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Author Topic: Cold Waters  (Read 11817 times)

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Online Asid

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Re: Cold Waters
« Reply #60 on: September 04, 2017, 02:48:22 PM »
Version 1.07e Beta Available

Quick point release to fix the last few issues with the new GUI as well as adding depth scaling for the Conditions panel and perhaps fixing bug where capsized vessels could still move/attack.

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 1.07e.

Version 1.07e
In Beta

Combat
Conditions tab can now be scaled to 1000, 2000, 3000 ft max.
Set depth meter set to closest 50 ft increment at mission start
Emergency deep now lowers all undamaged masts
Silent running now sets speed correctly if individual knot setting is being used
Capsized vessels should no longer attack/sail forward (needs verifying)
All toolbars can now be forced on and individually offset to any position on screen
Forcing toolbars on hides tabs for them and disables opening/closing of them
default/hud/default.txt added new variables:

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Online Asid

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Re: Cold Waters
« Reply #61 on: September 17, 2017, 02:27:48 AM »
Version 1.08 Beta Available

Version 1.08 is now available. Contains what should be the final fix for broken Action Reports in Land Strike missions. Land Strike missions no longer have a circle to fire TLAMs into, simply fire and they are counted as a success once the weapon is away. Also contains shortcuts and filters to aid in searching through ship lists as well as new aircraft, weapons and a re-balance of the sensors and submarine noise levels.

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 1.08.

Version 1.08
In Beta

General
Kommunist Class merchant added
Mil Mi-14 (Haze) Anti-Submarine Warfare (ASW) helicopter added
Haze helicopters added to land-based missions (Land Strike and Insertion)
Beriev Be-12 Chayka (Mail) Anti-Submarine Warfare (ASW) amphibious aircraft added
MK45, AT-1, AT-2, SET-40 torpedoes added
Vessel, aircraft, weapon references to textures and audio now check external folders (override/default)
TLAM cruise altitude set to 500 to aid with terrain avoidance
Unit Reference now has filters for global/nations as well as shortcuts to submarines, warships, biologic, aircraft and weapons
Rebalanced noise levels across all submarines
Rebalanced sonar performance to be in line with performance quoted by USNI reference
Aircraft and Helos now have their historical loadouts
Tweaked the Mk48 sensor to be less overpowered
dictionary_interface.txt Noisemaker renamed to DECOY
Number of noisemakers on board displayed again in weapons rearm panel

Combat
Weapons tab now displays number of wires used/available for your submarine
Recognition manual now displays submarine test depths
Recognition manual now has shortcuts to sub, warship and merchant classes
Recognition manual now has shortcut to own sub to allow viewing of own sub statistics along with weapons data
Signature panel now has shortcuts to sub, warship and merchant classes
Different HUDs now load correctly without the need to return to main menu
Sonarman now calls out correct contact number when detecting transient from a known contact

Campaign
Land Strike missions no longer display or require a "target zone", just fire anywhere and the TLAM counts as away
Broken After Action Reports for Land Strike missions fixed
Noisemaker rearm at port uses the correct value in vessel txt file instead of 20

dictionary_interface.txt added new values for in game recognition manual:

Code: [Select]
FrequencyAbbreviatedVeryLow=VL
FrequencyAbbreviatedLow=L
FrequencyAbbreviatedMedium=M
FrequencyAbbreviatedHigh=H
ReferenceTestDepth=Test Depth
WIRES=WIRES

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Online Asid

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Re: Cold Waters
« Reply #62 on: September 22, 2017, 02:10:54 AM »
Beta Version 1.08c Available


Updates the models for all US subs and fixes placement of meshes.

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Online Asid

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Re: Cold Waters
« Reply #63 on: November 07, 2017, 07:26:39 PM »
Coming Soon - New Content
2 November - Killerfish Games

We've been busy working on Cold Waters and over the next few months expect to see new content being added to the base game. The plan (subject to change) is to have all this in sometime around the New Year.

As a thank you to all who supported Cold Waters and made it such a success, this additional content will be added free to the base game.

Feel free to discuss this new content here:
http://steamcommunity.com/app/541210/discussions/0/1479857071254469075/

New Playable Submarines
Two highly requested submarines are being added for players to skipper:
- Seawolf
- 688i

Neutral Vessels and Oil Rigs
Neutral vessels will now be transiting the combat theatre and oil rigs may be present in some regions, making it crucial to correctly identify targets before unleashing weapons.



South China Sea Theatre
An all new campaign and map based in the South China Sea is coming with a naval conflict set in the early to mid 90's.



The various ships and submarines of the People's Liberation Army Navy planned to be added include:
Luhu DDG
Luda DDG
Jianghu FFG
Jianghu-3 FFG
Jiangwei FFG
Chengdu FFG
Yukan LST
Yuting LST
Xia SSBN
Han SSN
Song SSK
Kilo SSK
Ming SS
Foxtrot SS

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Offline Stardog765

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Re: Cold Waters
« Reply #64 on: November 08, 2017, 01:29:21 AM »
Awesome!

Love it.

Offline Beef

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Re: Cold Waters
« Reply #65 on: November 08, 2017, 02:04:13 AM »
looks very interesting...but I wonder if the developers will go back in time to WWII era?


Offline Lumituisku

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Re: Cold Waters
« Reply #66 on: November 08, 2017, 03:02:18 PM »
All this new content looks awesome!

Pain is the nature of life. it is the recognition that I'm nothing more. - Mark Rowland's

Offline Lusik

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Re: Cold Waters
« Reply #67 on: November 08, 2017, 07:58:35 PM »
I really look forward to this update.  Finally something more than a single sub vs. entire Soviet navy.  :)


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Online Asid

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Re: Cold Waters
« Reply #68 on: December 12, 2017, 02:09:55 AM »
Version 1.09 Beta Now Available
12 DECEMBER   - KILLERFISH GAMES

This is a significant update which adds neutral shipping along with other fixes and improvements to the base game. Note that it will likely break most mods, so be sure to disable any mods or custom content before enabling 1.09 beta.

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 1.09.

For more information about what is in 1.09 beta see this thread:
http://steamcommunity.com/app/541210/discussions/0/1499000547492631205/



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Offline Lusik

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Re: Cold Waters
« Reply #69 on: December 12, 2017, 08:27:31 PM »
Great news. :)


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Online Asid

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Re: Cold Waters
« Reply #70 on: December 19, 2017, 08:32:40 PM »
Version 1.09c Beta Now Available
Fixes and tweaks for issues that came up in 1.09b.

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 1.09.

Version 1.09c Beta
19 Dec 2017

General
Fixed damage decal graphical issues
PeriscopeDepthInFeet vessel file variable fixed
Additional civ variants of existing Soviet vessels added and added to norwegian_sea_traffic files
Fixed rare crash in Single Missions caused by not clearing UsePresetPositions flag
Recognition Manual no longer displays in credits if left open at end of campaign
Neutral vessels incorporated into enemy formations now get a correct NeutralMerchantFlags4 flag assigned

Combat
Enemy active intercept no longer picks up passive homing torpedoes
Whales no longer detected by radar
Whales no longer targeted by missiles
Contact will not upgrade to Master if sinking
Sinking ships no longer updated by radar/ESM
Multiple S1 contacts bug fixed
Whales spawn frequency dropped from 100% to the intended 10%
Decreased overall number of enemy weapons fired
Blastzones of depth bombs, mortars and shells increased
Incoming torpedo status icon now correctly displays if any torpedo is homing on player sub
AI torpedoes are depth set to not home on surface vessels
MOSS no longer gradually descends after reaching waypoint

Campaign
Court martial added as an actual event to campaign_data.txt files
New event tag COURT_MARTIAL added to campaign_data.txt files
event_campaign_court_martial.txt added to campaign/campaignXXX/language_en/events
Threshold for court martial decreased based on difficulty level
Fixed a bug where doing an INSERTION of LAND_STRIKE mission crashed the next mission/briefing screen
Patrol aircraft now appear in campaign missions based on combat distance from airfields, nearest recon and whether player is detected at combat start

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Online Asid

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Re: Cold Waters
« Reply #71 on: December 23, 2017, 01:54:06 PM »
Version 1.09e Beta Now Available

Please report any bad missions (soft crash on loading). We think we've finally found all the problems with campaign land-based missions so please verify if they are now working consistently.

Version 1.09e Beta
23 Dec 2017

General
civ_ms_old_freighter fixed broken signature graphic
civ_ms_old_freighter and civ_ms_act_1 profile images updated
Neutral flags colour now set correctly at night

Combat
Improved combat spawn conditions to reduce interference by neutrals

Campaign
Finally fixed the issues with INSERTION and LAND_STRIKE missions crashing


===============================================
Version 1.09d Beta
22 Dec 2017

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 1.09.

Opting into the beta will likely break any mods or custom content so be sure to disable your override folder.

==============================
Major Changes
- Start of combat sonarman greatly improved. Please check for any issues with initial contact assignment with detected or lost contacts, duplicate "S" contacts etc.

- INSERTION and LAND_STRIKE missions were crashing in previous 1.09 versions. Please verify that these mission types are working and if you have a campaign where they consistently crash on loading, please email us the save game.
Confirmed still crashing: We'll roll out a fix in the next day or so.

- Subsequent missions could crash due to assignment of neutral flags in the previous mission. Please check multiple missions work fine in the same play session.
==============================

General
Fixed all new vessels and radar orientation issues
Added civ_ms_old_freighter
Added civ_ms_old_freighter to norwegian_sea_traffic.txt files
default/language_en/dictionary/dictionary_interface.txt added contact types:

Code: [Select]
SonarContact=Sierra
RadarContact=Romeo
VisualContact=Victor
ESMContact=Echo
MultipleContact=Master

Added neutral and whale probabilities to config.txt file:

Code: [Select]
[Miscellaneous]
//Flat % chance for whales
WhaleProbability=0.1
//Probability * pixel value of traffic map (0-1), rolls 2x
NeutralVesselProbability1=0.33
NeutralVesselProbability2=0.25

PeriscopeDepthInFeet variable in vessel txt files now correctly applied to mast usage
Removed deprecated variables from default/language_en/message/briefing.txt (StrengthTypes, ConditionTypes and TextInPort)

Combat
Initial sonar contact callouts corrected and improved for new and lost contacts
Fixed misclassification of contacts and duplicate initial contact names
Fixed a bug where contact names could not get generated correctly leading to blank or duplicate names
Fixed a bug where initial contact had TMA progress calculated when it should not

Campaign
Fixed chance for subsequent mission crash due to assignment of neutral flags in the previous mission
Increased escorts in 68 campaign for some missions where 0 escorts could be generated
Mission orders clarified to be aware of neutrals in the region
Strategic map now moves player sub at flank speed
Strategic map speeds now correctly used at start of combat (max telegraph value 5)
SSBN_PATROL_1 language file, clarified that it is a surface group you are hunting with a boomer below
Disabled event date forwarding as it caused the date to be out of sync at campaign start

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Offline Lusik

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Re: Cold Waters
« Reply #72 on: December 23, 2017, 02:08:47 PM »
The devs react quickly and they listen to the community. This game still has a lot of potential but it's much better than it used to be. One thing I'd like to see is mane departing and mooring at a pier. Or at least coming close to it. I'm sure it will come one day.

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Re: Cold Waters
« Reply #73 on: February 12, 2018, 12:44:20 PM »
South China Sea: Progress
9 FEBRUARY   - KILLERFISH GAMES

Work on the South China Sea campaign is coming along well. New vessels, including the playable Seawolf and Los Angeles Flight III (688i) classes, new aircraft and weapons as well as the setup for the campaign map are now completed.

For a full list of current progress see this thread. http://steamcommunity.com/app/541210/discussions/0/1353742967807455160/



Aside from the new vessels and aircraft of the PLAN (Peoples Liberation Army Navy), the terrain system has also had a complete overhaul to improve visuals and performance as well as adding support for larger cities and air bases.




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Online Asid

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Re: Cold Waters
« Reply #74 on: April 15, 2018, 09:18:13 PM »
Jive Turkey sets sail: South China Sea Preview
13 APRIL   - KILLERFISH GAMES

Jive Turkey and several other beta testers have finally gotten their hands on the South China Sea Campaign. For those of you who can't wait, check out the Twitch stream of Jive Turkey playing the new campaign https://www.twitch.tv/videos/249559525


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