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09-05-17, 03:11 AM | #31 |
Aggressive skipper
Join Date: Nov 2012
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In Cold Waters 107e how would I move the tool bar to the bottom like sh4???
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Shoot,Move,Communicate..Kill,Destroy,Eradicate... |
09-05-17, 07:52 AM | #32 | |
Swabbie
Join Date: Aug 2017
Posts: 14
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Quote:
SteamLibrary\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets\default\hud \default.txt You look for: Code:
[HUD LAYOUT] //All positions in screen pixels //From element's default anchored screen corner/position BottomLeftPanelPos=0,0 //Toolbar position 0,0, (1 to anchor to minimap or 0 for no anchor) //Default toolbars overlap and enabled via tabs/keys ToolbarsPos=0,0,0 ForceAllToolbarsOn=FALSE HelmToolbarOffset=0,0 DiveToolbarOffset=0,0 SensorToolbarOffset=0,0 //Force all toolbars on in bottom horizontal row //ToolbarsPos=0,0,0 //ForceAllToolbarsOn=TRUE //HelmToolbarOffset=331,-346 //DiveToolbarOffset=640,-346 //SensorToolbarOffset=953,-346 //Force all toolbars on in right vertical stack, anchored to mini-map //ToolbarsPos=0,0,1 //ForceAllToolbarsOn=TRUE //HelmToolbarOffset=0,0 //DiveToolbarOffset=0,71 //SensorToolbarOffset=0,142 Code:
[HUD LAYOUT] //All positions in screen pixels //From element's default anchored screen corner/position BottomLeftPanelPos=0,0 //Toolbar position 0,0, (1 to anchor to minimap or 0 for no anchor) //Default toolbars overlap and enabled via tabs/keys //ToolbarsPos=0,0,0 //ForceAllToolbarsOn=FALSE //HelmToolbarOffset=0,0 //DiveToolbarOffset=0,0 //SensorToolbarOffset=0,0 //Force all toolbars on in bottom horizontal row ToolbarsPos=0,0,0 ForceAllToolbarsOn=TRUE HelmToolbarOffset=331,-346 DiveToolbarOffset=640,-346 SensorToolbarOffset=953,-346 //Force all toolbars on in right vertical stack, anchored to mini-map //ToolbarsPos=0,0,1 //ForceAllToolbarsOn=TRUE //HelmToolbarOffset=0,0 //DiveToolbarOffset=0,71 //SensorToolbarOffset=0,142 Create folders if you don't have them. |
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09-05-17, 12:44 PM | #33 | |
Watch
Join Date: Jul 2017
Posts: 22
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Quote:
Great idea! Something related I have run in to on several occasions is I have come across a sub or surface ship that is doesn't have an entry in the manual. Twice now it turned out to be an Echo. For whatever reason the entry for that boat was just missing. Then in other missions its back. I am running the Russian Subs mod so I'm not sure if this is a bug with the game or an unintended issue caused by the mod. Has anyone else experienced this? It can be really frustrating to have a clear signature of the target but just not have an entry that matches. Eventually the crew will auto assign the correct type to it or I will sink it without knowing exactly what it was until I get to the AAR. |
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09-05-17, 02:43 PM | #34 | |
Electrician's Mate
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Quote:
The units that you will have in your scenario must be listed in the "OtherVessels" line at the bottom of your new scenario file. If it is not listed, it will be used in the game but not in the library for classification. Just add it and things will be correct. |
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09-05-17, 06:55 PM | #35 |
Aggressive skipper
Join Date: Nov 2012
Posts: 328
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REDDQ...Whatever happened to click and drag?? Looks like this game goes inti storage until things are easier to do...REDDQ they both look the same..Could you highlight the areas to change???..My apologies these old eyes are getting old..I found what needed to be done and it works just fine....Now to find me some Russians to feed to the fish...
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Shoot,Move,Communicate..Kill,Destroy,Eradicate... Last edited by Berserker; 09-05-17 at 07:25 PM. |
09-06-17, 02:38 PM | #36 | |
Watch
Join Date: Jul 2017
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Quote:
Thanks, I'll look into that when I get home. |
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09-06-17, 08:21 PM | #37 | |
Bilge Rat
Join Date: Jul 2017
Posts: 1
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Well, sort of on those masts
I experienced last night a couple of times where emergency dive allowed one of the three masts to become damaged. In one case I had to repair in port,
the other times it allowed damage control to fix it. So it's not perfect yet, but still a great addition to the game. Quote:
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09-09-17, 07:52 AM | #38 |
Engineer
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I've recently tried the new patch and I gotta say I'm very happy with it.
The new crew voices sound a lot better - basically you've made my crew voices mod obsolete which is fine. I also like that the enemy is now spamming you with torpedoes and it's a bit harder to evade them (at least when they choose to go through the noisemaker). The new navigation windows are also great. Combined with crew voices they add a lot to immersion. I would've preferred an option to type desired depth/speed like in original RSR but I won't complain about that. The current system is good enough. There's just a couple of small issues though. I'd also like to see the realistic tube order. I think it should be like this: 2-1 4-3 etc... Also regarding torpedoes I think there's a bug with active homing and anechoic coating. As soon as the target reaches it's normal detection range it starts to jump between loosing and regaining contact (looks like it's changing each frame) until it's half way to the target (the range at which it should start homing). Also, I've said it already (many times actually but it's only because I think it's an important issue), but the torpedo sensors should also be affected by the environment and in case of passive homing - noise of the target. Other than that, it's a great update and I'm looking forward to the future ones. Keep it up! |
09-14-17, 12:25 AM | #39 |
Seaman
Join Date: Mar 2002
Location: Australia
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or you can drive it into the bottom. but a button in the weapons panel that disables it/ blows it up would be good
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hang tough - Do it Right Seademon "Damn the torpedoes. Go ahead, full speed" RDML Farragut |
09-14-17, 06:59 AM | #40 |
Electrician's Mate
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09-14-17, 03:56 PM | #41 |
Aggressive skipper
Join Date: Nov 2012
Posts: 328
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Zoomable map when going to your area of operations and way point lines to plot your course on the grid maps and main map...Like in SH4...
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Shoot,Move,Communicate..Kill,Destroy,Eradicate... |
09-14-17, 04:12 PM | #42 |
The Old Man
Join Date: Apr 2006
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I see a lot of requests for multi point plotting. I can see this working on the campaign map but I've found in practice, in the 3D sim, any plots I might make beyond one will not survive long. Mostly because enemy ships actually perform zig-zag avoidance and early in the sim, the data is not very reliable and even when resolved, the forces often change course.
If multi-point turns out to work to my benefit, I'll not turn it down. I don't know if any of the weapons simulated in the default sim has multi-leg navigation, but it would make the the sim less click happy if I could plot weapon legs, let the fish do the work while I manage the position of the sub for a while Navigation wise, for me, I would still like to see 3D sim map depths everywhere, not just directly under me. -Pv- |
09-22-17, 12:19 PM | #43 |
Gefallen Engel U-666
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welcome aboard!
Rodent Onboard! & Captain_Jack_2301!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
12-29-17, 08:21 AM | #44 |
Bilge Rat
Join Date: Jun 2017
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Cold Waters V1.09e Had been released
Just for information Cold Waters V1.09e had been released
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12-29-17, 02:43 PM | #45 |
Sea Lord
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,708
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Hey, you have missed the 1.08c in your necro...
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