Cold Waters

Cold Waters

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Epic&Fun May 28, 2020 @ 9:03am
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Cold Waters Epic Mod 2.28 (update 23.02.21)
Hi all!

Discord Server Cold Waters Epic Mod[discord.gg]

Changes in 2.28 version (update 23.02.21):
- Surface-to-air missile systems on ships
​- Improved AI
- Fix the enemy's capture of their territories by amphibious invasion
- Fixes for AI navigation on the global map
​- Destroyed submarines and ships do not disappear at depth
- Revised the noise level of torpedoes
- Fix polar ice
- Fixed the effects of AK630 and others.

Download here: Cold Waters Epic Mod[coldhunter.ru]

How to install
- Install clean version of Cold Waters 1.15 g (if another version of the mod is already installed, then in EpicMod Install.exe roll back the mod, delete the old MODS folder)
- Unpack the contents of the archive to the game folder next to ColdWaters.exe
- Run EpicMod Install.exe, activate the Main mod
- Additional options are available at will
- Run ColdWaters.exe

Have fun!

Changes in 2.27 version (update 31.12.20):
-Fix a critical bug in the NATO South China Sea Campaign
​-New models of missiles
-Fixes of towed array on some submarines
​-Redesigned the darkness at a depth of
-Fixes in Campaigns
-Fixed music in the intro of 1968, as well as supplemented music, etc.
-Added authentic AK630 sound, Engine sounds and propeller noises of surface ships.

Changes in 2.26 version (update 20.11.20):
-Fix a critical bug that caused mod to not start after installation (error dictionary_message_log)
​-New submarine, new torpedoes and missiles on it
-Fixes and managed Chinese SUBMARINES + one new modification
​-Redesigned the darkness at a depth of
-Redesigned the behaviour of the enemy SUBMARINES while avoiding the torpedoes
-Fixes campaign NATO
-Fixes for some submarines
-The set-65M was removed from 1984
​-Sea Lance replaced by SUBROC (while with a torpedo)
-Towed Array can be released at periscope depth
-Redesigned some interface elements, etc.

Changes in 2.25 version:
-Fixes for critical bugs (the continue button disappears)
-Does not throw back to the port on contact near the base
-Crew leveling in all Campaigns
-Updated system for calculating pre-emptions
-Darkness at depth
-Improvements, fixes, extensions

Changes in 2.24 version:
-Restored the Chinese Navy
-The revival Campaign in the South China sea (NATO)
-Rebalance the noisiness of submarines
-Masking the player's submarine noise with more noisy objects nearby
-New models 658M, 65-76, 65-76A, 3M-54
-Expanding the list of NATO ships, player ships
-Improvements, fixes, extensions

Changes in 2.23 version:
-New models
-Accounting for the caliber of torpedo tubes
-Versatility of the missile guidance mode (surface / ground targets)
-Indication of the launch point of enemy anti-submarine missiles
-Setting markers on the tactical map
-Metric system, menu language and voice-overs change in the game options
-Improvements, fixes, extensions
-Critical fixes in USSR Campaigns

Changes in 2.22 version:
-Full English NATO Campaigns 1968, 1984, 2002 + Surface fleet Campaign (beta)
-Fire of artillery guns of the player's surface ships (ENTER)
-Fire RBU (anti-submarine rocket launcher) of player's surface ships (SHIFT + ENTER)
-Fire CIWS of player's surface ships (automatically)
-Use of anti-missile passive interference on surface ships (DELETE)
-Added Campaigns on the Global Map for the Surface Fleet
-Expanded list of playable surface ships
-AI of the enemy applies anti-ship / anti-submarine missiles depending on the target
-Advanced interface size settings (for low resolutions)
-Fixes, edits, improvements

Changes in 2.12 version:
- Crew experience (test in the USSR Campaign 1984 North Atlantic)
- Fixes of the NATO Campaign 1968, 1984, 2002 (beta)
- Fix artillery of surface ships
- Fix guidance torpedoes on surface ships
- Fix guidance torpedoes on the submarine
- Extension damage to surface ships
- Dates in the corresponding language, etc.

Changes in 2.11 version:
- NATO Enhanced Campaigns 1968, 1984, 2002 (beta)
- Optional Russian / English version of the mod
- Optional Russian / English crew voice acting
- Optional metric / imperial measurement systems (meters / feet)
- Ability to cross the screen border on the Global map
- Rebalance of NATO submarines (noise, anti-echo coverage)
- Corrected Towed array release points
- Updated / returned awards of Russia, USA
- Player surface ships in quick missions
- Fixes, improvements and add. information
- Additional parameters in the config
- Add. interface settings: Miles and seconds in the torpedo marker, text offset in the HUD, text color change, which before that could not be changed, etc ...

Changes in 2.08 version:
-Manual release and reeling of Towed array (<- Backspace)
-New hot keys (TA selection, Enemy contacts, Depth setting)
-Expanded Campaigns in the North Atlantic (Convoys, Shock Groups, Submarines on their missions, a new type of Free Hunt missions)
-Icons on the strategic map correspond to the composition of the groups
-Amendment of background information and other fixes and improvements

Changes in 2.07 version:
-New model, sound and mechanics VA-111 "Shkval"
-Improved wake-guided torpedo behavior
-Visually visible wake traces depend on sea waves
-Reduced logic for recalculating torpedo range (realism)
-Added display of torpedo range on a tactical map
-Fix torpedo speeds depending on the mode of travel (approach / attack)
-Great depths, remake depth map on the global map
-Rebuild Campaigns in the North Atlantic (1968, 1984)
-Added information on the parameters of torpedoes in the museum and in combat information

Changes in 2.06 version:
-Torpedo range, depending on the mode of movement
-Added maximum torpedo movement depth
-Fixes, extensions, improvements to all Campaigns
-Re-equipment of Soviet / Russian submarines in accordance with the project
-Approximate to the real characteristics of torpedoes, etc.

Changes in 2.05 version:
-New model .661 Anchar (NATO Papa), Nimitz class aircraft carrier
-Wake-homing torpedoes
-Setting up torpedoes by depth of search and attack
-Circulation of torpedoes in a spiral to a depth
-Recast AI surface ships (regularly attack with torpedoes)
-Recast of acoustics taking into account Diesel/Nuclear submarine, there is / is no anti-sonar coating, sensor rebalance
-Recast AI submarines in shallow water
-Expansion of the Global Map (passages through the Bering Strait)
-Retexturing torpedoes
-Sounds from Ramius "RUSSIAN CREW 2020"

...

P.S. Many thanks to To Daniil Smirnov, Ivan Baranov, Oleg Vygovsky, Konstantin Martynov, Skwabie, Max Panov, Alexander Krymsky, Lorenzo, Eugene "Ramius", Maria Sklyarova, Nikita Nichagin, Max Safonov, SEMA Ivanov, Dmitry Bondarenko, Mich73b, Rokvam and Frank G for partial translation into English, 「M〤」patrosha and Dot for initial post about 2.072 and to all those who participate in discussions, bug detection and testing of builds!

https://www.youtube.com/watch?v=RkiXUjVqPd0&t=84s
Last edited by Epic&Fun; Feb 23 @ 1:22pm
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Showing 1-15 of 330 comments
Dot May 28, 2020 @ 10:32am 
So now you can meet the mod leader) This is the guy who is constatntly developing and playing this mod for, i dunno... more than 2 years?))

For those who want to play "RPG_Mode" on other campaigns:
1. copy \language_XX\events\content\rpg_mode.txt to similar folder in other campaign
2. Add line RPGModeEnabled=TRUE to campaign_data.txt of that other campaign

Compatible with saves from 2.11 - after loading a save you will get a level 0 crew andd a random XO (who will write you reports until your vessel sinks))

Due to development mess, an older version of english rpg_mode.txt was distributed with the mod. For those with modding experience it is advised to get a latest one:

https://drive.google.com/file/d/1kH5cJoUqPu4X-Gav_xvnQkSaOh6aJc3N/view?usp=sharing

old one is working, but new has more translation and some explanations. Many thanks to ETR3(SS) from SUBSIM for help in naming divisions, I had no idea how they are called on western subs.
Have fun!)
Last edited by Dot; May 28, 2020 @ 10:33am
Frank. G May 28, 2020 @ 4:30pm 
Bravo!
Epic&Fun May 29, 2020 @ 10:54am 
Originally posted by jaegertier123:
news from the front 2002 nato campaign found a "Papa" SSGN alongside a Kilo, no Papa (SSGN) in the recognition manual:steamsad: (it was my first mission)
Thanks for the report, fixed, will be in the next version of the mod
zoso1371 May 30, 2020 @ 9:26am 
When play surface ships now when firing shells from the gun they dont hit the ships. They just fly around in a circle around the ship or crash into water while on the way.
Last edited by zoso1371; May 30, 2020 @ 9:26am
Originally posted by Epic&Fun:
Originally posted by jaegertier123:
news from the front 2002 nato campaign found a "Papa" SSGN alongside a Kilo, no Papa (SSGN) in the recognition manual:steamsad: (it was my first mission)
Thanks for the report, fixed, will be in the next version of the mod
Probably the same happens with Barbel-class in the Soviet 1984 North Atlantic campaign. The it has the recognition manual, you can open the card once the acoustic identify the target for you, but you can’t match acoustic signature manually. The only way to kinda speed up the process is to select some other diesel-electric boat, I prefer Oberon because it’s rare and has similar-ish signature. But that’s the only workaround.

Или, говоря по-нашему, нет сигнатуры у барбульки)
Last edited by Røgnvaldr ór Moskviæ; May 30, 2020 @ 11:48am
Epic&Fun May 30, 2020 @ 11:04pm 
Originally posted by Røgnvaldr ór Moskviæ:
Originally posted by Epic&Fun:
Thanks for the report, fixed, will be in the next version of the mod
Probably the same happens with Barbel-class in the Soviet 1984 North Atlantic campaign. The it has the recognition manual, you can open the card once the acoustic identify the target for you, but you can’t match acoustic signature manually. The only way to kinda speed up the process is to select some other diesel-electric boat, I prefer Oberon because it’s rare and has similar-ish signature. But that’s the only workaround.

Или, говоря по-нашему, нет сигнатуры у барбульки)
Fixed)
lagrje May 31, 2020 @ 4:51am 
Just started to play this mod in the 2.12 version. I must say I'm impressed with this and the work you have laid into this mod.

Until now I've played a few single missions and started a NATO 1984 campaign, that's a bit difficult since the campaign briefings are in Russian only?

Since it's the first time I play the Epic mod some of the things I've come across may have been mentioned before, but here goes. BTW I play in "casual" level:

1. Seems that you have tweaked the torpedo behavior quite a lot. I find that the torpedos homing capability is very limited, even the best NATO and Russian torps can be fooled more easily with noise makers, and even seem to prefer to home in on a noise maker rather than a sub broadsiding almost right behind it?

2. To evade a hominig torp you now need to move at speed, change depths, curse and use noise makers, knuckles and other counter measures. That's fine. Gone are the days where you could move up and down using only full trim and at 5 knots, and then evade just about any torp. You have to work now, which is ok :)

3. Torpedos actual homing search cone is way smaller than shown on the map. I find that the torp needs to be much closer to a sub and smaller ships than the search cone that shows on the map suggest to pick up the target?

4. Looks like you've dealt with the almost "God like" ability of planes and helos to pick up your scent and then deliver their ordenance right down on your head. Kudos! :)

Keep up the good work!
Dot Jun 2, 2020 @ 3:44am 
Just noticed that for some reason google drive locked access by default( All who tried to download rpg_mode.txt - please try again, now it should be avaliable to download. My apologies for inconvinience.
Dot Jun 2, 2020 @ 3:55am 
Originally posted by lagrje:
Just started to play this mod in the 2.12 version. I must say I'm impressed with this and the work you have laid into this mod.

Until now I've played a few single missions and started a NATO 1984 campaign, that's a bit difficult since the campaign briefings are in Russian only?

Since it's the first time I play the Epic mod some of the things I've come across may have been mentioned before, but here goes. BTW I play in "casual" level:

1. Seems that you have tweaked the torpedo behavior quite a lot. I find that the torpedos homing capability is very limited, even the best NATO and Russian torps can be fooled more easily with noise makers, and even seem to prefer to home in on a noise maker rather than a sub broadsiding almost right behind it?

2. To evade a hominig torp you now need to move at speed, change depths, curse and use noise makers, knuckles and other counter measures. That's fine. Gone are the days where you could move up and down using only full trim and at 5 knots, and then evade just about any torp. You have to work now, which is ok :)

3. Torpedos actual homing search cone is way smaller than shown on the map. I find that the torp needs to be much closer to a sub and smaller ships than the search cone that shows on the map suggest to pick up the target?

4. Looks like you've dealt with the almost "God like" ability of planes and helos to pick up your scent and then deliver their ordenance right down on your head. Kudos! :)

Keep up the good work!
1. Yes. For now noisemakers are OP. Cant say much on that matter, I haven't dig much into torpedoes and targeting.

2.Yep) We're for a challenging figths) Glad you've liked it

3.No, search cone is equal to the one shown at map, but this cone is calculated for active guidance versus submerged target without coating. In most cases "effective" cone will be smaller. Check a new mod info in game help (Shift+F1) - search for a blue text, there are some explanations.

4. What goes up must go down)) Anti-Air Missile was made by Oleg, a really brilliant coder

Have fun!)
05hogsrule Jun 4, 2020 @ 11:05am 
I have concerns.
1st. This "expansion Pack" says I am leaving Steam and going to another page that is not hosted by the creator of this game. Legit or illegal?
2nd. I don't know how many other expansion versions are there, but I want to know how to search for them on STEAM in the library or store, I can not find them by any variety of version, title, topic. I only have the basic, original game. Am I that far behind the progress that I should just shoot myself in the head, now??
Originally posted by 05hogsrule:
I have concerns.
1st. This "expansion Pack" says I am leaving Steam and going to another page that is not hosted by the creator of this game. Legit or illegal?
2nd. I don't know how many other expansion versions are there, but I want to know how to search for them on STEAM in the library or store, I can not find them by any variety of version, title, topic. I only have the basic, original game. Am I that far behind the progress that I should just shoot myself in the head, now??

There is no official Steam workshop functionality for Cold Waters, so no mod, let alone entire overhaul, can be delivered directly here, all custom content has to be hosted elsewhere and provided with links. This is also the the reason why it's hard to run a mod community here - discussions were never meant for this, so all modders have to find their way around that. There is nothing illegal about this, that's just how things work.

Anyway, the first link at the top, the VK one, leads to the mod community group in said social network, the devs are mostly Russians and we tend to gather there, it's the most popular one in our country, almost unrivaled. And the download link below surprisingly leads to google disk archive for you to grab the mod from the cloud, install it, and enjoy it. The mod itself has very straightforward structure, it basically is a bunch of assets managed with JSGME, an unofficial, but very well known and reliable tool used en masse by modders for all kinds of games, being the only executable file in the mod to my knowledge. There are some dlls, but I guess it's impossible to alter the game to the extent the developers did without using these, and oh man they overhauled a lot. I mean, new boats, new campaigns, crew experience in some campaigns, two voice-overs for you to chose, different weapon and AI behavior, floodings make more sense, anti-air missiles, even playable surface ships... From legal perspective, it's just a mod, and rightfully so as it does not include the game itself and you have to have vanilla version installed first. Mods are officially allowed.

It's always good to be concerned about security or legality, everyone has to keep his guard high these days, but if you ask me, I see no reason not to give it a shot.
Last edited by Røgnvaldr ór Moskviæ; Jun 5, 2020 @ 7:21pm
Ok, another little bug. Well, maybe not a bug, but at least a thing to consider. All 1984 campaigns feature Trafalgar class, which was present at the time, but for some reason it has 1995+ torpedoes on board in all campaigns, which is a problem. You can either abuse the hell out of it, literally molesting the Soviets who usually don't even have enough ships with sonars at the time in the game from like... 20KYD? AND with 10 outboard MOSSes too, like improved 971 does in 2002.. That's dirty! :D Or you might find yourself being yought at with that nasty sPeArFiSh heading your way at 80kts on a wire. I mean, it's not too hard to dodge one in a 971 or one of the racing subs, especially if you take advantage of that big turn radius, but you have to pin the Trafalgar down with a rocket-propelled torpedo for it to loose the wire and good luck fighting against it in anything diesel-electric, and imagine it actually using those MOSSes...

As far as experimental experience functionality works, no issues so far. Can't wait for the feature to be implemented in all of the campaigns. My Yasen crew deserves a promotion :D
Last edited by Røgnvaldr ór Moskviæ; Jun 11, 2020 @ 12:24pm
Raptor341 Jun 10, 2020 @ 2:14pm 
Agree - weapon load outs need to be adjusted for historical accuracy
zoso1371 Jun 14, 2020 @ 4:42am 
So for some reason all the subs I come up against in any campaign will only fire rocket propelled torpedoes at me. They never fire their normal, more deadly torps. What is up with this and has anyone else seen the same?
Frank. G Jun 14, 2020 @ 8:17pm 
Originally posted by zoso1371:
So for some reason all the subs I come up against in any campaign will only fire rocket propelled torpedoes at me. They never fire their normal, more deadly torps. What is up with this and has anyone else seen the same?

Not seeing it from my end. But apparently, the subs and surface vessels prefer to use air drop torp in medium or long range if available. In most cases for me, they spray air drop torps first along the line where they heard us and then shoot a salvo of two or three normal torps.
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Cold Waters > General Discussions > Topic Details