эпик мод колд ватерс

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Эпик мод колд ватерс

Changes in 2.33 fix2 version (update 10.10.21):

-Fix a critical bug in Campaigns on missile submarines
-Fix ballistic trajectories of ASR and ICBM
-Fix the noise of some submarines
-Fix periscope depth pr.629 (Golf)
-Fix texture bug pr.641 (Foxtrot)
-Fix missile missions on pr.651 (Juliet)
-Fix the position of the masts pr.671RT (Victor II)
-Fix position of Towed array, cavitation SSBN Vanguard
-Fix cavitation SS Cobben
-Fix of cavitation of torpedoes SET-40, MK-46, MK-48
-Fix the wake of DDG Kidd, CG Leahu
-Fix sounds of torpedoes, submarines, ships, guns, etc.

How to install:
1) Throw «ColdWaters_Data» into the main folder of the game
2) Add. options are connected at will in the same way
3) Run ColdWaters.exe

Changes in 2.33 fix1 version (update 13.09.21):
-New pr.885M «Yasen-M» (Graney) model
-New SSN Virginia model
-New SSN Trafalgar model
-New SSN Nautilus model
-New SS Oberon model
-New SS Kobben model
-New FFG O.H. Perry model
-New DD Spruance model
-New CG Ticonderoga model
-New BB Iowa model
-New Type 21 frigate model
-New model of SAM SA-N-9 Gauntlet
-New model of SAM SAM SA-N-1
-New model of SAM SA-N-4 Gecko
-New model of SAM SA-N-7 Gadfly
-New model of SAM SA-N-6 Grumble
-New model of SAM RIM-2 / RIM-24 / RIM-66 / RIM-67A
-New model of SAM RIM-7 Sea Sparrow
-New UUM-125 Sea Lance model
-New SS-N-21 Sampson model
-New SS-N-22 Sunburn model
-New SS-N-9 Siren model
-New SS-N-3A Shaddock model
-New MANPADS models
-New ICBM models
-New UGST (Futlyar/Fizik) model
-New SAET-60M model
-New MK-50 model
-New Mark-8 model
-New Mark-20s model
-New Mark-23 model
-New Tigerfish model
-New Spearfish model
-Fixes pr.949A (Oscar-II) model
-Fixes pr.885 «Ash» (Graney) model
-Optimization of loading models
-Update visual effects
-Update interface
-Update AI, etc.
fix1 (update 13.09.21)
-Fix quick missions in English
-Fix default HUD on submarine

Changes in 2.32 version (update 05.08.21):
-New model of pr.885 «Yasen» (Graney)
-Reconfiguration of wire breakage of torpedoes
-Reconfiguration of Towed array breakage (over 28 knots)
-New icons on the minimap as in DW (torpedoes, missiles, SAM)
-New coastal maneuvering algorithm (work in progress)
-Fix AI maneuvering in shallow water
-Fix the position of the periscope on pr.949a (Oscar-II)
-Fix cavitation SSN Virginia
-Fix cavitation SSN Sturgeon
-Fix cavitation SSBN Resolution
-Fix cavitation SSBN Vanguard
-Fix cavitation pr.659 (Echo-I)
-Fix cavitation pr.675 (Echo-II)
-Fix cavitation pr.661 «Anchar» (Papa)
-Fix missions in the Amsterdam area
-Correction of visibility underwater, etc.

Changes in 2.31 version (update 09.06.21):
-New model of the SSGN Oscar-II
-Updated visual effect of cavitation on all submarines
-New algorithm for passive homing of torpedoes
-Configuring the AI behavior in the event of a torpedo threat
-Advanced use of weapons by AI
-Reconfiguring the strength of the torpedo wire
-Reconfiguring the effectiveness of missiles
-Fixed immortal PLAN Sovremenny
-Edits of maneuvering and visual effects of all Chinese ships
-A more competent setting of the torpedo search depth of the AI
-Reduced darkness at depth
-Fix errors in the log when playing on SSN Akula
-Fixed cavitation of UGST, Spearfish, Tigerfish torpedoes
-Modified models and textures of Spearfish, Tigerfish torpedoes
-Fixes in NATO Campaigns
-Fixed SSBN Xia torpedo tubes
-Fix DDG Spruance effects and maneuvering
-Fix of torpedo tubes of the SSBN Delta III
-Fix the noise level and the maximum depth of the SSBN Yankee
-Fix of the maximum depth of the SSN Sierra / SSN Sierra-II
-Fixed ammunition of the SSN Victor-II, etc.

Changes in 2.29 version (update 18.04.21):
-New model of the USS Ohio
-New visual cavitation effect
-Fine-tune the AI during combat
-Edits to the AI navigation on the global map
-Specify the names of cities on the map
-Adjusted the noise level of the torpedoes
-Sensor sensitivity is adjusted
-USS Permit Removed in 2002
-Spearfish torpedoes Removed in 1984
-Tu-142 Removed in 1968
-Removed » time travelers»
-Edit the visual effects of submarines
-Edits of prefixes, texts, etc.

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.

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 2.08 version:
-Manual release and reeling of Towed array ( 11 окт в 1:17

Источник

Cold Waters (Epic Mod) / Sea Power

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2xaJBjWpQvCOvHxsOD0Yc9HIK dyakp9VtKiWYvJU0W3M

Cold Waters (Epic Mod) / Sea Power запись закреплена

Cold Waters Epic Mod 2.33 fix2 (update 10.10.21)

-Фикс критического бага в Кампаниях на ракетных ПЛ
-Фикс баллистических траекторий полета ПЛУР и МБР
-Фикс шумности некоторых ПЛ
Показать полностью.
-Фикс перископной глубины пр.629 (Golf)
-Фикс бага текстуры пр.641 (Foxtrot)
-Фикс ракетных миссий на пр.651 (Juliet)
-Фикс положения выдвижных пр.671РТ (Victor II)
-Фикс положения ГПБА, кавитации SSBN Vanguard
-Фикс кавитации SS Cobben
-Фикс кавитации торпед СЭТ-40, MK-46, MK-48
-Фикс кильватерного следа DDG Kidd, CG Leahu
-Фикс звуков торпед, подлодок, кораблей, орудий и др.

Установка мода EpicMod на Cold Waters 1.15g:
1) Закинуть «ColdWaters_Data» в главную папку игры
2) Доп. опции подключаются по желанию аналогично
3) Запустить ColdWaters.exe

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Обнаружил баг сегодня
ПЗРК Стингер на, скорее всего, всех НАТОвских лодках стартует всегда из центра лодки, всегда в одном направлении, при этом описывает низходящий полукруг и еще до активации самонаведения падает в воду даже при минимальной дальности активации.
Есть небольшой шанс, что ракета успеет захватить цель до падения и вырулит, но только если цель находится четко справого борта и немного ближе к корме.

Не уверен, что баг появился именно сейчас, так как на fix1 на лодках не играл вовсе, но сейчас есть. Тестил только на Лос Анджелесе (II) и Верджинии, но скорее всего ситуация со всеми Стингерами в игре.

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Cold Waters (Epic Mod) / Sea Power запись закреплена

проект 22350
проект 22380
проект 22800
проект 22160

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2xaJBjWpQvCOvHxsOD0Yc9HIK dyakp9VtKiWYvJU0W3M

Cold Waters (Epic Mod) / Sea Power запись закреплена

День игрока в cold waters при прохождении компании в режиме реализм или хардкор.

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2xaJBjWpQvCOvHxsOD0Yc9HIK dyakp9VtKiWYvJU0W3M

Cold Waters (Epic Mod) / Sea Power запись закреплена

Sea power ответы на вопросы.

1)Будут ли в игре ядерные Бумеры? Или проще говоря носители межконтинентальных ракет?

Несмотря на то, что наши игровые зоны боевых действий имеют масштаб 500x500nm или около того, это все еще находится в пределах минимального диапазона большинства SLBM

2)Будет ли у авиации ограниченное время действия?

Да! Самолеты и вертолёты, будут иметь ограниченое количество топлива. И им предеться уходить на дозоправку или перевооружение на авианосцы или наземные базы.

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2xaJBjWpQvCOvHxsOD0Yc9HIK dyakp9VtKiWYvJU0W3M

Cold Waters (Epic Mod) / Sea Power запись закреплена

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2xaJBjWpQvCOvHxsOD0Yc9HIK dyakp9VtKiWYvJU0W3M

Cold Waters (Epic Mod) / Sea Power запись закреплена

Здесь вы видите крейсер класса «Креста 2», атакующий подводную лодку класса Стержен

Эти глубинные бомбы с реактивным двигателем довольно эффективны, имея коэффициент поражения около 80%. Помимо классических торпед, есть еще один интересный вариант атаки подводных лодок: торпеды, которые запускаются с помощью ракетного пуска. Одним из известных примеров является ASROC (что означает противолодочную ракету), здесь на эсминце класса Spruance. Прилагаемая торпеда MK 46 начнет поиск по спирали после входа в воду, поднимаясь и опускаясь в окне поиска, чтобы активно искать подводную лодку:

Для нашей игры Sea Power мы хотим создать реалистичную среду. Реализация Unity звукового движка уже позволяет использовать некоторые базовые функции, такие как простое уменьшение громкости источника звука в зависимости от расстояния, а также некоторые фильтры и эффекты доплера. Но мы хотели большего! Возьмем, к примеру, самолет с реактивным двигателем

..или турбо винтовой двигатель.

Хорошим использованием для фильтров является сама вода, вы уже слышали это в видео выше, где были атакованы подводные лодки.

На данный момент это все. На самом деле мы планируем выпустить больше дневников разработчиков с интересными темами за более короткий промежуток времени, чтобы не заставлять вас ждать слишком долго! Так что это не должно стать очередным месячным перерывом до следующего!

Источник

Эпик мод колд ватерс

New update for Epic Mod [vk.com] has been released.

Changes to prior (2.08) version:
— Different languages are now switchable via config.txt. Credit and our sincere thanks for partial English translation goes to Rokvam and Frank G. Thank you guys! Your work made this mod avaliable to english-speaking players (and actually inspired multilanguage feature development)
Gaps, like campaign briefings filled with auto-translated text.
— Measurment system witchable via config.txt.
— Voiceover switchable via installation option. You can choose Russian or English.
— Some other options(with explanation) in config.txt.
— 3 NATO Campaigns (1968NA|1984NA|2002Global)reworked by Epic (still WIP, but playable), again, inspired by Frank G. and Rokvam’s work.
— Traversable border on global map. You can go around the world now. (AI can’t)
— Surface vessels are automaticly spawns on 0 depth, so they will not be crushed anymore. Added to Quick Mission.
— US awards are back. Medals miniature number no longer limited.
— Some bugfixes and improvements. US subs now has correct towed array position
— Some info about mod is added to ingame help(shift+F1). That info is in blue color, so it is easily recognized.
— Player moved a bit away from enemy right before battle starts. This is tweakable via config.txt

IMORTANT: Campaign saves are not compatible with previous versions! New game is required!

ALSO IMORTANT: After playing Epic Mod or any mod that adds hotkeys (Skwabie’s fo example) you will not be able reassign hotkeys if you return to original game. To fix this you have either to delete \AppData\LocalLow\Killerfish Games\Cold Waters\options.txt or delete all lines with new keys from that file.

Download:
Link [drive.google.com] to GoogleDisk Epic Mod 2.11

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

P.S. Many thanks to 「M〤」patrosha for initial post about 2.072! In fact I liked your style so much that I shamelessly copied it and formatted new post accordingly 🙂

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Gave this a go finally and it is awesome! started a playthrough with the Alpha in 1984. First patrol suffered a bit due to the lack of translations in the weapon description but the overall shorter seeker range is a welcome addition and the extra ship models (. ) are awesome. I plan on taking the kilo and the Oscar for 1984 playthroughs as well.

I also seem to be spawining well separated from the opposing forces which is great.

Engaged a surface fleet and the number of torps on the water is a lot higher which is good and I am not automatically detected when launching. My attack pattern for surface fleets is get 4 or 6 65s loaded and fire them in a spread and GTFO at about 1800 feet.

Then slowly creep back to the surface and regain contacts and see what needs polishing off. The torps are not as reliable to hit as wire guided but their range, speed and huge payload make up for it.

Also had a duel with a Sturgeon. WOW! Boat noise levels seem to be a tad low overall (like a skipjack under 130dB. ) but it was tense. I never knew exactly where the Sturgeon was and he also didn’t know exactly where I was but I think he had a much better clue. then he pinged me with active sonar, fired a spread of torps and moved away. I was able to get him with a spread of 80s but I must say, the difference in passive equipment between american and soviet forces is quite telling. I was very pleasently surprised by it. But i was also very hard to detect which is how it should be. Cmon, the Soviets weren’t sleeping on duty. They had very smart and talented people developing these weapon systems.

This reminds me of a story I read about the engagement between an American LA class (iirc) and a Soviet Akula. If you read the American version of the story, the LA class was in position and pinged the Akula to say «I killed you» and the Soviet Submarine was totally caught by surprise.

If you read the Soviet Akula side of the story, they knew that something was out there and when the LA pinged them, they knew where it was and could have fired back.

This tells a completely different story! One is a tale of complete defeat the other is of a defeat (the soviet sub was at a worse position) but defeat while knowing what was happening and probably able to return fire would they have come to blows. That is a huge difference.

This game felt like the story from the soviet side. Well done!

Overall, this mod reminded me of playing Dangerous Waters in the Akula and there is no better compliment I can give.

One question, have you guys tried that other chap’s realism mod? It could bring some nice changes (especially in torp reload time and target acquisition time).

Источник

Эпик мод колд ватерс

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:
— Different languages are now switchable via config.txt. Credit and our sincere thanks for partial English translation goes to Rokvam and Frank G. Thank you guys! Your work made this mod avaliable to english-speaking players (and actually inspired multilanguage feature development)
Gaps, like campaign briefings filled with auto-translated text.
— Measurment system witchable via config.txt.
— Voiceover switchable via installation option. You can choose Russian or English.
— Some other options(with explanation) in config.txt.
— 3 NATO Campaigns (1968NA|1984NA|2002Global)reworked by Epic (still WIP, but playable), again, inspired by Frank G. and Rokvam’s work.
— Traversable border on global map. You can go around the world now. (AI can’t)
— Surface vessels are automaticly spawns on 0 depth, so they will not be crushed anymore. Added to Quick Mission.
— US awards are back. Medals miniature number no longer limited.
— Some bugfixes and improvements. US subs now has correct towed array position
— Some info about mod is added to ingame help(shift+F1). That info is in blue color, so it is easily recognized.
— Player moved a bit away from enemy right before battle starts. This is tweakable via config.txt

IMORTANT: Campaign saves are not compatible with previous versions! New game is required!

ALSO IMORTANT: After playing Epic Mod or any mod that adds hotkeys (Skwabie’s fo example) you will not be able reassign hotkeys if you return to original game. To fix this you have either to delete \AppData\LocalLow\Killerfish Games\Cold Waters\options.txt or delete all lines with new keys from that file.

Changes in 2.08 version:
— Fix for Wake guidance of 65-76 torpedoes
— Range of torpedoes depending on the mode of run
— Accounting the maximum depth of torpedoes
— Fixes, extensions, and improvements for all Campaigns
— Re-equipment of Soviet / Russian SUBMARINES in accordance with the project
— Close to real tech chars of torpedoes, etc.
— New campaigns (1968|1984|2002) including World Map War Theatre
— Surface vessels campaing (in test-mode)
— And many other things.

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

P.S. Many thanks to To Daniil Smirnov, Ivan Baranov, Oleg Vygovsky, Kosta Martynov, Skwabie, Max Panov, Alexander Krymsky, Lorenzo, Eugene «Ramius», Maria Sklyarova, Nikita Nichagin, Max Safonov, SEMA Ivanov, Dmitry Bondarenko, 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!

Источник

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