases active torpedo sensor range by 50%
Reference manual now opens to current signature profile
Spec Ops team now deploys at under 5 knots, rather than at stop
Increased TLAM cruise altitude to 300 to assist with terrain avoidance
TLAM homing in on target (activate in red circle) now provides log message
Land strike complete message displayed in log once all required TLAMs homing (activate in red circle)
Mini-map display now correctly offset when bottom left panel is moved by editing default/hud/default.txt
Enemy surface ships no longer deploy chaff or fire CIWS guns at land attacking missiles


Campaign
MapTimeCompression set globally and synced with pausing, briefings, summary, events, campaign menu, new sub assignment and campaign end
Port reload/unload/Spec Ops time required labels corrected for difficulty level modifiers
Verified subsystem displayed repair times take into account difficulty level modifiers
campaign_data.txt CampaignPoints and CampaignStart points values doubled for both campaigns to increase their length
Fixed a possible mismatch of player weapons in tubes which might cause some downstream bugs
Restructured EndLevel() in attempt to minimise impact of unknown bug
Fixed a bug where missing a mission caused all subsequent radio messages to state failed, even if won
Corrected all LAND_STRIKE missions to require 8 weapons fired at deployment zone
New Holy Loch background added for both campaigns
Fixed a bug where entering combat near/between two (or more) ports broke mission (blank blue underwater screen)
Fixed a bug where null minefields were trying to be checked with nav sonar
Campaign summary now correctly tracks completed land strike and insertion missions
Exit mission menu now displays whether land strike or insertion mission is complete
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Offline Asid

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Re: Cold Waters
« Reply #51 on: July 05, 2017, 03:17:37 PM »
Version 1.05b Beta Available

Version 1.05b beta is now available. This version contains fixes to the campaigns in order to continue to resolve the most major and disruptive issues. It also contains the first draft of crew voices which were provided courtesy of subsim.com

To opt in to the beta:
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 1.05b.

Crew voices are disabled by default in version 1.05b.
To enable them simply open default/hud/default.txt and change LogVoiceVolume=0 to a value between 0-1 for volume.

Version 1.05b
5 Jul 17

General
Fixed typo for Bear reference data height
Number of functional torpedo tubes no longer limited to 6

Combat
Fixed a bug where sub riding too high in the water could "hover"
Sonarman voice now calls correct bearing to noisemakers
Sinking vessels can no longer be selected as a contact
Clicking a sunk vessel icon on map moves camera to that sinking vessel

Campaign
Leave Combat button now correctly detects if player sub is sunk
Time in port display time now correctly resets to 0 on entering port
Entering combat with propulsion damage now adjusts max speed accordingly
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Offline Asid

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Re: Cold Waters
« Reply #52 on: July 19, 2017, 02:23:50 PM »
Version 1.06 beta is now available.

To opt in to the beta:
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 1.06.

Version 1.06 Beta

General
Added wireBreakOnLaunchProbability=0.1 to weapons.txt
Added wireBreakThreshold=30 to weapons.txt (2x speed + planes angle - 30) / 50 every 6 seconds
<POSTHUMOUSLY>, <PLAYERVESSELNAVY>, <SHIPTYPE> and <SHIPDESIGNATION> now use dictionary values
dictionary_interface.txt ReferenceSonobuoy=Sonobuoy changed to ReferenceSonobuoys=Sonobuoys
config.txt added DetectionThreshold=10, MaintainContactThreshold=1
config.txt added ContactProfileGraphicFactor=2 (factor intensity of contact divided by), must be >= 1
For training missions, all tubes get wires and wires cannot be cut/broken
config/txt added LoadVideos=TRUE, setting to FALSE disables menu and credits videos

Combat
Recognition manual "tons" now uses dictionary
Fixed errors with reloading if greater than 6 tubes on submarine
Torpedo tubes can no longer jam on firing
Active and passive torpedoes no longer home on sinking/sunk vessels
Terrain chunks are now always drawn near player submarine regardless of camera position
Fixed a bug where non-wire guided torpedoes could be wire guided by AI submarines
Improved AI depth keeping to prevent submarines from hitting seabed or going below crush depth
Improved AI navigation when near terrain or icebergs
AI Submarines and escorts no longer share contact data
Submarines no longer use Hunter/Killer logic
Raised masts no longer damaged by diving/depth (only speed)

Campaign
Fixed broken INSERTION and LAND_STRIKE missions which caused Action Report bug
Fixed several missing delimiters "|" in both campaign partol_outcomes.txt files
Added new parameters to campaign_data.txt for strategic map icon colours;
PlayerIconColor=2,84,166,255
EnemyIconColor=255,0,0,255
ContactOverTimeColor1=255,0,0,255
ContactOverTimeColor2=192,0,0,255
ContactOverTimeColor3=128,0,0,255
ContactOverTimeColor4=64,0,0,255
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Offline Asid

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Re: Cold Waters
« Reply #53 on: July 26, 2017, 03:01:01 PM »
Version 1.06b Beta Available


To opt in to the beta:
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 1.06b.

Version 1.06 Beta

General
Added wireBreakOnLaunchProbability=0.1 to weapons.txt
Added wireBreakThreshold=30 to weapons.txt (2x speed + planes angle - 30) / 50 every 6 seconds
<POSTHUMOUSLY>, <PLAYERVESSELNAVY>, <SHIPTYPE> and <SHIPDESIGNATION> now use dictionary values
dictionary_interface.txt ReferenceSonobuoy=Sonobuoy changed to ReferenceSonobuoys=Sonobuoys
config.txt added DetectionThreshold=10, MaintainContactThreshold=1
config.txt added ContactProfileGraphicFactor=2 (factor intensity of contact divided by), must be >= 1
For training missions, all tubes get wires and wires cannot be cut/broken
config/txt added LoadVideos=TRUE, setting to FALSE disables menu and credits vidoes
Udaloy edited to carry 2 helicopters

Combat
Recognition manual "tons" now uses dictionary
Fixed errors with reloading if greater than 6 tubes on submarine
Terrain chunks are now always drawn near player submarine regardless of camera position
Fixed a bug where non-wire guided torpedoes could be wire guided by AI submarines
Improved AI depth keeping to prevent submarines from hitting seabed or going below crush depth
Improved AI navigation when near terrain or icebergs
AI Submarines and escorts no longer share contact data
Submarines no longer use Hunter/Killer logic
Raised masts no longer damaged by diving/depth (only speed)
Mk48 sensor angle decreased
Sinking vessels less likely to attract torpedoes over time
Torpedo tubes may jam at 20+ knots
Homing torpedoes no longer use lead logic
Whales no longer drawn as "ships" in Conditions panel (not drawn at all)
Improved AI depth keeping to prevent submarines diving too deep when evading torpedoes
AI submarines now use active sonar less frequently
"\n" now correctly parsed in recognition manual information window

Campaign
Fixed broken INSERTION and LAND_STRIKE missions which caused Action Report bug
Fixed several missing delimiters "|" in both campaign partol_outcomes.txt files
Added new parameters to campaign_data.txt for strategic map icon colours;
PlayerIconColor=2,84,166,255
EnemyIconColor=255,0,0,255
ContactOverTimeColor1=255,0,0,255
ContactOverTimeColor2=192,0,0,255
ContactOverTimeColor3=128,0,0,255
ContactOverTimeColor4=64,0,0,255
Fixed a bug with EventsDebugOnContinue=TRUE for testing event content
<POSTHUMOUSLY> tag should now be applied correctly when awarded medals
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Offline Asid

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Re: Cold Waters
« Reply #54 on: August 18, 2017, 03:47:30 PM »
Version 1.07b Beta Available

18 Aug 17 Beta

To Opt Into Beta:
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 1.07b.


Version 1.07b is a major re-working of the user interface and finalising of the crew voices. Note that additional ships, weapons and helicopters have been removed for now while we focus on getting the GUI tested and deployed.

The new GUI functionality is mostly redundant such that Cold Waters can be played predominately from the keyboard as it was prior to 1.07b. Access to the new GUI functionality is via tabs which are minimsed by default with the exception of weapon buttons which now appear on the Weapons panel and the Periscope/ESM toolbar which auto appears once masts are raised.

General
Removed LogVoiceVolume from default/hud/default.txt
Added options slider for crew voice volume
Added option for tooltips on/off (default on)
GenerateFullLog=TRUE added to config.txt to enable/disable full combat log

Combat
AI firing missile, torpedo, mortar, shell or depth bomb drops out of time compression
config.txt MAD sensor range decreased to 400 yards
Added status icons for auto depth and course changes
Stores renamed to Weapons and redesigned
Buttons corresponding to most keys added
Tooltips added across all GUI buttons
Optional sim-like navigation commands added
Cause of player sub sinking/destroyed added to After Action Report
All GUI/Voice bugs reported in 1.07 alpha fixed

New combat GUI Features:
New tabs for Helm, Dive and Sensors toolbars
Set speed to individual knot value
Direct telegraph
Plot course via map way point
Move submarine to depth in 50 ft increments
Move submarine to periscope depth
Emergency Deep - sets planes/ballast to max down and flank speed
Redesigned ESM meter
Masts toolbar added which appears once periscope or ESM mast is raised
Fully expanded and scrolling message log

Edits to game data files:
dictionary_message_log.txt has been completely overhauled in conjunction with new audio file names.

default/hud/default.txt has been completely overhauled in order to support the new user interface. Note new toolbar position and option to anchor it to the mini-map:
Code: [Select]
//Toolbar position 0,0, 1 to anchor to minimap or 0 for no anchor
ToolbarsPos=0,0,1


default_keys.txt updated to contain new key commands

dictionary_interface.txt added new values:
Code: [Select]
[HUD]
Left=left
Right=right
TorpedoRoom=torpedo room
ControlRoom=control room
ReactorSpace=reactor space
EngineRoom=engine room
MachinerySpace=machinery space
SET SPEED=SET SPEED
HELM ORDERS=HELM ORDERS
PLOT CSE=PLOT CSE
SET DEPTH=SET DEPTH
DIVE ORDERS=DIVE ORDERS
E. BLOW=E. BLOW
MASTS=MASTS
ACTIVE=ACTIVE
DECOY=DECOY
ESM=ESM
DETECTION THRESHOLD=DETECTION THRESHOLD
LLTV=LLTV
MARK=MARK
WIRE CONTROL=WIRE CONTROL
GUIDANCE=GUIDANCE
MANUAL CTRL=MANUAL CTRL
LOAD WEAPON=LOAD WEAPON
LOAD SPEC OPS=LOAD SPEC OPS

[ACTION REPORT]
ActionReportHowSunk=SUNK BY:
ActionReportImplosion=IMPLOSION
ActionReportCollision=COLLISION
ActionReportScuttled=SCUTTLED

[OPTIONS]
Tooltips=Tooltips
CrewVoice=Crew Voice

[KEYBIND DISPLAY NAMES: COMMAND=OPTIONS DISPLAYNAME]
Set Course=Set Course
Periscope Depth=Periscope Depth
Emergency Deep=Emergency Deep
Periscope View=Periscope View
Recognition Manual=Recognition Manual
Helm Controls=Helm Controls
Dive Controls=Dive Controls
Sensor Controls=Sensor Controls
Expand Log=Expand Log
Set Waypoint=Set Waypoint
Edit Waypoint=Edit Waypoint
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Offline Lusik

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Re: Cold Waters
« Reply #55 on: August 18, 2017, 03:49:02 PM »
I will test it today. This update brings a few desired changes. 


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Offline Asid

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Re: Cold Waters
« Reply #56 on: August 18, 2017, 03:59:00 PM »
I will test it today. This update brings a few desired changes. 

I would be interested in what you think Lusik.

Regards
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Offline Asid

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Re: Cold Waters
« Reply #57 on: August 19, 2017, 04:39:59 PM »
Version 1.07c Beta Now Available
19 August

Version 1.07c is a major re-working of the combat user interface and finishing of crew voices.

Major features:
Toolbars - contain buttons for just about every keyboard command.
Tooltips - reduce the need to memorise keys, making it easier for new players to get a handle on the controls of their submarine.
Set Course/Depth - controls to automatically bring your submarine to a specific heading or depth (including periscope depth).
Expandable Log - scroll through all messages received in combat.
Crew Voices - detailed crew voices with volume slider now available under Options.



To opt into the beta:
Right click Cold Waters in your Steam library, go to properties and you should have select the"BETAS" tab, 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 1.07c.
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Offline Lusik

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Re: Cold Waters
« Reply #58 on: August 19, 2017, 10:25:50 PM »
I haven't checked all the changes yet but the major change, e.g. possibility to change depth speed and course by ordering particular value is very helpful. There is also a command to go periscope depth which, when done manually, frequently led sail breaching the surface. It happened to ma a few times. One limitation is that that the change of depth can be done by increments of 50 ft. You can adjust it manually of course but there should be one more arrow to change it by 10 feet increments.

As mentioned before. it is a great and immersive game but it has a potential to be twice as good as it is now. A few screenshots:

The new interface.






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Offline Asid

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Re: Cold Waters
« Reply #59 on: August 31, 2017, 03:05:28 PM »
New Interface Update version 1.07d
31 August

Cold Waters version 1.07d is now available for all users. It contains a major overhaul of the user interface, adding the ability to set course, set depth, adjust speed by individual knots along with tool tips and an optional graphical button based-interface.



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