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Old 02-15-21, 12:49 PM   #233
steel shark
XO
 
Join Date: Oct 2019
Location: Uk
Posts: 414
Downloads: 48
Uploads: 5


Default CWA

ill tell you how its going to be


OK .... a few things have changed epic mod is in-effect dead but in my case even this has some benefits


the main reason i was all ways so slow at making stuff for my mod was i kept adding my mod on top of epic mod every timed it changed i had to re add it coding included


also translate Russian parts of it and make new English versions if they did not exist

then finally adding new content and improvements or fixes


a Russian version Example would be :


----------------------RUSSIAN---------------------------------


SubsystemDamagedDIESEL=audio/voices/xo/section2/disel_damaged.ogg
SubsystemRepairedDIESEL=audio/voices/xo/section1/disel_repaired.ogg
SubsystemDestroyedDIESEL=audio/voices/xo/section2/disel_damaged.ogg

FLOODINGDIESEL=audio/voices/xo/section3/flooding_in_diselroom.ogg
DCPARTYDIESEL=audio/voices/xo/section3/dc_dieselroom.ogg

GunsFireAtWill=audio/voices/fire control/GunsFireAtWill.ogg|0|FALSE
GunsOnHold=audio/voices/fire control/GunsOnHold.ogg|0|FALSE
GunsLowSolution=audio/voices/fire control/GunsLowSolution.ogg|0|FALSE
GunsNoAmmo=audio/voices/fire control/GunsNoAmmo.ogg|0|FALSE
GunsBadRange=audio/voices/fire control/GunsBadRange.ogg|0|FALSE

RBUFireAtWill=audio/voices/fire control/RBUFireAtWill.ogg|0|FALSE
RBUOnHold=audio/voices/fire control/RBUOnHold.ogg|0|FALSE
RBUNoAmmo=audio/voices/fire control/RBUNoAmmo.ogg|0|FALSE

MissileLaunchDetected=audio/voices/watch officer/MissileLaunchDetected.ogg|1|FALSE
MissileWarning=audio/voices/watch officer/MissileWarning.ogg|0|FALSE
FireSunray=audio/voices/watch officer/DeployChaff.ogg|7|FALSE
SunrayReady=audio/voices/watch officer/ChaffReady.ogg|2|FALSE
DeployChaff=audio/voices/watch officer/!DeployChaff.ogg|7|FALSE
ChaffReady=audio/voices/watch officer/!ChaffReady.ogg|2|FALSE


//Not new. Just edited
NewSonarContact=audio/voices/sonarman/newcontact.ogg|6|SONARBRG
LostSonarContact=audio/voices/sonarman/lostcontact.ogg|6|SONARLASTBEARING_SONARBRG_SONARI SFADED
LostSonarContactBaffles=audio/voices/sonarman/lostcontact.ogg|6|SONARLASTBEARING_SONARBRG_SONARI SBAFFLES
ReEstablishSonarContact=audio/voices/sonarman/regainedcontact.ogg|6|SONARBEARING_SONARBRG


MissileLaunchDetected=audio/voices/sonarman/transient.wav|0|FALSE

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


and the English version example :


----------------------ENGLISH-----------------------------------


SubsystemDamagedDIESEL=audio/voices/xo/section2/reactor_scrammed.wav
SubsystemRepairedDIESEL=audio/voices/xo/section1/reactor_back_online.wav
SubsystemDestroyedDIESEL=audio/voices/xo/section2/reactor_damaged.wav

FLOODINGDIESEL=audio/voices/xo/section3/flooding_reactorspace.wav
DCPARTYDIESEL=audio/voices/xo/section3/dc_reactorspace.wav


MissileLaunchDetected=audio/voices/sonarman/transient.wav|0|FALSE

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

also note the diesel English versions use "REACTOR" audio still so it still didn't say diesel when you clicked on damage control or the crew spoke



note the vast difference also it got worse i then had to get this in to the English version so working out new paths ect


"AND MAKE THE NEW AUDIO FILES as they didn't exist For the English Version"


so my modded English version was


----------------------Steel Shark Version--------------------------


SubsystemDamagedDIESEL=audio/voices/xo/section2/diesel_engines_offline.wav
SubsystemRepairedDIESEL=audio/voices/xo/section1/diesel_engines_back_online.wav
SubsystemDestroyedDIESEL=audio/voices/xo/section2/diesel_engines_damaged.wav

FLOODINGDIESEL=audio/voices/xo/section3/flooding_diesel_section.wav
DCPARTYDIESEL=audio/voices/xo/section3/dc_diesel_section.wav

GunsFireAtWill=audio/voices/fire control/GunsFireAtWill.wav|0|FALSE
GunsOnHold=audio/voices/fire control/GunsOnHold.wav|0|FALSE
GunsLowSolution=audio/voices/fire control/GunsLowSolution.ogg|0|FALSE
GunsNoAmmo=audio/voices/fire control/GunsNoAmmo.wav|0|FALSE
GunsBadRange=audio/voices/fire control/GunsBadRange.wav|0|FALSE

RBUFireAtWill=audio/voices/fire control/RBUFireAtWill.wav|0|FALSE
RBUOnHold=audio/voices/fire control/RBUOnHold.wav|0|FALSE
RBUNoAmmo=audio/voices/fire control/RBUNoAmmo.wav|0|FALSE

MissileLaunchDetected=audio/voices/sonarman/transient.wav|0|FALSE


Note i placed other new files that i made in other locations as i preferred them their


this also had other benefits so for example part of the above group but not included with the above comparison text selection would be :


MissileLaunchDetected=audio/alert/MissileLaunchDetected.wav
MissileEarlyWarning=audio/messagelog/Alarm SUB Alt
MissileWarning=audio/alert/MissileClosingAlert.wav


their were other,s also but you get what im saying


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


now that was just a example i had to do this For Very Many Files and translate the Russian too. also load of other areas in the game then add new content also that wasent even in their Russian version


so as you can imagine it was ...............SLOW Progress


but now its stopped at EM 2.27 so its stable for the first time ever since ive been modding it


now im not in the mood to work on a new project 24/7 as ive, got many other things on atm that matter more to me



So for the first time ever ive got a modding Partner to take the load off me a bit

so im going to add the most finished or Close to Fished Elements of some of my OWN mods also new models to CW 1.15G + EM 2.27


the result will be :


"Cold Waters Advanced" or CWA


This version of Coldwaters will be very accurate for sensors and weapons


if a torpedo was rubbish it will be


if it was good it will be


their wont be any advantages or disadvantages given at all


for example :

//Ракето-торпеда Шквал 1977г.
WeaponObjectReference=wp_shkval
WeaponSprite=hud/sprites/wp_shkval_sprite.png
WeaponType=TORPEDO
Warhead=400
SurfaceLaunched=FALSE
WireGuided=FALSE
MaxLaunchDepth=105
RangeInYards=2843
RunSpeed=40
ActiveRunSpeed=200
//ActiveRangeInYards для Шквала должен быть больше RangeInYards
//пропорционально разнице в скорости между RunSpeed и ActiveRunSpeed (т.е. в 5 раз), чтобы он быстро не дох после активации.
//Сейчас будет идти как и раньше, примерно на 11 км.
ActiveRangeInYards=14215
TurnRate=25
SensorAngles=10,10
SensorRange=10000
WeaponNoiseValues=150,250
MissileFiringRange=600,2000
MaxPitchAngle=25
HomeSettings=PASSIVE
AttackSettings=FALSE
DepthSettings=SHALLOW
MinCameraDistance=0.5
ResupplyTime=15


Russian Bit Translated

// ActiveRangeInYards for Flurry must be greater than RangeInYards
// proportional to the difference in speed between RunSpeed ​​and ActiveRunSpeed ​​(i.e. 5 times) so that it does not quickly reach after activation.
// Now will walk as before, about 11 km.


NOTE :

RangeInYards=2843
ActiveRangeInYards=14215

SensorRange=10000


10k Sensor range !!!!!!!!


Yer right someone was trying to make it a super weapon hear i think


ive not really looked before because i was making my Tweak mods or my own but now i am looking you better BELIEVE their will be changes to everything !!!!


i know why they did it but its not the proper statistics of the weapon


if i was designing it i would have made 2 versions fast/slow then slow/fast also very little rudder rates like the real thing. also the sensor range would be accurate

or as with the original no sensors at all


just think of the original Version as a 200 knot mark 16 ect


the large warhead rating i have no-problem with as anything at speed has more Kinetic Energy On Impact id say even higher then

Warhead=400 Actually



"if the real thing breaks out of its super cavitation bubble it disintegrates rather abruptly so sharp turns it cant do not at full speed"







and ill hand pick a few QA , testers for "quality assurance"


and ill or get my m8 set up a Discord Server To help with Project Progress and share i dears better. and discussions for improvements



I know straight off who will be the FIRST ONE

HobbitJack



SO when you see this Do what you did before to send me a message if your interested and ill take care of the rest



Btw im thinking small incremental releases so mass community testing can also be done when major parts of the mod are completed this would be also be beneficial for extra Quality Control and Mod Fixes

so ect

CWA Ver.1

CWA Ver.2





Steel Shark
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Last edited by steel shark; 07-26-21 at 08:41 PM.
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