Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on April 11, 2017, 09:14:10 PM

Title: Cold Waters
Post by: Asid on April 11, 2017, 09:14:10 PM
(http://cdn.edgecast.steamstatic.com/steam/apps/541210/header.jpg?t=1487052777)

Spiritual Successor to the Microprose Classic “Red Storm Rising”.

Official Site: Here (http://killerfishgames.com/)
Official forum: Here (http://steamcommunity.com/app/541210/discussions/)
YouTube Channel:Here (https://www.youtube.com/user/PacificFleetDev/search?query=cold+waters)
Steam: Here (http://store.steampowered.com/app/541210/)


Single-player


Official trailer
https://youtu.be/WfQfYe7-V1A

About This Game
After tracking a Soviet landing force bound for Iceland it is time to plan your attack. Do you silently close in to torpedo the landing ships and escape during the resulting chaos? Or strike with long-range missiles but risk counterattack from the enemy escorts? Have you detected them all, could another submarine be out there listening for you? Has the hunter become the hunted? Will you survive the Cold Waters?

Inspired by the 1988 classic “Red Storm Rising”, command a nuclear submarine in a desperate attempt to prevent “mutually assured destruction” when the Cold War gets hot and WWIII begins.

You will be tasked with intercepting convoys, amphibious landings, insertion missions and battling it out with enemy warships, submarines and aircraft. Thankfully, an arsenal of wire-guided torpedoes, anti-ship and cruise missiles and the occasional SEAL team are on board to keep the Iron Curtain at bay.

(http://cdn.edgecast.steamstatic.com/steam/apps/541210/ss_ebf895b9071d8164f7f05ec2bb61940eadc97fbd.1920x1080.jpg?t=1487052777)


Major Features:
- Real-time naval combat
- Over 40 classes of ships and submarines all meticulously researched
- Dynamic Campaign where your performance matters
- Realistic sonar model
- Authentic Soviet combat tactics


(http://cdn.edgecast.steamstatic.com/steam/apps/541210/ss_ed33bd5bd144ce08c5ef882501c6054f5e320803.1920x1080.jpg?t=1487052777)

(http://cdn.edgecast.steamstatic.com/steam/apps/541210/ss_dac5f9efd2702317c5ea94a999b15329a2df3cf7.1920x1080.jpg?t=1487052777)

(http://cdn.edgecast.steamstatic.com/steam/apps/541210/ss_bb07ebf5afc1bb34f960083745b13fc1f3e0828c.1920x1080.jpg?t=1487052777)

(http://cdn.edgecast.steamstatic.com/steam/apps/541210/ss_2fc38ae97ae3452d0343001db36052df4630b05e.1920x1080.jpg?t=1487052777)

(http://cdn.edgecast.steamstatic.com/steam/apps/541210/ss_205a13a7ed5a8c86938d4108a688c12ed120e2be.1920x1080.jpg?t=1487052777)

(http://cdn.edgecast.steamstatic.com/steam/apps/541210/ss_e54bbc1ec52abbd283b8b6e2b6f9132e6044f5ed.1920x1080.jpg?t=1487052777)

(http://cdn.edgecast.steamstatic.com/steam/apps/541210/ss_1cd2ba90ca086c4044b62a55ab1c6e73f6cecdfd.1920x1080.jpg?t=1487052777)

(http://cdn.edgecast.steamstatic.com/steam/apps/541210/ss_510ca1adb514b0bc87f67447246c58e05c70f9b7.1920x1080.jpg?t=1487052777)
Title: Re: Cold Waters
Post by: Asid on April 11, 2017, 09:37:59 PM
This could be out as early as next month.
Title: Re: Cold Waters
Post by: Don_prince on April 11, 2017, 11:46:00 PM
Looks amazing, I hope its not turn based but continuous,


Definedly on my watch list now...
Title: Re: Cold Waters
Post by: Lusik on April 13, 2017, 12:10:30 AM
Thanks for posting it Asid. It's on my wish list. :)


Sent from my iPhone using Tapatalk
Title: Re: Cold Waters
Post by: Attila on April 13, 2017, 05:13:13 PM
Looks very promising  :facepalm_smiley
Title: Re: Cold Waters
Post by: Asid on May 27, 2017, 01:58:50 PM
State of the Game
19 May - Killerfish Games   

The wait is nearly over! Cold Waters is just about ready for release.

In the next weeks we'll be wrapping up testing, crushing the last few bugs as well as shooting new trailers, game play videos and finalising the tutorials and documentation. So keep an eye out for new screenshots and video content soon (we know you've been waiting).

Cold Waters is now feature complete, but some of the most recent features you may not have heard about are:

Land Strike Missions
We agree with the community that simply sailing to a point on the strategic map to launch a land strike felt pretty empty. So land attacks are now full combat missions where you will need to fire TLAMs into a designated area, from which they will be guided to their targets. After doing so, you'll need to clear datum, as enemy aircraft or escorts detecting your launch will come looking. Then reload TLAMs and repeat until you have launched the required number. Pictured is a TLAM salvo striking Murmansk during a dusk attack.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27768464/b4ba5b076dd8d65037de13149bf1a82e9c65ca25.jpg)

Minefields and Sonobarriers
Areas around enemy (or occupied) ports are now protected by minefields and sonobarriers making insertion missions all the more interesting and challenging. If approaching too close to a sonobarrier, enemy aircraft and escorts will investigate. If approaching too close to a mine... well, just see below.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27768464/3383c62c91988cddc0b5fc051545219375df2159.jpg)
Title: Re: Cold Waters
Post by: Asid on May 27, 2017, 02:04:30 PM
R.P.S. PREVIEWS COLD WATERS
27 May - Killerfish Games   


Tim Stone from Rock Paper Shotgun had some hands on time with a pre-release build of Cold Waters.  Full Article Here (https://www.rockpapershotgun.com/2017/05/26/the-flare-path-cold-waters-preview/)


(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27768464/3250d7397e373ea52e2ddf34a9161f0a9c5a990a.jpg)

Here's what he had to say:

"I’m mightily impressed with what I’ve seen so far."

"Moving your vessel and using its weapons and sensors = child’s play. Moving your vessel and using its weapons and sensors in such a way that you stay alive and slay the enemy = dashed tricky and totally engrossing."

"Cold Waters’ GUI might be lightweight compared with Dangerous Waters’ but its physics, sonar and environmental modelling are strong enough to bear direct comparison."

"Cold Waters – ETA: any day now – is looking remarkably strong"

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27768464/332b80d9fc83b5f9454a25f1599dfbf894727953.jpg)
Title: Re: Cold Waters
Post by: Asid on May 29, 2017, 08:02:32 PM
https://youtu.be/Ei30pLIK9_Y

Published on May 28, 2017

Releasing this June
Title: Re: Cold Waters
Post by: Lusik on May 29, 2017, 08:16:23 PM
I want to own this game. :)


Sent from my iPad using Tapatalk
Title: Re: Cold Waters
Post by: Asid on June 01, 2017, 08:41:38 PM
Cold Waters manual released


Manual PDF (53 pages): HERE (http://cdn.edgecast.steamstatic.com/steam/apps/541210/manuals/Cold_Waters_Operations_Manual.pdf?t=1496333434)
Title: Re: Cold Waters
Post by: Asid on June 02, 2017, 04:29:39 AM
Releases today. 2nd June
Title: Re: Cold Waters
Post by: Asid on June 02, 2017, 04:22:26 PM
Release Delayed

Turns out it will be several more days until release...
Hang in there.

Due to slow Steam review process.
Title: Re: Cold Waters
Post by: Lusik on June 02, 2017, 07:18:52 PM
Thanks for the update and the link.


Sent from my iPad using Tapatalk
Title: Re: Cold Waters
Post by: Asid on June 04, 2017, 01:50:49 PM
SUBSIM: Cold Waters Intro

https://youtu.be/2WqLYXqzIws



Surfacing in the middle of the enemy  :shocker. The player seemed to have difficulty with the controls. I appreciate the video  :thumbsup
Title: Re: Cold Waters
Post by: Tuna on June 04, 2017, 02:07:10 PM
lol, "Periscope Depth and then some..."
Title: Re: Cold Waters
Post by: Asid on June 04, 2017, 02:22:28 PM
Voice control would be good in this situation  :thumbsup
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Asid on June 05, 2017, 04:59:49 PM
Out now. £29.99
Title: Re: Cold Waters
Post by: Asid on June 05, 2017, 05:01:20 PM
Soon after release devs plan to add

Crew voices and making
Full Soviet based campaigns.
Title: Re: Cold Waters
Post by: Beef on June 06, 2017, 05:36:59 AM
I've been playing Cold Waters today and am enjoying it a lot!


(http://i.imgur.com/I6i9oci.jpg)
Title: Re: Cold Waters
Post by: Lusik 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!
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Stardog765 on June 06, 2017, 07:39:10 PM
You're just a bunch of bastards is what yarrrrrrr!       :Pirate1
Title: Re: Cold Waters
Post by: Asid on June 06, 2017, 07:51:24 PM
You're just a bunch of bastards is what yarrrrrrr!       :Pirate1


 :grouphugg
Title: Re: Cold Waters
Post by: Beef 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?
Title: Re: Cold Waters
Post by: Stardog765 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.

Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Stardog765 on June 07, 2017, 03:10:21 PM
 :Pirate1
Title: Re: Cold Waters
Post by: Stardog765 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."
Title: Re: Cold Waters
Post by: Stardog765 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.
Title: Re: Cold Waters
Post by: Frankie 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.
Title: Re: Cold Waters
Post by: Asid on June 08, 2017, 07:19:04 PM
There will be a lot of mods coming for this  :thumbsup
Title: Re: Cold Waters
Post by: Stardog765 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

(http://www.subsim.com/radioroom/picture.php?albumid=1103&pictureid=9452)


Title: Re: Cold Waters
Post by: Asid on June 08, 2017, 07:51:15 PM

Reduced underwater visibility mod


 :Holmes
Title: Re: Cold Waters
Post by: Stardog765 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 (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************************* ***********
Title: Re: Cold Waters
Post by: Stardog765 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 (http://www.subsim.com/radioroom/showthread.php?p=2489637&posted=1#post2489637)

Download Link: http://www.nscmod.com/downloads/RussianSubs.zip (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)
Title: Re: Cold Waters
Post by: Frankie 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).

(http://research.dyn.com/wp-content/uploads/2015/10/one_ping.jpg)

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

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

(http://www.moodurian.com/tornado/images/ping.jpg)
Title: Re: Cold Waters
Post by: Stardog765 on June 09, 2017, 01:46:42 PM
One of the best movies ever!

Title: Re: Cold Waters
Post by: Rinix on June 09, 2017, 05:13:40 PM
One of the best movies ever!
Yes. :)
Title: Re: Cold Waters
Post by: Lumituisku 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. :)
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Lusik 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.
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Asid 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)
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Asid on June 22, 2017, 08:04:41 PM
Online Mission Builder

(http://www.jimmyarcade.co.uk/coldwatersmissionbuilder/ScreenShots/playereditor.jpg)

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.
Title: Re: Cold Waters
Post by: Asid 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)
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Lusik on August 18, 2017, 03:49:02 PM
I will test it today. This update brings a few desired changes. 


Sent from my iPhone using Tapatalk
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Asid 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.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27768464/9c5116f47a9b9d717fd00b77ecec5430ded0b5a3.jpg)

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.
Title: Re: Cold Waters
Post by: Lusik 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.
(http://i.imgur.com/ewdCl0V.jpg)

(http://i.imgur.com/pJbXRnh.jpg)

(http://i.imgur.com/sII4OES.jpg)

Title: Re: Cold Waters
Post by: Asid 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.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27768464/9c5116f47a9b9d717fd00b77ecec5430ded0b5a3.jpg)

Title: Re: Cold Waters
Post by: Asid 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:
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Asid 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.
Title: Re: Cold Waters
Post by: Asid 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.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27768464/b04adb86ea53fb3d64a01509a6501ec1062727a0.png)

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.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27768464/27eced172b775e87f3185e61a6b3c516dd8d31f2.png)

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
Title: Re: Cold Waters
Post by: Stardog765 on November 08, 2017, 01:29:21 AM
Awesome!

Love it.
Title: Re: Cold Waters
Post by: Beef 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?

Title: Re: Cold Waters
Post by: Lumituisku on November 08, 2017, 03:02:18 PM
All this new content looks awesome!
Title: Re: Cold Waters
Post by: Lusik 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.  :)


Sent from my iPhone using Tapatalk
Title: Re: Cold Waters
Post by: Asid 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/

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27768464/b04adb86ea53fb3d64a01509a6501ec1062727a0.png)
Title: Re: Cold Waters
Post by: Lusik on December 12, 2017, 08:27:31 PM
Great news. :)


Sent from my iPad using Tapatalk
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Asid 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
Title: Re: Cold Waters
Post by: Lusik 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.
Title: Re: Cold Waters
Post by: Asid 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/

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27768464/b957843f9a4b3e9d1ae5f870ea0eb5b27f438691.jpg)

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.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27768464/8339a07d450e1209c2adc46c3ef47fdcf12c235d.jpg)

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27768464/4010f796696ef0ca2d09bf334ae510f3cc14c06a.jpg)
Title: Re: Cold Waters
Post by: Asid 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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/27eced172b775e87f3185e61a6b3c516dd8d31f2.png)
Title: Re: Cold Waters
Post by: Asid on April 20, 2018, 02:57:27 PM
South China Sea Campaign Beta Now Available
Cold Waters - Killerfish Games

Cold Waters version 1.12 is now available as an open beta and is a major update containing the full South China Sea campaign. Seawolf, Los Angeles Flight 2 and Los Angeles Flight 3 submarines are now also available as playable submarines.

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 1.12.

For more information about the 1.12 version see this thread.  https://steamcommunity.com/app/541210/discussions/0/3288067088114976835/

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/43d48d7117bc51960833ee944f224ec48a63629d.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/89fa8ad34db6c1590bd9eddaf106efc7e240c127.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/dbbf7829dd4d9c7cf5e6ebfc98cf04471fedc72b.jpg)
Title: Re: Cold Waters
Post by: Lusik on April 20, 2018, 03:01:39 PM
South China Sea Campaign Beta Now Available
Cold Waters - Killerfish Games

Cold Waters version 1.12 is now available as an open beta and is a major update containing the full South China Sea campaign. Seawolf, Los Angeles Flight 2 and Los Angeles Flight 3 submarines are now also available as playable submarines.

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 1.12.

For more information about the 1.12 version see this thread.  https://steamcommunity.com/app/541210/discussions/0/3288067088114976835/

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/43d48d7117bc51960833ee944f224ec48a63629d.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/89fa8ad34db6c1590bd9eddaf106efc7e240c127.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/dbbf7829dd4d9c7cf5e6ebfc98cf04471fedc72b.jpg)
Good news before the weekend. 


Sent from my iPhone using Tapatalk
Title: Re: Cold Waters
Post by: Asid on April 26, 2018, 02:04:55 PM
South China Sea Open Beta 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 1.13.

Good hunting!

Version 1.13
26 Apr 2018

General
PersicopeDpethinFeet variable now applied to the auto dropping of masts
Fixed the <n> in event headers
Helo and aircraft now support 0 sonobuoys and 0 depth bombs
Helo torpedo hardpoints added
CIWS particle now specified in ship txt file: Anti-MissileGunParticle=ships/particles/tracers_burst
Tree density now specified by biome
New terrain shader and textures for better visuals and performance
Fixed an offset bug with Scenery object spawn locations
Fixed a bug where terrain tiles could be missing
Added glow maps for urban area lighting to be enabled at night
Fixed text overlap for VLS stores in rearm panel
Corrected numerous typos

New vessels added:
usn_ssn_seawolf
usn_ssn_los_angeles_flt3
usn_ssn_los_angeles_flt2
plan_ssbn_xia
plan_ssn_han
plan_ssk_song
plan_ss_kilo
plan_ss_ming
plan_ss_romeo
plan_ddg_sovremenny
plan_ddg_luhu
plan_ddg_luda3
plan_ddg_luda
plan_ffg_jiangwei
plan_ff_jianghu3
plan_ff_jianghu
plan_ff_chengdu
plan_ptg_huangfeng
plan_lst_yukan
plan_lst_yuting
plan_as_daijiang
plan_aor_fuqing
plan_ap_qiongsha
wp_ssb_golf
wp_ssn_akula1
civ_ms_medium_tanker
civ_ms_roro
civ_ms_mercur
civ_ms_qiongsha

New weapons added:
wp_set-65m
wp_test-71m
wp_test-71mke
plan_yu-1
plan_yu-5
plan_yu-7
plan_cy-1
plan_fqf2500_mortar
plan_type81_mortar
plan_type87_mortar
plan_type_79a_shell

New aircraft added:
plan_z-9
plan_y-8x

Combat
Torpedoes launched from surface ships should run deeper to avoid hitting the launching ship
Added support for rear facing CIWS guns
Player sub active sonar no longer pings if sinking
Enemy vessels no longer counter fire with both torpedoes and missiles (just one at a time)
Flooding no longer resumes in a compartment once it has been cleared of water, unless damaged again
Firing TLAMs in non-land strike missions no longer displays land strike status messages

Campaign
Fixed a bug where RESUPPLY_CONVOY_1 could erroneously be called
Fixed an icon display issue where a port invaded by a landing force did not update colour
Added South China Sea bathymetry data
Added South China Sea chart
New campaign "campaign003" created for South China Sea
Added campaign difficulty explanation to campaign descriptions
Added new variables to campaign_map_data.txt to enable swapping of command names for various theatres:
CommanderName=COMSUBPAC
CommanderFleetName=CINCPACFLT
Added support for insertion missions on oil rigs
Increased time to complete Insertion missions
Increased campaign point reward for insertion missions
Orders now correctly count TLAM missiles in VLS for Land Strike missions
Land Strike missions correctly show "near deployment zone" message in briefing
Title: Re: Cold Waters
Post by: Asid on May 02, 2018, 01:10:52 PM
South China Sea Open Beta Now Available V1.14

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 1.14.

Good hunting!

Version 1.14
02 May 2018

General
Corrected trawler tonnages
Adjusted VLS default loadout to 8 TLAM and 4 TASM on LA flt 2 and 3

Combat
Torpedoes launched from surface ships should run deeper to avoid hitting the launching ship
Added support for rear facing CIWS guns
Player sub active sonar no longer pings if sinking
Enemy vessels no longer counter fire with both torpedoes and missiles (just one at a time)
Flooding no longer resumes in a compartment once it has been cleared of water, unless damaged again
Firing TLAMs in non-land strike missions no longer displays land strike status messages
Oil rigs no longer count as nearby vessels when trying to leave combat
Added a range readout when setting sub heading to assist with range measurements on the tactical map

Campaign
Fixed a bug where tubes reloaded in port would not be loaded upon entering combat
Player mission target locations should no longer be the targets of "land war" events
Fixed the issue with player sub not keeping depth after repairing flooding damage of a previous entounter
Fixed a bug where the campaign003 intro events could spawn during the campaign
Corrected the campaign_critical_fail.txt file for campaign003
Fixed mission orders giving a blank "in the vicinity of" or incorrect location details for the current mission
Title: Re: Cold Waters
Post by: Asid on May 14, 2018, 03:34:45 PM
South China Sea Open Beta Now Available Version 1.15
14 May 2018

Mostly cosmetic and minor bug fixes in version 1.15 along with some campaign balancing of mission timing for South China Sea and repair times.

Fixed Seawolf tube positions
Fixed missing newspaper headings for liberation events in all campaigns (takeover.txt line FRIENDLY_TITLE_LIBERATION_TOTAL had additional '|' at end)
Added Golf class submarine to SSBN_PATROL_0 mission for 68 campaign
Decreased subsystem repair times to be less of a time penalty while in port
Improved pacing and timing of South China Sea missions
Title: Re: Cold Waters
Post by: Asid on May 17, 2018, 02:52:47 PM
South China Sea Major Update
16 May - Killerfish Games   

It is nearly a year since Cold Waters was released and in that time we've made continuous updates, improvements and added additional content, all to the base game and all for FREE!


Cold Waters - What's New

https://youtu.be/ZaFHsyWEhyo


What's New Trailer
Check out the "What's New" trailer above to see highlights of these major additions since release which include;

South China Sea Campaign
An all new campaign takes you to the warm waters of the Pacific where you'll take on the People's Liberation Army Navy of China in an attempt to maintain naval control and bring stability to the region.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/dbbf7829dd4d9c7cf5e6ebfc98cf04471fedc72b.jpg)

New Player Submarines
By popular demand, the formidable Seawolf class is now playable along with the Los Angeles Flight 2 and Flight 3.

Crew Voices
Adding to the tension, immersion and putting you firmly in command, your crew now call out warnings, updates and verify orders you've given.

Point and Click Controls
We got a lot of feedback about the controls and listened to what players wanted, namely a full point and click interface with tool tips to command your submarine. So we added it (and made it fully modifiable to build the user interface you want).

Neutral Shipping
Not every contact is a target anymore! Fishing trawlers, container ships, tankers and whales roam the ocean making it crucial to correctly identify your targets before firing on them.

Improved Terrain, Cities and Air Bases
The terrain system has been completely overhauled to improve performance and visual quality. In addition, urban areas, cities, all new port facilities and air bases have been added, many of which may well be targets for your land strike missions.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/fc3d45e86098abe2293fad86d192105c6d2e6203.jpg)

Ship Recognition Manual
Can't remember the difference between a Kanin and a Kashin, or a Luda and a Luhu? You won't have to with the in-combat ship recognition manual, a comprehensive encyclopedia of the various ships and submarines outlining their capabilities, sensors and weapon systems.

New Vessels, Aircraft and Weapons
Over 35 new vessels, mostly comprising the People's Liberation Army Navy as well neutral shipping, have been added in conjunction with new weapon systems and aircraft to support them.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/4010f796696ef0ca2d09bf334ae510f3cc14c06a.jpg)

Vertical Launching Systems
Available on the Los Angeles Flight 2 and 3, these batteries of missiles let you stock up on additional anti-ship or anti-land missiles which can be fired in rapid volleys.

Oil Rigs
Similar to neutral shipping, oil rigs are also dotted about the oilfields of the North Sea and South China Sea.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/b04adb86ea53fb3d64a01509a6501ec1062727a0.png)
Title: Re: Cold Waters
Post by: Asid on June 20, 2018, 12:34:04 PM
Version 1.15b Beta 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 1.15b.

Version 1.15b

Fixed "Land of Giants" bug with Severomorsk harbour
Fixed knuckle spam bug on Riga
Fixed cavitation placement on Set-40 and Set-65 torpedoes
wp_ssb_golf added to OtherVessels list of norwegian_sea_traffic_68 text file
Added official graphics for Soviet Medals
Official graphics for PLAN Medals (in progress)
Added quick mission editor for custom Single Missions
Added new file default/language_en/dictionary/dictionary_editor.txt to support editor language
Added new file default/editor for mission editor config parameters
Added several new Single Missions

Added new vessels:
usn_cg_belknap
usn_ff_knox

Added new aircraft:
usn_sh-2f

Added new weapons:
usn_rur-5
wp_ss-n-7
wp_ss-n-15
wp_mg-74 (decoy)
plan_c-801

Modified several submarine classes to be playable as well as added masts for:
wp_ssn_november
wp_ssgn_charlie1
wp_ssn_alfa
plan_ssn_han
Title: Re: Cold Waters
Post by: Asid on June 21, 2018, 04:26:07 PM
Version 1.15b Beta Updated

References to medal images:
Soviet Medals
sov_hero_of_the_soviet_union
sov_order_of_the_red_banner
sov_medal_of_ushakov
sov_medal_of_nakhimov
sov_order_of_the_red_star
sov_dsm_1st_class
sov_dsm_2nd_class

PLAN Medals
plan_model_hero_1st_class
plan_model_hero_2nd_class
plan_meritorous_service_medal_1st_class
plan_meritorous_service_medal_2nd_class
plan_meritorous_service_medal_3rd_class
Title: Re: Cold Waters
Post by: Lusik on June 21, 2018, 05:31:13 PM
I love their attention to detail.

Belknap  class cruiser

(https://i.imgur.com/vt5aF5p.jpg)

(https://i.imgur.com/cgahbnQ.jpg)

And Knox class frigate

(https://i.imgur.com/mKAKDJJ.jpg)
Title: Re: Cold Waters
Post by: Asid on June 21, 2018, 06:28:11 PM
Very nice.

Thanks for posting these Lusik  :thumbsup
Title: Re: Cold Waters
Post by: Asid on June 23, 2018, 10:27:28 PM
US Ships More Playable Submarines Added
Cold Waters - Killerfish Games

It has been a month since the massive South China Sea update was added and new content continues to be added to Cold Waters.

US Navy Ships
Two ships of the United States Navy have been added, the Belknap class guided missile cruiser and the Knox class frigate along with the Seasprite helicopter to provide air support.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/8fa2364a7c2f3f4c2319e12f2aa41bd618306bf7.jpg)

More Player Submarines
To give these US assets someone to tangle with you can now play the Soviet Charlie I, Alfa and November as well as the PLAN Han classes.

Quick Mission Editor
Jump into the Quick Mission Editor to create skirmishes with the submarines, ships and aircraft you want to face off against. Play in the North Atlantic/Norwegian Sea theatre or the South China Sea/Pacific theatre as US, Soviet or Chinese nuclear submarines.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/23f9dfd2a4a7c13eaf11799173987abe7c90082d.jpg)

Medals for Soviet Navy and PLAN
Medals for the Soviet navy and Peoples Liberation Army Navy have been added to help the modding community create full campaigns featuring the new official playable submarines as well as numerous additional ones they've already added to the game through mods.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/1b7bf33c186d7b2bd718c2e4153f162fe753c1ce.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/bae051a179d531d70b43dc49d4b0a856233808f8.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27768464/26e6d00237da73ed2db8fd2764d4286410598496.jpg)
Title: Re: Cold Waters
Post by: Asid on July 02, 2018, 10:00:06 AM
Version 1.15e Beta 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 1.15e.

Version 1.15e
In Beta

Quick Mission now supports many vessels in scroll-able lists rather than the 75 cap.
Quick Mission now previews an image of the vessel when clicking on vessel name (when adding vessels to the group)
Changing map in Quick Mission builder now clears all vessels currently assigned to groups.
Fixed Knox anti-missile gun firing arc
Fixed display bug in Unit Reference and Recognition Manual where weapons only available in VLS were not being displayed.
Title: Re: Cold Waters
Post by: Asid on August 03, 2018, 01:31:18 PM
Version 1.15f Beta 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 1.15f.


1.15f
SSBN patrol missions fixed for campaign_003
Fixed Belknap anti-missile gun firing arc
Belknap hull foam values corrected
Knox hull foam values corrected
Knox and Belknap bow wave and prop wash particles corrected
3 letter month abbreviations in mission files now case insensitive
Oscar and Victor 3 planes issues fixed
Juliet and Victor3 model files updated
Han torpedo loadout fixed
Awards.txt file removed from default and separate copies now in each campaignXXX subfolder
Title: Re: Cold Waters
Post by: Asid on August 06, 2018, 12:58:51 PM
Version 1.15g 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 1.15g.


1.15g
1.15f had a bug where newly started campaign had a crash when bestowing medals.
Any campaign started with version 1.15f is effected and broken permanently.
Version 1.15g released today fixes this issue.
Title: Re: Cold Waters
Post by: Asid on April 03, 2020, 02:33:33 PM
War on the Sea - Coming Soon
Fri, 3 April 2020


Killerfish Games announces "War on the Sea"

War on the Sea puts you in command of warship task forces, supply convoys and submarines as well as tactical use of aircraft to secure the South Pacific during World War II. Heavily inspired by the classic computer games "Great Naval Battles" and "Task Force 1942", War on the Sea is coming soon to PC and Mac.
1942: The world is at war

The Japanese Empire expands throughout the Pacific where Allied forces attempt to halt its spread. A desperate struggle for control of the Solomon Islands is now underway.

How will you protect your transports as they deliver troops and supplies in the South Pacific? Will you deploy precious aircraft carriers to provide air cover? Do you screen the area with submarines? Or attempt to lure the enemy navy into a decisive surface engagement?


War on the Sea - Coming Soon

https://youtu.be/8sjPhyvhD1s



Features

•   Real-time naval combat
•   Theatrical external-view game play
•   Play as Allied Forces or Imperial Japan
•   Over 50 classes of playable ships
•   Dynamic campaign
•   Tactical control of aircraft (not a flight simulator)
•   Fight fires, counter flood compartments and repair ships
•   Sink ships using realistic buoyancy physics
•   Historical missions based on actual naval engagements
•   Historical ships, aircraft and weapons


Title: Re: Cold Waters
Post by: Skoop on April 03, 2020, 04:41:48 PM
Man I thought at first glance that they were going to add playable ships to cold waters and got all excited.  Then I realized it’s a totally new WWII game.  Sad that all development for cold waters has stopped.