Cold Waters

Cold Waters

Dot Jul 17, 2021 @ 5:41pm
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Cold Waters DotMod v0.1
Presenting: DotMod for Cold Waters.

This is an attempt to create a more organized mod that is closer to vanilla vessel and weapons characteristics than other, currently-existing mods. This also generally results in more realistic sensor comparisons.
While DM incorporates some stuff from EM made by our developers (and other items which we have the right to use), it is built from the ground up on the base game to avoid many of the flaws found in that mod, some of which would take more time to fix than re-do from scratch.

This is an early Beta release, and will be tweaked and improved based on feedback and additional sources where possible. We encourage you to join our Discord at: https://discord.gg/DrmztcDYYf
to help us further tweak the mod to give the best possible experience. We also hope you enjoy it as much as we enjoy working on it!

We are still in the process of creating documentation. Expect that with the final release of the mod.
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[INSTALATION INSTRUCTIONS]
WINDOWS:
Github:
Note that DotModInstaller.exe will not work on Windows 7. In such case you can manually extract ColdWaters_Data folder from archive and copy it over ColdWaters_Data in the game folder.

Download the release .zip from the GitHub page. Extract the contents of the .zip file into a folder somewhere where you can find it.
Then, navigate to the Cold Waters directory in which you wish to install the mod in File Explorer. Right-click on the address bar and select "Copy as text."
Return to where you extracted the mod, and launch DotModInstaller.exe. Follow the instructions present in the installer.
Then, the mod should be installed to Jone Soft Generic Mod Enabler (JSGME), which may be called "EpicModInstall" if you used that mod prior to DotMod. Launch that and enable DotMod, as well as any addons you have installed alongside DotMod.
Launch ColdWaters, and if the loading screen appears, you have done everything correctly. Enjoy!

Changelog (INCOMPLETE):
[KNOWN ISSUES/WIP]
Many models are still WIP and requires remodel/retexturing
Norwegian surface ships are kitbash placeholders
SAM trails are placeholders and require replacement
Event files for 1984 USSR (004) in English still need translation. A hotfix will go out for this as soon as possible.
Not all playble surface ships have deployable towed arrays
P-6 missile is used as substitute for P-35 and P-500 until they get their own models

[CAMPAIGN]
Soviet Campaign (1984)
Expanded RPG Mode: Prestige system, player ranks, ability to change mission and vessel
Custom transit backgrounds for most vessels
Reykjavik, Narvik and Bergen harbor scenery now all have landstrike targets

[GAME]
Self noise and sensor strength reworked by Daniil
Bundle import code improved by TheHappyYachter
New loading screen by TheHappyYachter
Loading time on game start improved by TheHappyYachter
New game options by TheHappyYachter
New single missions (More coming!)
Russian descriptions rewritten and corrected
(EM) Russian voiceover by Evgeny Mas a.k.a. Ramius

[GAME MECHANICS]
Player SAMs can target enemy aircraft and missiles, and, depending on the type of missile, also surface ships for a long-range ASuW weapon. They are, of course, not very effective in this role.
Old SS boats are faster on the surface
The AI no longer autodetects weapons if they do not know they are there
Fully functional surface to air missilies with ability to switch target type
Secondary SAM that works automatically and targets approaching missiles
Civilian vessels will mask a submarine's noise
CIWS will target aircraft
(EM) Deployable towed arrays

[GUI]
Additional buttons:
+ Increase depth by 100m
+ Decrease depth by 100m
+ Go to max missile launch depth
+ Deploy chaff button

Clear to Leave indicator (Next to the button to go active)
Panel for player SAM
Aircraft map icons (non-clickable)
Missile map icons (clickable)
Player current noise displayed on tacmap

[MODELS]
Kobben model
Ohio model by that_person and TheHappyYachter
Oberon model by that_person
Trafalgar model by TheHappyYachter
Weapon models by Dot, TheHappyYachter and that_person
+ high quality models by Lorenzo:
65-76, AT-2, UMGT-1 and Mk-48 Mod 5 torpedoes
RPK-2-53, RPK-2-65 and RPK-6 ASW Missilies

(EM) Nimitz model
(EM) Anchar (Papa) model by Max Panow
(EM) SH-60B model by Syoma Ivanov

[VESSELS]
Repainted civilian vessels acting as US auxilary ships
Retextured most of the soviet submarines to have brighter textures and darker top side

[QOL]
Added short name for ship to display in GUI
1km circles on tactical map (Note that these do *NOT* adjust when using the Imperial system)
(EM) additional info while draging weapon waypoint

[BUGFIXES]
Numerous misc. changes and fixes
Enemy helicopters now see surfaced player

[CREDITS]
DotMod team:
Ivan Baranov a.k.a. Dot - Started the project and has done work on just about everything.
Dsmirnoff - Accoustics system supervision, advanced coding, research and corrections, additional modeling, work on russian texts
Masha Sklyarova - Main tester, tactics assesement, work on russian text
TheHappyYachter - Advanced coding, modeling
HobbitJack - Campaign 002, English translation, cleanup and package management, support, community management, and outreach
Lorenzo a.k.a. Electric Boat - Modeling
that_person - Campaign 001, modeling
Minsk CVGH - Additional Russian translation
ghostdog688 - Coordination, presentation, PR
Goldmaster11 - Testing
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Our team also wants thank several people for their help and inspiration:
Nils a.k.a. Julhelm - Without you there would not be CW and without your help our mod would be missing small, yet critical, info! We'd also like to thank you for that Marmoset material that kept our ships hidden by fog.
Gsmith93-We thank you for your incredible 1990 campaign! It gave us such a good base to work off of and saved us so much time.
Oleg Vygovsky - You've showed that impossible is actually possible and provided info and support
Nikita Nichagin - If you hadn't called Dot to CW, we woldnt be here now! Additionally, thanks for the info and support through the years.
Kostya Martynov - Your analysis and info you've posted in your group was very valuable for creation of this mod.
Evgeny Mas - Your voiceover adds an incredible amount of immersion to playing Russian vessels.
Steel Shark - We're still using the HUD you made for EM, even if it's tweaked a little. Nice work.
Special thanks is also given to model makers who have uploaded thier models for anyone to use, especially on 3D Warehouse!

[DISTRIBUTION]
If planning to distribute the main mod without modification, you may do so under the condition that you link to the GitHub page and not to any mirror, torrent, or other distribution.
If planning to distribute the main mod with modification, you may do so under the condition that you also provide a link to the unmodified version found on the GitHub and not to any mirror, torrent, or other distribution.
If planning to distribute a modification to the main mod separately from the main mod, no restrictions are provided on your work. However, you are encouraged to provide a link to the GitHub. You may include DotModInstaller.exe as well as a configuration .ini file to allow the modification to be automatically installed to JSGME.
You may copy, edit, delete, add, etc. content under the condition that you do not do so in order to distribute with or for Epic Mod. (Yes Epic, this applies to you. Don't say we didn't warn you.)
Last edited by Dot; Jul 30, 2021 @ 9:37am
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Showing 16-30 of 102 comments
Bourky Aug 9, 2021 @ 5:18pm 
Is it possible to make Oberon and Trafalgar available in the Nato campaigns (68 & 84) respectively and the MK45 Isn't powerful enough. In reality the MK45 had an explosive force of 11 Kilotons which if not far off 10 Million Kg of TNT in terms of explosive power. Obviously that is a ridiculous number to add in to the game but the destructive power in game should be such that no vessel can withstand it (i.e. one shot one kill) if it detonates close to the target. I do like that you can only carry two on your sub, and I also like the enemy subs seem to have greatly improved evasive manoeuvres.

Also it would be great if an Astute class could be added for Nato as an option in the 2000 China Campaign.

PS I see there are lots of other improvements in the game too :-)
Last edited by Bourky; Aug 9, 2021 @ 5:20pm
KirbyMirror2 Aug 9, 2021 @ 8:31pm 
Originally posted by Bourky:
Is it possible to make Oberon and Trafalgar available in the Nato campaigns (68 & 84) respectively and the MK45 Isn't powerful enough. In reality the MK45 had an explosive force of 11 Kilotons which if not far off 10 Million Kg of TNT in terms of explosive power. Obviously that is a ridiculous number to add in to the game but the destructive power in game should be such that no vessel can withstand it (i.e. one shot one kill) if it detonates close to the target. I do like that you can only carry two on your sub, and I also like the enemy subs seem to have greatly improved evasive manoeuvres.

Also it would be great if an Astute class could be added for Nato as an option in the 2000 China Campaign.

PS I see there are lots of other improvements in the game too :-)
We don't want to put actual WMDs for gameplay reasons. Mk 45 in-game uses same warhead as Mk 37.

Check out my add-on megapack for DotMod. It does have a playable Trafalgar in 1984 and NATO and 2000 SCS. While I don't guarantee any certain future features or additions to it, making a playable Oberon should be pretty easy.
https://github.com/goldmastersims/ColdWaters-DotMod-MegaAddon

Astute currently doesn't fit the game and mod's timeline in any of the campaigns.
Bourky Aug 10, 2021 @ 1:21am 
Originally posted by KirbyMirror2:
Originally posted by Bourky:
Is it possible to make Oberon and Trafalgar available in the Nato campaigns (68 & 84) respectively and the MK45 Isn't powerful enough. In reality the MK45 had an explosive force of 11 Kilotons which if not far off 10 Million Kg of TNT in terms of explosive power. Obviously that is a ridiculous number to add in to the game but the destructive power in game should be such that no vessel can withstand it (i.e. one shot one kill) if it detonates close to the target. I do like that you can only carry two on your sub, and I also like the enemy subs seem to have greatly improved evasive manoeuvres.

Also it would be great if an Astute class could be added for Nato as an option in the 2000 China Campaign.

PS I see there are lots of other improvements in the game too :-)
We don't want to put actual WMDs for gameplay reasons. Mk 45 in-game uses same warhead as Mk 37.

Check out my add-on megapack for DotMod. It does have a playable Trafalgar in 1984 and NATO and 2000 SCS. While I don't guarantee any certain future features or additions to it, making a playable Oberon should be pretty easy.
https://github.com/goldmastersims/ColdWaters-DotMod-MegaAddon

Astute currently doesn't fit the game and mod's timeline in any of the campaigns.

Thanks for your quick reply and perhaps the Mk 45 could do with a power increase (not WMD Power) while playing last night it took a MK 45 followed by a MK 37 to sink one Charlie class sub lol. It should probably be the most potent torpedo in the NATO arsenal, maybe slightly more punch that whatever the current most powerful NATO one is.

The idea of only two allowed to be carried is perfect though, not sure if its possible to set a limit to how many MK 45s are available in the campaign? Maybe a campaign limit of 8? With the in port weapon screen showing the total number of MK 45s in stock to make the player have to use them sparingly, instead of just loading 2 every time you are in port.

I will check out the link you provided - Thank you

Ah yes I forgot the Astute class only came in to service in 2010, being a Brit I should know this! Lol. I am very impressed with your work guys, I have tried other mods in the past and hated them, but you guys seem to have got this one very good indeed.

Keep up the good work and I look forward to your future developments.
Last edited by Bourky; Aug 10, 2021 @ 1:22am
Wagon Wheel Aug 10, 2021 @ 2:43am 
Originally posted by devnull77:
On Linux after manually installing the Dot Mod, the game freezes while validating file: resources.assets.resS - looks like hangs forever.


I have this same problem. It hangs.
Any nuclear weapons carried should essentially be unusable ballast. They should not be ahistorically converted into super-potent conventional weapons. That's just dumb.

In reality they were ballast, and in a shooting war they would have continued to be ballast, right up until the point of nuclear release, which is a decision that would have been made far above the level of any individual sub commander and even above the level of COMSUBLANT and equivalent entities. Nuclear release at any level was a National Command Authority decision in all the nuclear countries. In the US context, NCA is just a militar-ese way of saying the President of the United States.

In this game, you play a sub commander, not the President of your country. :-)
Bourky Aug 11, 2021 @ 2:00pm 
Originally posted by The Ex-ept European:
Any nuclear weapons carried should essentially be unusable ballast. They should not be ahistorically converted into super-potent conventional weapons. That's just dumb.

In reality they were ballast, and in a shooting war they would have continued to be ballast, right up until the point of nuclear release, which is a decision that would have been made far above the level of any individual sub commander and even above the level of COMSUBLANT and equivalent entities. Nuclear release at any level was a National Command Authority decision in all the nuclear countries. In the US context, NCA is just a militar-ese way of saying the President of the United States.

In this game, you play a sub commander, not the President of your country. :-)

My point nuclear torpedoes do exist and I'm glad the mod crew have included them on the 68 campaign (don't know about the the 84 or 00 campaigns) on the 68 campaign they all be it in limited supply are a breath of fresh air in the fact they can actually run at a decent speed unlike the MK 37, and now that Russian Subs have much better evasion abilities its good to have the option of an extra more capable weapon even just for game balancing.

Neither is it realistic to have a MK 45 with the same TNT power of a MK 37, after all there are plenty of targets a MK 37 can't destroy in one hit, obvious any nuclear torpedo would obliterate anything at quite long ranges because of the approximate yield being equivalent 10 Million tons of TNT. As I said before that is a ridiculous figure to put in to the game for balancing, however it is perfectly reasonable (in game) the one MK 45 hit could sink any single target it hit, at the least if its in the game it should be on par if not a little more powerful than modern MK 48's again to add some sense of realism to a hit, but keep the supply very limited throughout the game, then the player will never be able to play a full campaign carrying MK 45s every-time he arrives in port. It just balancing of poor performance of MK 37 vs Increased evasion of Russian subs.

BTW What about when we went to war in the Falklands and some of our ships had Nuclear depth charges on board?
Last edited by Bourky; Aug 11, 2021 @ 2:02pm
Ok you have absolutely no understanding of the command and control of nuclear weapons.

Luckily the game developers and the mod authors do have a good understanding.
KirbyMirror2 Aug 11, 2021 @ 10:26pm 
Nuclear weapons in Cold Waters are a means to fulfill the game's story more than be an integral component of the gameplay.

Every successful campaign in the game ends in a desperate attempt to use SSBNs for a nuclear strike or a bargaining chip in the setting's geopolitics. Because the enemy has already suffered major losses in several previous engagements, we can assume that enemy leaders have made a tough decision to use nuclear weapons. That's part of making the game's setting believable.

The Mark 45 is one of the few exceptions to full-stop historical accuracy for each unit and weapon in this game. Julhelm, who is one of the developers, says the export version, Mark 45 Mod 1 Freedom Torpedo, has the same guidance and warhead as the Mark 37. To make it blend well into the gameplay, we had to compromise on the American Mark 45 by making it essentially a conventional Freedom Torpedo that is faster than the Mark 37. It can make the difference in the event you are spotted. But it still requires that you close in to around 3-4 km to optimally deal damage to a mission critical target such as a Sverdlov or supply ship.

Right now, limited resources per campaign are not really modeled in the game. At most, there's a parameter for max capacity for the Mark 45, which is set to 2 torpedoes in all cases.
SupaPictave Aug 12, 2021 @ 9:35am 
Originally posted by KirbyMirror2:
Originally posted by Bourky:
Check out my add-on megapack for DotMod. It does have a playable Trafalgar in 1984 and NATO and 2000 SCS. While I don't guarantee any certain future features or additions to it, making a playable Oberon should be pretty easy.
https://github.com/goldmastersims/ColdWaters-DotMod-MegaAddon
Hi there, I'm very interested in your addon, but I can't make it work. The game is stuck at launch on loading. Is there a proper way to install it on DotMod ? Thanks !
Last edited by SupaPictave; Aug 12, 2021 @ 9:35am
KirbyMirror2 Aug 12, 2021 @ 5:30pm 
Originally posted by SupaPictave:
Originally posted by KirbyMirror2:
Hi there, I'm very interested in your addon, but I can't make it work. The game is stuck at launch on loading. Is there a proper way to install it on DotMod ? Thanks !
You have to create an override folder in StreamingAssets. Afterwards, go into that zip file and then copy all of the contents inside the container folder (audio, vessels, weapons, etc.) to your override folder within your Cold Waters installation.
SupaPictave Aug 13, 2021 @ 8:42am 
Well, I did everything right and no luck. But I found the solution, after a thourough inspection of the files, I found out that for some reason (can't explain why), some files were missing in my original Dotmod vessels, that's why the game was stuck on launch (in my case the game couldn't find the file for the UK 84 Oberon). I was using the 0.1c bêta from there : https://github.com/Dot-M134/ColdWaters-DotMod/tree/v0.1c-beta
After a fresh new install of Dotmod main branch, everything works with your addon ! What startles me is that the game was running fine despite the missing files...
Last edited by SupaPictave; Aug 13, 2021 @ 8:43am
Seamus Aug 14, 2021 @ 4:04pm 
Im at rank 2 in a ussr campaign and now for a few missions my signature panel and recognition manual has only been showing ussr ships not nato. Therefor I can manually ID ships in the signature panel. any solutions?
Delta_Assault Aug 15, 2021 @ 6:19pm 
Might be a good idea to put the Github link in the OP.
BoogerBalaklava Aug 16, 2021 @ 10:57am 
anyway to take the grind out of the ussr '84 campaign? who really wants to play a diesel boat against a carrier task force lol
vieblitz Aug 16, 2021 @ 11:26am 
Originally posted by Juan Jeremy:
anyway to take the grind out of the ussr '84 campaign? who really wants to play a diesel boat against a carrier task force lol
Go to your game files. Path should be something like ...\steamapps\common\Cold Waters\ColdWaters_Data\StreamingAssets\dotmod\campaign\campaign004\summary.txt
In this summary.txt file, change PrestigeMode=TRUE to PrestigeMode=FALSE. Might have to have the game closed when you do this, or restart it.
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