SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Current crop of subsims & naval games > COLD WATERS > Mods Workshop for Cold Waters
Forget password? Reset here

Closed Thread
 
Thread Tools Display Modes
Old 10-29-20, 02:51 PM   #136
steel shark
XO
 
Join Date: Oct 2019
Location: Uk
Posts: 414
Downloads: 48
Uploads: 5


Default medal,s

none of my alterations or improvements or other mods touch medals

so not sure i only use Epic Mod for my epic w@ters as a game engine

so not really played the default epic mod bar game play testing my tweaks mods & various other mods ideas out


cheers mate & stay safe



Steel Shark
__________________
"History is Written by the Victors."
steel shark is offline  
Old 10-29-20, 03:21 PM   #137
Deadlockgunner
Bilge Rat
 
Join Date: Mar 2020
Posts: 1
Downloads: 6
Uploads: 0
Default Loading troubles

First off Amazing mod I can really see the passion that went into making it a reality.


I am currently unable to load a campaign in progress.
when I click on the tab to view my saved games there is nothing, the list is blank. however if i start a new game my save files appear on the list of games to overwrite so it is saving.


Alas two re installs and the problem persists.
Cold waters file system is somewhat alien to me so I've not had any luck finding files that control the menu UI, any insight from you fine gentlemen would be much appreciated. (currently running the most recent version of the mod and game.)


Fair winds and following seas.
third re install problem still persists despite my earlier statement that it was fixed.
I have finally found the screen shots.
Attached Images
File Type: jpg 20201029161440_1.jpg (96.5 KB, 9 views)
File Type: jpg 20201029160820_1.jpg (97.8 KB, 9 views)

Last edited by Deadlockgunner; 10-29-20 at 06:36 PM. Reason: I am Technologically inept.
Deadlockgunner is offline  
Old 10-29-20, 03:38 PM   #138
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 27,709
Downloads: 22
Uploads: 0


Default welcome aboard!

Deadlockgunner!
__________________

"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe"
Aktungbby is offline  
Old 10-29-20, 03:43 PM   #139
ijozic
Bosun
 
Join Date: Aug 2006
Posts: 61
Downloads: 47
Uploads: 0
Default

I've started the Soviet 1984 campaign several times over and it doesn't get saved automatically, I can only find saves that I saved during the campaign?

But, the real issue I've noticed is that sometimes the sea bottom isn't indicated in shallow waters. E.g. the conditions diagram would show no bottom till e.g. 260 meters of the scale it's showing and I'd dive and hit the bottom at like 200. Happened once or twice.
__________________
I'm a bit slow at first, but by the time the crew starts screaming "Captain, we're all gonna die!", I'm in complete control.

Last edited by ijozic; 10-29-20 at 05:13 PM.
ijozic is offline  
Old 10-31-20, 11:28 AM   #140
PatrickCui
Bilge Rat
 
Join Date: Mar 2020
Posts: 1
Downloads: 8
Uploads: 0
Icon14 Amazing mods!!!!

Finally, a great mod with tons of playable submarines, and with russian voice over!!!! Feels like in a real soviet sub.

Anyways, I found a little bug, where are the Chinese subs, can't find them in the unit interference after installing the mod, and can't find them in the campaign or single mission. Maybe you should have a look at that.
PatrickCui is offline  
Old 11-01-20, 01:52 AM   #141
Stokes96
Bilge Rat
 
Join Date: Nov 2020
Posts: 1
Downloads: 16
Uploads: 0
Default

hey guys new to cold waters and modding in general, im having trouble getting the epic mod working i follow the guide down to the letter and its still not working anyone have any ideas?
thanks jordan
Stokes96 is offline  
Old 11-01-20, 01:20 PM   #142
steel shark
XO
 
Join Date: Oct 2019
Location: Uk
Posts: 414
Downloads: 48
Uploads: 5


Default 5.6 - Epic mod ver 2.24 tweaks Ver 4.b IV (AUDIO+)

k this is up under the Downloads , coldwaters , gameplay section

its a improved version of the original

5.6 - Epic mod ver 2.24 tweaks Ver 4.b IV (AUDIO+)

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



5.6 - Epic mod ver 2.24 tweaks Ver 4.b IV (AUDIO+)

This is a replacer Version for " 5.6 - Epic mod ver 2.24 tweaks Ver 4 "

it features many improvement’s over the original but i was mostly focused on

improving the sounds and audio for submarines & Surface warships

================================================== ==

IMPORTANT NOTE:

this version is fully compatible with all of my 2.24 mods so :

cold waters multi-mod hud replacer ----- as its a Generic hud mod

Epic mod ver 2.24 Tweaked files Ver 4 Depth mod + SnS-Comp Hide

Epic Mod ver 2.24 Weps Tags & DEX


================================================== ==


1.)------------------Sound changes

this mod adds my NEW Crew Mic voices i made i,ve tryed to get this the best that i can with mic bleeps and voice sounds & what department section is reporting.

3000 feet call out mod Ver II

this voices depth up to 3000 Feet also
ive added Depth hull pressure noises at fixed intervals they play when you use the

dive plans to dive


also my NEW torpedo tube SFX mod & External Tube Sounds


New VLS Fire = ver2


VLS too deep to fire
VLS not ready

torpedo tubes too deep to fire


New Towed array out & in sounds = ver 2


Fire & Flooding Sfx for Control Room = Ver 2
so when the Conn takes fire or Flooding Damage you can hear it


New reworked Torpedo engines sounds


New cavitation sound = Ver2


New Ultra quiet on/off sound


New Deck gun Sounds with reverb / mechanical / ejected shell effects


Full Voiced English surface crew = Ver 1
so :

guns low solution to target
guns at bad range
guns out of ammo
guns fire at will
guns on hold

rbu engage
rbu hold
rbu no ammo

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

NOTE:

i settled the Bridge for stations to report to as this is more traditional


as for GUNS & RBU stations and these are classed as BATTERY'S


for ammo depletion i used MAGAZINE


remember tho that other commands are still CONN as we play as surface ships & submarines

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

New Diesel crew sounds for when its not a nuclear vessel = Ver2

so :

diesel_engines_back_online
diesel_engines_damaged
diesel_engines_offline
dc_diesel_section
flooding_diesel_section




2.)------------------Depth Displays & Maneuvering changes

the helm depth arrow keys are now 100 ft increments so depth is

100 ft on arrows

50 ft on increase decrease depth keys

10 ft on increase decrease depth keys + shift


the displayed depth has been increased to 11000 feet so you can all ways find the

sea floor

also the set depth readout can now show up to 11000 feet as well



3.)-------Tactical Game Changes

The towed array can now be used at 45 feet minimum or 14 meters ish i did this

so in noisy sea condition it can help as well as ESM/Periscope

you still need

200 feet / 60 meters above the sea floor like it was for before tho to deploy the

Array



also the maximum sonar error range has been reduced by 75% so its should be

more accurate now


4.)------------------ssn_virginia replacer


ive have also included my virginia replacer model as a option so you can use it if

you want to


5.)------------------Mod Fixes

also ive noticed a few missing vessels in single player that were not added to the

ship rosta so it was impossible to id em till you get auto id so ive added those

and reordered the rosta too so now its better to use for western side so :

soviet subs first then soviet warships ect better order i think

also if you find more missing vessels let me know




6.)------------------Custom Config Changes

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.


[Difficulty Settings]

I have made all of these 1 which means realistic so no advantage or

disadvantage is given on hull points or reload times ect.

this is what i use so no matter what Difficulty setting you use or is scripted on a

Campaign or Missions you get a realistic game.

[Difficulty Settings Campaign]

for the Campaign were left as was so Number of ASW do still increase as

difficulty is Increased also handicap,s or Bonus Points are still valid.


7.)--------Installing


this mod requires Epic Mod 2.24 to be installed first


once you have downloaded it ---UNZIP IT THEN put the mod folder were your

cold waters EXE file is Easy way is to RIGHT CLICK on your cold waters icon

with mouse then
go to Open file location

when this is done copy the mods folder and the Epicmod Install program were

coldwaters exe is once mod folder is added their use mod installer to add your

options



hear is a load order example so if you are using my other mods would be :

1. Epic Mod 2.24 (Main Mod)
3.2 ( All 3 control panels are visible and are attached to the right of minimap)
5.6 - Epic mod ver 2.24 tweaks Ver 4.b IV (AUDIO+)
7.4 Epic mod ver 2.24 ssn_virginia
Epic Mod HUDS
Epic Mod ver 2.24 Weps Tags & DEX

to launch coldwaters just use your normal desktop icon as per usual


To install simple put the

" 5.6 - Epic mod ver 2.24 tweaks Ver 4.b IV (AUDIO+) "

&

"7.4 Epic mod ver 2.24 ssn_virginia folder"

in to the MODS folder then install with Epic mod Install application

enjoy


8.)-------Help

any problems just message me on Subsim

Steel Shark
__________________
"History is Written by the Victors."
steel shark is offline  
Old 11-01-20, 01:42 PM   #143
steel shark
XO
 
Join Date: Oct 2019
Location: Uk
Posts: 414
Downloads: 48
Uploads: 5


Default Stokes96 help

is your cold waters version definitively the latest one before you add epic mod

so 1.15g i think it was

Steel Shark
__________________
"History is Written by the Victors."
steel shark is offline  
Old 11-03-20, 08:42 AM   #144
SkulSS
Sailor man
 
Join Date: Nov 2013
Posts: 49
Downloads: 57
Uploads: 0


Default Cold Waters Epic Mod 2.25

Changes in 2.25 version:
-Fixes for critical bugs (the continue button disappears)
-Does not throw back to the port on contact near the base
-Crew leveling in all Campaigns
-Updated system for calculating pre-emptions
-Darkness at depth
-Improvements, fixes, extensions

Download here: Cold Waters Epic Mod

SkulSS is offline  
Old 11-04-20, 07:25 AM   #145
steel shark
XO
 
Join Date: Oct 2019
Location: Uk
Posts: 414
Downloads: 48
Uploads: 5


Default 5.6 - Epic mod ver 2.25 tweaks Ver 5 V

5.6 - Epic mod ver 2.25 tweaks Ver 5 V


is up under downloads coldwaters game play section


1.)------------------Sound changes

this mod adds my NEW Crew Mic voices i made i,ve tryed to get this the best that i can with mic bleeps and voice sounds & what department section is reporting.

3000 feet call out mod Ver II

this voices depth up to 3000 Feet also
ive added Depth hull pressure noises at fixed intervals they play when you use the

dive plans to dive


also my NEW torpedo tube SFX mod & External Tube Sounds


New VLS Fire = ver2

VLS too deep to fire
VLS not ready

torpedo tubes too deep to fire


New Towed array out & in sounds = ver 2


Fire & Flooding Sfx for Control Room = Ver 2
so when the Conn takes fire or Flooding Damage you can hear it


New reworked Torpedo engines sounds


New cavitation sound = Ver2


New Ultra quiet on/off sound


New Deck gun Sounds with reverb / mechanical / ejected shell effects


Full Voiced English surface crew = Ver 1
so :

guns low solution to target
guns at bad range
guns out of ammo
guns fire at will
guns on hold

rbu engage
rbu hold
rbu no ammo

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

NOTE:

i settled the Bridge for stations to report to as this is more traditional


as for GUNS & RBU stations and these are classed as BATTERY'S


for ammo depletion i used MAGAZINE


remember tho that other commands are still CONN as we play as surface ships & submarines

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

New Diesel crew sounds for when its not a nuclear vessel = Ver2

so :

diesel_engines_back_online
diesel_engines_damaged
diesel_engines_offline
dc_diesel_section
flooding_diesel_section




2.)------------------Depth Displays & Maneuvering changes

the helm depth arrow keys are now 100 ft increments so depth is

100 ft on arrows

50 ft on increase decrease depth keys

10 ft on increase decrease depth keys + shift


the displayed depth has been increased to 11000 feet so you can all ways find the

sea floor

also the set depth readout can now show up to 11000 feet as well



3.)-------Tactical Game Changes

The towed array can now be used at 45 feet minimum or 14 meters ish i did this

so in noisy sea condition it can help as well as ESM/Periscope

you still need

200 feet / 60 meters above the sea floor like it was for before tho to deploy the

Array



also the maximum sonar error range has been reduced by 75% so its should be

more accurate now



4.)------------------Epic Mod ver 2.25 Weps Tags & DEX ----- (Optional mod Add On)


The main aim of the mod is to identify the Different
Types of weapons in Epic Mod to assist in playing
The game by knowing:

What they do so for example is the missile a

anti-ship missile

or

land-attack missile

Is the torpedo a wake homing torpedo or a wire
Guided one ect



I’ve also renamed the soviet side weapons to the
Actual Russian names as a Russian boat should
Not have NATO names for their weapons for
Example:


Epic Mod language_en Version

[Weapon Reference]
WeaponName=SS-N-16
WeaponDescriptiveName=SS-N-16 Stallion
WeaponDescription=Submarine-launched
stand-off ASW missile. It is similar to the SS-N-14
and drops the same UGMT homing torpedo.


In my Version is now :


[Weapon Reference]
WeaponName=Rpk-6m (Anti-Sub)Hm
WeaponDescriptiveName=RPK-6 Vodopad ASW
Missile
WeaponDescription=RPK-6 Vodopad , "waterfall"
is a Soviet 533 mm anti-submarine missile
deployed operationally since 1981 RPK-6
"Waterfall" (NATO SS-N-16 STALLION), rockets
83p and 84p, after exiting the torpedo tube, the
lattice rudders open, the solid propellant rocket
turns on and the rocket leaves the water, then the
flight continues in the atmosphere along a ballistic
trajectory, along When the aiming point is
reached, the warhead is detached from the
missile and splashed down by parachute. The
missile-torpedoes of the complex are capable of
hitting enemy submarines at a distance of up to
50 km. The 400-mm small-sized electric torpedo
UMGT-1 is used as a combat head (dropped by
parachute, the speed 41 knots, cruising range - 8
km, depth - up to 500 m)



I think this add to the game when playing on the
Russian side



I’ve also Greatly expanded the weapons data base information
on weapons that needed it and done some translations of the Russian weapons info files to English then blended it all too make a better English Reference weapons files from internet & other sources.

this give a greatly Enhanced Information Base
For the Weapons In Epic Mod



I’ve made these Abbreviated Information weapon
Types to help with weapons management this will
Massively help the player in choosing the right
Weapons to Load up at port or use in combat


Key Meaning :


Rd-Hm = Radar+Homing

Rd = Radar

Wh = Wake Homing

wr = Wire Guided

Hm = Homing

Un = Unguided

Ww = Wire Guided + Wake Homing

Int-G = Internal Guidance


the Abbreviated names had to be a certain length
to fit ok and not go over hud elements so i came
up with these bear in mind the names of the
weapons have to fit as well


--------------missiles

(Ship-Sub)Rd-Hm

(Anti-Ship)Rd

(Anti-Sub)Hm

(Land-Atk)Rd

(Duel-Role)Rd

(SLBM) Int-G

--------------anti ship torpedoes

(Anti-Ship)Un

(Anti-Ship)Hm

(Anti-Ship)Wh

------------anti sub torpedoes

(Anti-Sub)Un

(Anti-Sub)Hm

(Anti-Sub)Wr

--------------duel role torpedoes

(Duel-Role)Hm

(Duel-Role)Wh

(Duel-Role)Wr

(Duel-Role)Ww

--------------Counter fire torpedo

(Cntr-Fire)Hm

---------------anti torpedoes

(Anti-Torp)Hm

----------------decoys

(Decoy)Un

(Decoy)Wr


5.)------------------Epic Mod HUDS 2.25----- (Optional mod Add On)


this mod is a Multi-Mod Hud replacer for :


any epic mod version up to 2.25



the changes in this mod are all just cosmetic changes as i dident want to add hud text files as these differ depending on
what mod you have installed

and also some users have changed their hud text configs to their personal choices depending on screen resolution & panel layouts or colors ect


also i did it this way to make it more compatible with different mods as a lightweight hud replacer


ive designed the panels of the huds to be fairly hybrid as you have to use em on multiple platforms ect :

you might be in a 1968 skipjack then next you might play as a 1997 seawolf so i designed my huds to be blended to fit a
wide array of vessels & time scales



6.)------------------Mod Fixes

also ive noticed a few missing vessels in single player that were not added to the

ship rosta so it was impossible to id em till you get auto id so ive added those

and reordered the rosta too so now its better to use for western side so :

soviet subs first then soviet warships ect better order i think

also if you find more missing vessels let me know




7.)------------------Custom Config Changes

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.


[Difficulty Settings]

I have made all of these 1 which means realistic so no advantage or

disadvantage is given on hull points or reload times ect.

this is what i use so no matter what Difficulty setting you use or is scripted on a

Campaign or Missions you get a realistic game.

[Difficulty Settings Campaign]

for the Campaign were left as was so Number of ASW do still increase as

difficulty is Increased also handicap,s or Bonus Points are still valid.


8.)--------Installing


this mod requires Epic Mod 2.25 to be installed first


once you have downloaded it ---UNZIP IT THEN put the mod folder were your

cold waters EXE file is Easy way is to RIGHT CLICK on your cold waters icon

with mouse then
go to Open file location

when this is done copy the mods folder and the Epicmod Install program were

coldwaters exe is once mod folder is added their use mod installer to add your

options



hear is a load order example so if you are using my other mods would be :

1. Epic Mod 2.25 (Main Mod)
3.2 ( All 3 control panels are visible and are attached to the right of minimap)
5.6 - Epic mod ver 2.25 tweaks Ver 5 V
Epic Mod HUDS 2.25
Epic Mod ver 2.25 Weps Tags & DEX

to launch coldwaters just use your normal desktop icon as per usual


To install simple put the

" 5.6 - Epic mod ver 2.25 tweaks Ver 5 V "

&

" Epic Mod HUDS 2.25 "

&

" Epic Mod ver 2.25 Weps Tags & DEX "

in to the MODS folder then install with Epic mod Install application

enjoy


9.)-------Help

any problems just message me on Subsim

Steel Shark
__________________
"History is Written by the Victors."
steel shark is offline  
Old 11-04-20, 07:26 AM   #146
steel shark
XO
 
Join Date: Oct 2019
Location: Uk
Posts: 414
Downloads: 48
Uploads: 5


Default Epic mod ver 2.25 Tweaked files Ver 5 V Depth & SnS Comp Hide Mod

Epic mod ver 2.25 Tweaked files Ver 5 V Depth & SnS Comp Hide Mod


is up under the downloads coldwaters gameplay section


1.)------------------Depth Manouvering changes

This helm depth Mod allows you to change the Helm arrow keys Depth increments


Choices are :

50 ft on arrows

100 ft on arrows


2.)------------------Depth Manouvering changes + SnS Comp Hide Versions

This Dose exactly what the above mod dose but also hides the Enemy Sonar Sensor Values


as you wont know the enemy's sensor levels it will also mean using the identification book to look up what sensors are equipped on the various contacts to gauge their sensor capability's

this plus experience of the vessels over time will give a good added depth to judging when you are in danger of being detected

also you will need to take in to account the conditions more so ect ;

is their a thermal layer & Duct

how loud is the back ground ocean noise

how close is the ocean floor

& how loud your own vessel is

as these factors will matter in how close you can safely get without fear of being detected

as not knowing what the enemy can see Sensor wise will make it harder to know when you in danger of being Detected


Choices are :

50 ft on arrows + SnS Comp Hide

100 ft on arrows + SnS Comp Hide



3.)--------Installing

this mod requires Epic Mod 2.25 to be installed first & my 5.6 - Epic mod ver 2.25 tweaks Ver 5 V so you need both


First Unzip------ this file

its going to be best to replace the original file without mod installer as this can cause problems if too many Assembly
files are stacked so


To install simple replace the ( Assembly-CSharp )


so find this path :


Cold Waters\MODS\5.6 - Epic mod ver 2.25 tweaks Ver 5 V\ColdWaters_Data\Managed


and delete ( Assembly-CSharp ) then pop the one you want in replacement files are :



" 50 FEET Helm Depth Mod folder " ( Standard Cold waters Version Depth )
" 100 FEET Helm Depth Mod folder " ( Original Mod Version )

---------------------------------------------------OR--------------------------------------------------------

"SnS Hide + 50 FEET Helm Depth Mod folder" ( Standard Cold waters Version Depth + SnS Hidden )
"SnS Hide + 100 FEET Helm Depth Mod folder" ( Original Mod Version + SnS Hidden )




IMPORTANT !!!!!!!!! Use the mod installer to remove ( 5.6 - Epic mod ver 2.25 tweaks Ver 5 V ) then RE-ENABLE it before
launching Cold Waters. after swapping the ( Assembly-CSharp ) File.


enjoy

3.)-------Help

any problems just message me on Subsim


steel shark
__________________
"History is Written by the Victors."
steel shark is offline  
Old 11-09-20, 01:29 PM   #147
steel shark
XO
 
Join Date: Oct 2019
Location: Uk
Posts: 414
Downloads: 48
Uploads: 5


Default updated version & installation guide epic mod 2.25

a few people have asked for help in either locating or installing epic mod so hear :


this is a link to the download

Cold Waters Epic Mod 2.25 (04.11.20) updated version

and also a installation help guide :


https://vk.com/away.php?to=https%3A%...616&el=snippet


if not go to google and type vk epic mod go to it and look for the 2.25 link its called


Cold Waters Epic Mod 2.25 (04.11.20).rar
drive.google.com



down load that once you have it unzip it then


Installing EpicMod mod on Cold Waters 1.15g
1) Install clean Cold Waters 1.15g on your own old MODS folder)
2) Unpack the contents of this archive into the game folder, next to ColdWaters.exe
3) Run EpicMod Install.exe, activate the Basic mod
4) Extras. options are connected at will
5) Run ColdWaters.exe
6) Old save can be buggy
7) Metric system, menu language and voice acting change in the game options


to find the cold waters exe easier try this



once you have downloaded it ---UNZIP IT THEN put the mod folder were your

cold waters EXE file is Easy way is to RIGHT CLICK on your cold waters icon

with mouse then
go to Open file location

when this is done copy the mods folder and the Epicmod Install program were

coldwaters exe is once mod folder is added their use mod installer to add your

options
so you use the program called

Epicmod Install

to actually add the mod there are 3 arrows

one adds things

one removes things

the last one removes everything

when installing if it fails just close the


Epicmod Install program and retry


once it adds it via the mod manager then just click on the cold waters exe shortcut like normal to start the game

so basically you put any mod you want in to the

MODS folder

then add it via the installer


hope this helps some people out



Steel Shark
__________________
"History is Written by the Victors."
steel shark is offline  
Old 11-09-20, 02:31 PM   #148
steel shark
XO
 
Join Date: Oct 2019
Location: Uk
Posts: 414
Downloads: 48
Uploads: 5


Default mods manager cleaning

mods manager keep backup files so if you switching to a new version of a mod lets say

Cold Waters Epic Mod 2.25 (03.11.20)

to

Cold Waters Epic Mod 2.25 (04.11.20)


or if you have installed then removed loads of mod files i find it helps to clean out the saved backup files now and a gain


to do this first you need to enable show hidden files on windows so :


Select the Start button, then select Control Panel > Appearance and Personalization. Select Folder Options, then select the View tab. Under Advanced settings, select Show hidden files, folders, and drives, and then select OK.

then go to the mods folder and look for 3 files inside the mods folder called :


JSGME

!INSTLOGS

!BACKUP



deleting these in effect makes the mod manager forget all saved data so its like new again

if you not sure you want to delete them just copy the files out rather then deleting em


remember after this you will need to re enable your mods and in the order you prefer


i found as i am constantly enabling and disabling mods as im making stuff all the time

that the mod manager would glitch up textures or files now and a gain

so this method wipes it clean so its not got like a a thousand backup files saved in its memory


hope this helps some of you out in making mods run smoother


Steel Shark
__________________
"History is Written by the Victors."
steel shark is offline  
Old 11-09-20, 08:30 PM   #149
LoBlo
Subsim Diehard
 
Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
Default

This mod is epic!

Does version 2.25 have an English version?
__________________
"Seek not to offend or annoy... only to speak the truth"-a wise man
LoBlo is offline  
Old 11-11-20, 11:35 PM   #150
Kartaugh
Nub
 
Join Date: Oct 2017
Posts: 2
Downloads: 15
Uploads: 0
Icon14

How in the nine hells did you guys manage to make the enemy subs react to attack like that?

They change depth, speed, turn hard...

In all the time I spent trying to mod this game, I never came across a way to make enemy subs react properly when under attack...

Astounding.
Kartaugh is offline  
Closed Thread

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:55 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.