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-   -   [No Threads Allowed - Post Suspension] Cold Waters Epic Mod 2.12 (https://www.subsim.com/radioroom/showthread.php?t=245304)

Texas Red 01-15-21 08:01 AM

Hello,

could Epic Mod possibly make the wars last longer than 2 months? I’d like the war to last long enough to see NATO march on to Moscow and even China. Could that be doable?

Aktungbby 01-15-21 01:25 PM

welcome aboard!
 
kevinmeij!:Kaleun_Salute:

SkulSS 01-17-21 04:41 PM

Surface-to-air missiles in Cold Waters Epic Mod 2.28
 
https://www.youtube.com/watch?v=0tn_mqEXPHI&t=2s

M134 01-17-21 08:20 PM

And what would playes got if Epic did't rid of guys who've done most of sofisticated work)

+ Dedicated launcher (stores not shared with torpedoes)
+ Target type selecting (Aircraft/Missile)
+ Selective targetig (missilies are not going all after 1 target)
+ Air searhing radar
+ Interception information in log

https://youtu.be/HkhsF5WE-3w

SkulSS 01-17-21 10:31 PM

Good feature
 
Nice addons for Epic mod), when will you share them with ordinary players, when is the Dot release?

M134 01-18-21 02:51 AM

This is not an addon for EM. We based mostly on vanilla. It is to early to talk about release.

SkulSS 01-18-21 06:14 AM

Let's play
 
https://www.youtube.com/watch?v=uWMrvZFYNX4

steel shark 01-20-21 11:13 AM

Epic mod ver 2.27 tweaks Ver 7.b VIIB
 
---------------------------NEW Features ---------------------------------------



NEW -- Emergency Surface & Emergency Dive -- Ver 2



NEW -- Reduced Random Selected speed On all campaign mission,s start

Was :
PlayerStartTelegraphs=2,3,6


Now :
PlayerStartTelegraphs=1,2,3 = So now you enter combat at Quieter Speeds



NEW -- Extra Distance from Enemys on campaign,s Missions

//Flat distance in kiloyards that will be added upon entering combat by pressing "All hands man Battlestations". "Close to" button is not affected.

was 1 for subs 0 for surface ships now its 3,3 For both

Must press "All hands man Battlestations"

"Close to" button is not affected.


so now you get more distance on start from targets


i did not want to add too much of a number hear or we might get Vessel placement issues





NEW -- MapSpeedModifier=1 For all campaign,s

this slows down the campaign map Speed for all campaign play

Yes its Slower but now you have more time to plan a intercept Course

Besides : its the Silent Service not the Speedy Service.



as usual its in the Downloads section Under Coldwaters Game play




Steel Shark

steel shark 01-20-21 11:16 AM

....only a day
 
im gone for a bit after today i got my phone tho it gets private subsim messages for me


any body needs something their you go use that

L8r,s @ll


Steel Shark

NavalAviator15 01-20-21 05:17 PM

Ohio SSGN
 
Will the Ohio SSGN be added to the campaigns anytime soon? I'd love to do a campaign in the South Cina Sea with one.

Thanks!

Pablo 01-21-21 11:39 PM

Oscar-type SSGN baffles
 
Hi!


I am playing with the Epic Mod 2.27 (Main Mod), and my US sub is tracking an Oscar-class SSGN at 95% solution. When I am abeam of the Oscar, it shows the Oscar has the following sensor values:
Active 10
Passive -4
Towed -2
When I move into the Oscar's baffles, it shows
Active -50
Passive -50
Towed -50
Shouldn't it be something like this when I am in the baffles of a sub with a towed array?
Active -50
Passive -50
Towed -2
Thanks! :)

steel shark 01-22-21 09:18 AM

ill look
 
i generally spend my time modding games ill look at the values for you


so "Pablo" if they dont get back to you message me k


Steel Shark

steel shark 01-22-21 09:29 AM

new versions
 
k so my new version of EM 2.27.b is up

Epic mod ver 2.27 Tweaked files Ver 7.b-r ( VIIB-R )


this is exactly the same but the "campaign map speed modifiers" have been reset.

"the R stands for restored"


its were i all ways place em


Downloads / Coldwaters / Gameplay section


ill make a + version when i can


Epic mod ver 2.27 Tweaked files Ver 7.b+ ( VIIB+ )


this one ill make all the missions in the Campaign Four times longer so kinda a mini free roam Campaign Version for epic mod


so if a mission is 48 hours it would now be 192 hours so 8 days for that mission


given stores & Decoy Expenditure

and maybe damage thats probably extra time enough id say

-------------------------------------------------------------------

expanded campaign ideas would be

in the later part of the war the navy dose :


1.) more land strikes


2.) dedicated hunt missions for ssn , ssbn , ssgn vessels


3.) assault missions so softening up set targets


4.) patrol missions in designated areas to limit aid getting in


5.) mine laying


Steel Shark

nitro Skirata 01-27-21 09:37 AM

Slow player subs with tweaks VIIB-R
 
Hey,


i tried playing with the Epic mod and tweaks VIIB-R. i am unable to go anywhere fast on the map with this combinations, making it impossible to intercept enemys on the campaign map. here is a video of a LA class on the campaign map: https://youtu.be/Ve7JoIGDVeo



greetings,

nitro Skirata

steel shark 01-27-21 10:29 AM

default
 
the original setting are used on Ver 7.b-r hence i made (VIIB-r) in the first place to restore em those setting are :


MapTimeCompression=3600 all


so all Campaigns are at same Time Compression



Hear are the Original Value,s for Epic Mod 2.27 Campaign,s MapSpeedModifier,s




campaign001 - NATO (1968) North Atlantic - MapSpeedModifier=2


campaign002 - NATO (1984) North Atlantic - MapSpeedModifier=2


campaign003 - NATO (2002) Global Map-MapSpeedModifier=1


campaign004 - NATO (2002) Global Map Surface Fleet - MapSpeedModifier=1


campaign005 - Soviet Union (1968) North Atlantic - MapSpeedModifier=2


campaign006 - Soviet Union (1968) Global Map - MapSpeedModifier=1


campaign007 - Soviet Union (1984) North Atlantic - MapSpeedModifier=2


campaign008 - Soviet Union (1984) Global Map - Murmansk - MapSpeedModifier=1


campaign009 - Soviet Union (1984) Global Map - Kamchatka - MapSpeedModifier=1


campaign010 - Soviet Union (1984) Surface Fleet - MapSpeedModifier=2


campaign011 - Soviet Union (1984) Global Map Surface Fleet - MapSpeedModifier=1


campaign012 - Russia (2002) Murmansk - MapSpeedModifier=1


campaign013 - Russia (2002) Kamchatka - MapSpeedModifier=1


campaign014 - NATO (2000) South China Sea - MapSpeedModifier=2



So what im saying is you are playing the mod at the map speed that was intended by the makers


Surface Ships are faster then subs so you need to predict were you want to Intercept them on the map and set your Vessels Course Accordingly


Also remember that both mouse buttons do Vessel speed so :


LEFT MOUSE Button is faster +

RIGHT MOUSE Button is slower -


but you all ready knew that ive put it in hear for other that might not know


Hope this helps


Steel Shark

nitro Skirata 01-27-21 10:37 AM

So, is the slowing of the player submarine a feature of your tweaks?

because those values do match up, but the sub still only crawles, when the tweaks are enbled (player sub speed with tewks is about one fouth of the one for straight Epic mod).


In the video i posted, i alternated between left and right mouse for movement.

also one can see, that merchants are able to outrun a submarine travelling at 35kts

greetings,
nitroSkirata

steel shark 01-27-21 10:44 AM

hmmm
 
yer rates

your speed may affect your depth too im a bit rusty on campaign stuff


so for example :

left click = 30-35kts, 900ft
right click = 25kts, 300-400 ft
stopped = 5 kts, 50-150 ft




Steel Shark

nitro Skirata 01-27-21 10:49 AM

Startig bells influence speed
 
Ok, figured out what was going on

the reduction in starting bells, was not only influencing the combat entry speed, but also the campaign movement speed.

greetings,
nitroSkirata

steel shark 01-27-21 10:58 AM

yer your right
 
sounds right id forgot about that id also forgot about the depth thing can be use by setting the default x3 x3 settings so

x3 telegraph

x3 starting depths

might need a re do then like i said a bit back this is why ive resisted doing campaign changes till Ver 7

so :

PlayerStartTelegraphs=1,2,6


then make sure not to be moving on intercept



cheers for bringing that back to my memory "nitro Skirata"

ive been doing coding and models so much also audio and graphics ive forgot stuff about campaigns

got a lot on atm also

p.s cheers for using the mod


Real subs dont charge around tho at flank very often kinda defeats the point of being silent hence my changes but yer with mission time limits in mind yer

also you need to be able to go flank for when you need to



Steel Shark

steel shark 01-27-21 11:12 AM

ill readjust it Again
 
ill change it then re upload it after testing

ill rename it too so its different from the other version and remove the B-r version to be safe also



Steel Shark


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