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04-23-18, 04:07 AM | #1 |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
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[REL] New Playable Subs & More Mod
NEW PLAYABLE SUBS & MORE MOD v2.0.0 RELEASED
The first post-expansion release of the mod is now public. Please head to the link below to download. It is extremely vital that you read notes on the main page before downloading the mod, especially the notes at the top and the "Other Important Changes" section right below the list of playable subs. Link: https://github.com/CaptainX3/CW-Playable-Subs Other Important Changes
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Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
04-23-18, 07:19 AM | #2 |
Mate
Join Date: Jan 2002
Posts: 52
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Don't like the Okinawa home base. The sub base is in Guam, they're not in Japan because they can be bombed to hell by red air.
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Sagiere-Classis-Destructum |
04-23-18, 09:30 AM | #3 | |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
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Quote:
To be accurate, the US actually has a naval base in Yokosuka, and in the novel SSN, which the campaign is based on, the USS Cheyenne always rearmed and repaired at the sub tender McKee which anchored in Subic Bay, after which the Navy sent SeaBees to build a small base and airfield. However, I ran into problems moving the base to Subic Bay, kept getting "pulled" into port during missions.
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Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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04-24-18, 01:23 AM | #4 |
Ocean Warrior
Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
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I'd second this. That and Oki is a Marine base with no, or next to no, naval support facilities. Yoko would be the next probable but Guam is really the best option. Keep in mind the geographical and political difference between the Lant and Pac. Just my two cents though.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
04-24-18, 05:42 AM | #5 | |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
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Quote:
For those who want to change it back, simply delete the files I mentioned above. Personally I wanted to try to complete a campaign without failing the mission every time I need to repair or rearm. Guam is too far away from the mission area with the mission time limits that are in place.
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Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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04-24-18, 07:23 PM | #6 |
Swabbie
Join Date: Aug 2015
Posts: 8
Downloads: 41
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Is there a way to make only Nato subs available for blue campaign and only Chinese/Soviet available for red?
Thanks for the quick update on the mod btw, love the new subs! |
04-25-18, 03:15 AM | #7 | |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
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Quote:
The developer of the Soviet campaign that used to be in the mod has gone inactive and can't be reached, so there aren't any new campaigns in this version.
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Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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04-25-18, 04:11 AM | #8 |
Swabbie
Join Date: Aug 2015
Posts: 8
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I see, that's a shame. Still, thank you for the info!
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04-25-18, 05:15 PM | #9 |
Ensign
Join Date: Aug 2011
Location: Gdańsk, Poland.
Posts: 233
Downloads: 237
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Awesome work on the mod, can't stop playing the Yasen class and found a little bug with the stern planes:
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04-25-18, 06:45 PM | #10 |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
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Yeah, we've reported that to the devs because it's a bug with the model itself, only they can fix it.
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Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
04-25-18, 07:53 PM | #11 |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
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Hey guys, I have been told by the devs that they didn't change how campaign files worked in the beta, so I can actually add back all of the campaigns the mod had before, I just have to re-add all of the vessels that were made for them. I'll do that for the next update.
UPDATE: Sorry guys, I gave it my best shot, but it didn't work. The realism nuts wanted every single weapon and sensor on the face of the Earth in the mod, even though it wasn't needed, and I can't make heads or tails of the entire mess. Unfortunately I don't have the time to go back and edit every file to make it all work, so we're stuck without other campaigns now because of the insistence of realism nuts that everything MUST be in the mod, even if it only does 1 point of damage more than the previous version. So thank them for that. The only possible way to make the old campaigns work is to go in and change all of the US vessels we made before into Russian vanilla ships. That would solve the weapon and sensor problems and they'd work.
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Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" Last edited by CaptainX3; 04-25-18 at 10:42 PM. |
04-26-18, 04:06 PM | #12 |
Planesman
Join Date: Jan 2007
Location: Obetz, Ohio
Posts: 181
Downloads: 170
Uploads: 5
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Great fast work guys. Anyone going to rework some of the models in the mod for some of us? Yes I know many more important things to do first also bug report when selecting Seawolf class for the SCS campaign only getting Jimmy Carter tried it five times and Just that boat. Anyone think about if its even possible to streach seawolf a little and make the Real USS jimmy Carter. Or maybe USS Parche. Wish I knew anything about doing models so I could help
Keep up the great work . |
04-26-18, 05:25 PM | #13 | |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
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Quote:
I'd love to be able to do that, but we can't change the models. We can kitbash different parts together, which is what we've done with some of the new subs, but we can't scale models, change them, or add new ones. And not all models have separate parts... for instance, the pumpjet on the Seawolf is part of the base model, so we can't use it anywhere else.
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Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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04-26-18, 06:49 PM | #14 |
Electrician's Mate
Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
04-27-18, 11:52 AM | #15 |
Bilge Rat
Join Date: Apr 2018
Posts: 1
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I've downloaded and installed the 2.1.0 version and installed it on a clean copy of the game. When I launch the game though, it won't launch but gives me a message saying I am missing "USN_mk48_adcap_description.txt" from my default directory (clean install doesn't complain).
Do I need to use the beta build of the game to use this mod? I'm using 1.09e |
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