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File Name: Cold Waters Realism Mod (13.3 KB) Download
Author: PL_Harpoon (Uploaded by PL_Harpoon)
Date Added: 07-24-17
Downloads: 2251
Grade: Not Rated
Description
With the new beta of Cold Waters (1.09b) I've decided to upgrade my mod.

Below is a readme file:
Quote:
Installation:

Place the override folder in steamapps\common\Cold Waters\ColdWaters_Data\StreamingAssets


IMPORTANT!
Play at REALISTIC difficulty with 1:1 scale and 1x time.
This is for '84 campaign.

Changes from vanilla:


TL;DR

Campaign is longer and more challenging/realistic. Subs turn with actual momentum. It's easier to loose sonar contacts (works both ways). Most torpedoes are 1 hit-kill for attack subs. Larger vessels may require more. Russian subs have tougher hulls.

Campaign:
- reduced recon ranges
- time 2x slower
- increased time between events
- Soviet ground forces start in 2 more locatons
- Reshuffled missions
- number of ASW patrols increased to 5
- increased time before land forces can take back locations
- greatly increased time after being sunk
- "shore leave" after entering port takes 16 instead of 4 hours
- succesfull TLAM and commado missions will disable a base for longer (includes spetsnaz)

Movement:
- increased angular momentum for all US subs

Sensors:
- MAD detection range reduced to 400
- Detection min threshold changed from 10 to 1
- sensitivity values for all sonars reduced by 80% to keep detection ranges the same as in vanilla game

Weapons:
- new warhead sizes for all torpedoes
- new noise values for all torpedoes based on speed and propulsion types
- reduced sensor angles for all torpedoes by half
- slightly increased pitch angle for all torpedoes
- decreased acquisition range for Mark 48 to 1600.
- new acquisition ranges for all Soviet torpedoes based on real values
- decreased lifetime and effectivenes for knuckles
- increased number of noisemakers to 40
- increased torpedo reload time to 7.5 minutes

Other:
- decreased player hull strength to 0.65
- increased AI hull strength to 1.25
- increased combat repair time to 2.5


Thanks SubSim community for a lot of feedack.

Recommended Mods:

MekStark's "Low underwater visibility" mod
my "Nato icons for campaign map" mod
my "Hidden Sensor Comp" mod - for more challenge
Images
None

You must be registered with this forum to download files. If you are registered and getting this message,
then the Downloads section is experiencing heavy load volumes and has been temporarily restricted to members
who are in the Subsim Navy (donors). Please try again later.

 

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Comments
PL_Harpoon
07-27-17 at 12:33 PM
A little update:
- bonus: Nato icons for the map - that's a mistake from previous version. I've split the NATO icons into a separate mod that can be downloaded in the "graphic mods" section: http://www.subsim.com/radioroom/down...?do=cat&id=105
StillFabry
08-04-17 at 09:04 AM
Is Impossible to sink a Kresta Battleship escorted by 2 Destroier, a sub Romeo and a helicopter with Mk16 10 kyd range and no homing. I think 1968 campaing need a True REALISM MOD.
CaptainCruise
08-07-17 at 08:00 PM
Nice job o this mod, thanks for your hard work!!



Agreed....1968 campaign needs help ASAP. The Mk16 is basically a leftover WW2 straight running, no wire, no homing, stupid torp that you have to fire it like your were playing SH4. Lead the target bigtime and hope. The Mk37 is wire guided, but waaay tooo slow. It swims out of the tube, meaning if you fire while going too fast it will take off the bow of your sub. Any enemy that can make over 21-22kts can outrun it.
StillFabry
08-10-17 at 02:37 AM
Mk16 is hard because no one go in linear couse, only when try to escape to u this happen
netab
08-19-17 at 05:02 AM
Can't get this mod to work on 1.06b = torps load in 30 secs etc. How can I tell if mod loaded?

Thanks
LeopardDriver
09-19-17 at 07:29 PM
netab, mod is for "hard" realism, you need to pick that in options.
Barleyman
10-13-17 at 09:47 AM
Is there any reason why this wouldn't be valid for 1968 scenario?
cameron.anthony
09-23-18 at 01:00 PM
Newbie to downloading, I have put the Realism mod into the correct folder, but when I run the game there is only one campaign 1984 and when I select it the text goes all corrupt and I can't choose any of the options?? Seem doubled up?
Any help would be gratefully received!!!
Thanks Tony
DonMon
11-13-17 at 08:46 PM
.
DonMon
12-06-17 at 03:03 AM
Have you stopped working on this mod? I don't know if you are aware but this mod completely breaks the game in update 1.07. That update came out in August and your mod is still broken.
ScreamingElectron
11-07-18 at 12:03 AM
Hey Harpoon - thanks for the work. Was gonna make my own mod doing all of this stuff but it looks like you beat me to it, with one exception: are you able to decrease visibility underwater down to 200ft give or take?
Big immersion killer IMO.

Thanks bud, happy hunting!
Mafioletano
03-27-19 at 01:01 PM
Hello i'm new on the forum, thank you for this MOD
blackfalcon
06-28-19 at 09:29 PM
Sooo, I cant get this to start. the launch campaign screen is bugged out and the start button does not work.
FlashAUT
01-02-20 at 05:34 AM
Any update for the most recent CW version (I think 1.15 b or something) available? Like blackfalcon said, bugged out unfortunately...
Raptor_341
03-22-20 at 11:36 PM
Any update at all?
Tommy9321
03-18-21 at 06:23 AM
Hey, in case anyone still cares, i've looked and found out that the modded version of "weapons.txt" is not compatible anymore with the latest version of the game.

I have compared the original file with the modded file and edited the values of the weapons like they were in the realism mod and left the other newer lines intact. So this seems to have done it, you can now run the realism mod with this file.https://drive.google.com/file/d/1Q17...ew?usp=sharing

Hope it helps the ones still looking for it.
Tommy9321
03-18-21 at 06:24 AM
test fafafa


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