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Old 05-30-20, 09:11 AM   #16
steel shark
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Default Tdc

Its under construction at the moment but im messing around with Epic waters as well what ive done so far is :

Angle on bow indicator not quite working 100% yet and the dial is fuzzy so ill replace it not sure why as other dial went in ok

Target ship angel working also not 100% accurate

watch working fully tho not added Hands yet the watch in Pacific waters is your torpedo run timer im going to add red line hands for each tube with a number at the end to correspond to the tube

the tube status indicators are

1. Ready at tube when they lights up tube is ready to fire

2.Active tube theirs a torpedo loaded

3.Armed Torpedo fish is live

so TUBE PICTURES show

Ready at tube , A , A

i am also using this for the deck gun might change that

the FWR & AFT labels on the weapon panel show with lights the 6 forward tubes and the 4 atf tubes to indicate as to which tubes fire forward and which fire aft i added this as there are 10 tubes all in all

the large red button is the fire button and the other two are like normal in cold waters tube cycle and weapon load or switch weapon type

I MUST STRESS THO this is all Work in Progress its defiantly not going to look like this on release as im more interested in it all working right first then ill make it look nise i will add tools in the Large tactical screen like rulers and protractors for range and Bearing calculations but not started on that yet

the Sd display were the ESM one was is your air search radar so basically craft Warning system it works but needs tweaking

their is also the CCIP Mode Toggle this is the

Constantly Computed Impact Point or ccip this is switchable on or off and its basically the cold waters lead marker like you would use for a Mark 16 Torpedo if you want help targeting with torpedoes or deck gun

as their is no active sonar on the ww2 submarines im going to add i converted the active & passive button to General Quarters battle stations with sounds or Alarm on German boats ect in Atlantic Waters

while we are on the matter of sounds each ship has had its sounds increased realistically so you can hear em under waters at the proper ranges

the surface noise level and the under water noise level are different and sound different example a merchant and destroyer sound very different the noise scales as they slow down or speed up so in time you will get familiar with ship types buy noise

so when you are in under water view point that is your Hydrophones station other identification methods are recognition manual this replaces your signature panel as you can see in the pic 1 or periscope marking of target

ive been messing with a new slimmer conning tower extension see what you think ive not made the decking plates for it yet still

Last edited by steel shark; 08-01-20 at 07:55 AM.
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Old 06-02-20, 11:24 PM   #17
HobbitJack
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I'm liking this more and more each update.

Keep up the good work!
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Old 06-03-20, 01:48 PM   #18
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Cool. Add some map tools please. At least an ability to plot course
of target or torpedo. Will make a vid series of this if it holds up as good
as it looks.
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Old 06-08-20, 05:22 AM   #19
steel shark
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Default thank you

thanks for the interest you both stay safe out their
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Old 06-08-20, 09:59 AM   #20
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Nice Job here !
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Old 10-24-20, 06:57 PM   #21
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Not to bother you, but is this still coming along like we all hope?
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Old 10-24-20, 09:00 PM   #22
steel shark
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Default not sure

Killer Fish are kinda doing it any ways in the form of

War on the Sea

Command ships, submarines and aircraft in the South Pacific during WWII.

so im not sure if to keep at it also it was based off of standard coldwaters with playable subs

if i was to resume it the Epic Mod game platform is a better game mod to work off for making Pacific W@ters & Atlantic w@ters so it would need some serious reworking and re designing on my part

the other main problem is i lost like 60 % or more of it when a external drive failed some time back so id have to start from scratch for certain parts of it

so like i said im not sure

i could make random missions & a free roam Campaign i suppose in between projects if i made em use mod manager they be easy to load and unload from coldwaters base game

also im kinda heavily engaged doing Epic W@ters at the moment when i get free time i do that or make epic mod tweaks



that in its self is hard as its constantly changing versions i have to keep up with then apply my existing older changes on previous versions then make new stuff then bring it all up to to date with what ever version its at ect :

Epic mod ver 2.11 Tweaked files
Epic mod ver 2.12 Tweaked files
Epic mod ver 2.22 Tweaked files
Epic mod ver 2.22 Tweaked files Ver 2
Epic mod ver 2.23 Tweaked files Ver 3
Epic mod ver 2.23 Tweaked files Ver 3 fixed
Epic mod ver 2.24 Tweaked files Ver 4


then additional mods

Epic mod ver 2.22 ssn_virginia replacer
Epic mod ver 2.22 Tweaked files Ver 2 Depth mod
Epic Mod ver 2.22 200 FEET Helm Depth + 20 to 50 KYD Mod

Epic mod ver 2.23 Tweaked files Ver 3 Depth mod


Epic mod ver 2.23 vessel fixes

Epic mod ver 2.22 Tweaked files Ver 2 (AUDIO++)

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

cold waters multi-mod hud replacer

Epic mod ver 2.24 Weapons Tags & DEX




BUT ....Ill see what i can do 4 you tho


stay safe m8


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Old 12-26-20, 11:54 PM   #23
steel shark
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Default ???

Scale testing of Jap Models in fleet formation



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Last edited by steel shark; 08-05-21 at 04:32 PM.
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