DMC (Pack-2) Ver 1.e
For ---{ DotMod.v-0.1e-beta }---
As usual this is up under :
Downloads/Coldwaters/GamePlay Mods
i think this is the version of dot mod you need for this mod of mine :
https://github.com/Dot-M134/ColdWate...heads/main.zip
but as they constantly evolving the mod its hard to gauge some times
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This Release is a combination of my Various Mods all in one pack for easy Install with JSGME
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1.)------------------Sound changes
========================DMC (AUDIO+)=====================================
====================New Features in Ver.2================================
ONGOING = Audio File Editing to make the files shorter in run time but sound just as good to cut down on audio clipping in Game
NEW = Fire Missile Ver 2
NEW = Fire VLS Ver 4
NEW = TransientKnown Ver 1 you cant hear the enemy sub Launch sfx you wouldent unless you were the sonar guy
NEW = TransientUnknown Ver 1 you cant hear the enemy sub Launch sfx you wouldent unless you were the sonar guy
NEW = PlayerCavitating Ver 3 Both Russian & English
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this mod adds my NEW Crew Mic voices i made ive tried to get this best the i can with
mic bleeps and voice sounds & what department section is reporting.
added echo to crew voiced were needed so ect in the conn
these cover all original Cold waters submarine sections so torpedoroom , helm ect
audio call out of depth to 3000 ft with pressure creaks at fixed intervals
& for first time this will be on the Russian audio too but only to 2000 ft as my vocal Russians is not brilliant
i could maybe use a voice to text then convert it in to Russian we will see.
Actual rudder helm adjustment noise when the boat turns & then corresponding reset noise when straightening the rudder
Actual Dive planes adjustment noise & the reset noise when leveling off the Dive planes
SubsystemDamaged ----- Also on Russian Version
SubsystemDestroyed -----Also On Russian Version
EmergencySurface
EmergencyDeep
BlowBallast
BallastRecharged
FireTube 1 to 20
weaponloaded 1 to 20
MissileLaunchDetected
MissileWarning
NoSuitableTorpedo --- so ect (No weapons of that caliber remaining)
AboveMaxRange
ToDeepToDeployWeapons
VLSTooDeep
VLSNotReady
VLSTooFast
FireVLS
FireAntiAirMissile
AntiAirMissileReloading
AntiAirMissileReloaded
AntiAirMissileNoAmmo
RaiseMast0=Up scope
LowerMast0=Down scope
RaiseMast1=Raise the ESM mast
LowerMast1=Lower the ESM mast
RaiseMast2=Raise the RADAR mast
LowerMast2=Lower the RADAR mast
TowedArrayOn
TowedArrayOff
CommandoDeployed
LandStrikeComplete
RunSilentOn
RunSilentOff
New Fire & Flooding Sfx for Control Room --
so when the Conn takes fire or Flooding Damage you can hear it
SubsystemDamagedDIESEL
SubsystemRepairedDIESEL
SubsystemDestroyedDIESEL
FLOODINGDIESEL
DCPARTYDIESEL
GunsFireAtWill
GunsOnHold
GunsLowSolution
GunsNoAmmo
GunsBadRange
RBUFireAtWill
RBUOnHold
RBUNoAmmo
FireSunray
SunrayReady
DeployChaff
ChaffReady
2.)--------Vessel Naming Changes
============================DMC(ABRV)============= ======================
===========================New Features==================================
Basically any new vessels added in Dot Mod that need abbreviating have been done
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This Mod changes many Vessel Name Tags to shorter abbreviated ones to reduce
Contacts hud Text clipping and adds loads of new ones to replace the many Generic
Merchant Vessel Name tags
I find this greatly helps with better understanding of what contacts you have on your
map
Examples :
civ_ms_medium_tanker = Merchant
Now - civ_ms_medium_tanker = Tanker
civ_ms_roro = Merchant
Now - civ_ms_roro = RoRo
civ_ms_sl7 = Merchant
Now - civ_ms_sl7 = sl7
wp_84_ssn_victor3 = Victor III
Now - wp_84_ssn_victor3 = Victor3
usn_99_ssn_los_angeles_flt3 = Flt-3 Los Angeles
Now - usn_99_ssn_los_angeles_flt3 = Flt-3 LA
you get the idear ....
these are my own abbreviations i used to use on a few of my older mods and new ones
ive made for dotmod specifically.
3.)------------------Custom Config Changes
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===========================Version.4============== =======================
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this Version has my custom Config as well for better Realism Data Wise
ive also restored the (TestDepthAddition * 1.5) which affects the crush depth to
the original Cold waters 1.5 rating so
take test Depth then times by 1.5 then -1.75 to get result ect
skipjack test depth on my game is 950 then times X this by 1.5 = 1,425 then -
1.75 so crush depth is 1,423 FEET
so a sturgeon with test depth of 1320 feet will crush at about 1,978 feet
REMEMBER DAMAGE reduces crush depth by about 50%
my config factors sea states , rain and thermal conditions to my set levels that i
think are about right within the limitations of coldwaters data wise.
4.)------------------Hud changes
==========================DMC (HUD)=====================================
====================New Features in Ver.2================================
NEW = Masts Icon's changed to be multi-language compatible
NEW = Warning icons changed to better Noticeable colors and English versions changed for better multi-language compatible
NEW = ConditionsSeaLevel , ConditionsFloor , ConditionsLayer
So No gaps now to Mach Huds Conditions Panel
NEW = Huds Conditions Panel
NEW = Improvement's to the various HUD Elements
NEW = Adjusted tube graphics for new version
NEW = reworked the multi hud for better Quality
NEW = Weapon sprites were needed
NEW = Separate color schemes for the various displays
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all New Stations & elements
New Tube Destroyed Graphic
New Tube wire Graphic
Enemy missile launches on map now show as white to represent Smoke at launch or
the weapon breaking the surface if its a sub firing it
Enemy Depth bombs now show as white to represent them hitting the water
Enemy contacts now show as red
New Sonar Buoy and dipping sonar colors
i used to add tube sizes my self for weapon tubes this is no longer necessary now as they have done this now by default so :
New = Readjusted Tubes basically i,ve removed my size labels on the tubes
this was also done so its multi Language Compatible
5.)--------Installing Requirements
this mod requires ( DotMod.v-0.1e-beta ) to be installed first
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-----------------I RECOMMEND USING 7 Zip for the ZIP extractor -----------------------
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6.) simple put the -- DMC (Pack-2) Ver 1.e -- folder in to the MODS folder so :
once you have downloaded it ---UNZIP IT THEN put the Contents of the ZIP in to the
MODS folder
this is were your cold waters EXE file is Easy way is to RIGHT CLICK on your cold
waters icon with mouse the go to Open file location
when this is done copy the Contents of the ZIP folder so ---DMC (Pack-2) Ver 1.e ---
into the MODS folder then Enable with JSGME
so it should look like this :
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DotMod
DMC (Pack-2) Ver 1.e
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Then Launch Cold Water as Normal
if its worked at the bottom of your screen once it launched it should say
DMC (Pack-2) Ver 1.e Script Version: Ect
7.)-------Help
any problems just message me on Subsim
Steel Shark