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Old 01-21-21, 08:35 PM   #1
BinMinnie
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Default Wire break Issues Back?

Hey, all


relative newbie here, last night playing, CW modded thru 5.6 - Epic mod ver 2.27 tweaks Ver 7.b, I had un-enabled the Ver 7b after I couldn't navigate quick enough on the world patrol screen to get to my next mission and so in 900ft of water, 5 kts, against 3 escorts & 1 romeo, I had 6 or seven wire breaks in the process of taking them out, using a Seawolf.


I don't think I was doing anything weird, tried to fire when the left side tubes at targets on the left and visa versa on the right. never higher than 5 kts, once I was in a shallow descent.



did i make an error in not un-enabling the latest mods all the way to stock, instead of just the Ver 7b?


and also, with the 7b, the right or left click mouse on the patrol screen didn't allow for enough speed to get to my next mission, the china ships did seem too be also moving slower but I didn't seem to b able to increase my speed with either click


Thanks


Bin.
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Old 01-22-21, 08:25 AM   #2
steel shark
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Default I was Expecting possible Trouble

when i changed the MapSpeedModifier Settings i was Kinda expecting this might be a issue


i only made 2.27.b because of over 20 requests about speed on entry to combat and distance at start of combat also the rate at which ships moved about the Campaign map



Surface ships do use transiting speed tho against submarines as they have done for along time


how ever the MapSpeedModifier changes gave me Concern at the time because some missions were timed events so in effect 2 to 1 is slower like you said



this is why ive resisted changing stuff in epic mod campaigns right up to Ver 7 Tweaks


but i did promise quite a few people id look in to it



also all bar this change it dose not affect any game flow campaign events




MapTimeCompression=3600 all


so all Campaigns are at same Time Compression



Hear are the Original Value,s for Epic Mod 2.27 Campaign,s MapSpeedModifier,s




campaign001 - NATO (1968) North Atlantic - MapSpeedModifier=2


campaign002 - NATO (1984) North Atlantic - MapSpeedModifier=2


campaign003 - NATO (2002) Global Map-MapSpeedModifier=1


campaign004 - NATO (2002) Global Map Surface Fleet - MapSpeedModifier=1


campaign005 - Soviet Union (1968) North Atlantic - MapSpeedModifier=2


campaign006 - Soviet Union (1968) Global Map - MapSpeedModifier=1


campaign007 - Soviet Union (1984) North Atlantic - MapSpeedModifier=2


campaign008 - Soviet Union (1984) Global Map - Murmansk - MapSpeedModifier=1


campaign009 - Soviet Union (1984) Global Map - Kamchatka - MapSpeedModifier=1


campaign010 - Soviet Union (1984) Surface Fleet - MapSpeedModifier=2


campaign011 - Soviet Union (1984) Global Map Surface Fleet - MapSpeedModifier=1


campaign012 - Russia (2002) Murmansk - MapSpeedModifier=1


campaign013 - Russia (2002) Kamchatka - MapSpeedModifier=1


campaign014 - NATO (2000) South China Sea - MapSpeedModifier=2



so if you want to restore em



Cold Waters\MODS\5.6 - Epic mod ver 2.27 tweaks Ver 7.b VIIB\ColdWaters_Data

\StreamingAssets\override\campaign


then open the campaign you want then edit the file inside to the original values for the MapSpeedModifier

then remove my tweaks mod with mod manager then re enable it



ill also remove the ver 2.27.b and replace it with 2 new versions so


5.6 - Epic mod ver 2.27 tweaks Ver 7.b-r but now with removed MapSpeedModifier settings


and ill make a


5.6 - Epic mod ver 2.27 tweaks Ver 7.b+ (VIIB+)


this one ill make all the missions in the Campaign Four times longer so kinda a mini free roam Campaign Version for epic mod


adding or removing with mod manager is far faster with my mod because its smaller then

epic mod so editing is faster


the x 4 mission increase my cause issues any ways .....


but i did promise people ill do some work and changes on this


so if a mission is 48 hours it would now be 192 hours so 8 days for that mission


given stores & Decoy Expenditure

and maybe damage thats probably extra time enough id say



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

Wire Breaks YES ive noticed 3 things on epic mod 2.27


1.) more common like you said


2.) No audio saying wire break some times


3.) you can go way too fast before it should 100% Break the wire
i did a 20+ Knots dive also a hard turn to port & it did not break my wire
?????


ill look into wire guidance my self as it needs improving in EM


wire testing was done on epic mod Main tho my EM tweaks and theirs use exact same coding ofc



the + version ill have to make some other day as im clearing a house out on & off for few days also ive got to go to the vets later today

hope this helps you



Steel Shark
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Old 01-22-21, 08:52 AM   #3
steel shark
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Default 5.6 - Epic mod ver 2.27 tweaks Ver 7.b-r ( VIIB-R )

K new versions up


5.6 - Epic mod ver 2.27 tweaks Ver 7.b-r ( VIIB-R )


the R stands for (Restored)


thank you by the way for using the mod

You Stay safe m8


Steel Shark
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Old 01-22-21, 10:52 AM   #4
steel shark
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Default one point ive noticed also

the less wires you use the better this might not be a thing but i rarely get breaks

when using Only 1 or 2 wires ive noted this might just be luck tho

also remember that the longer they running the better the chance of a wire-break is of course on your torpedo's


besides i like to keep fish in the tubes for defense and most NATO subs have 4 tubes only

by defense i mean that i want a fish "Torpedo" that i can send at that enemy vessel that happens to come out of nowhere steaming towards you ect


or that enemy submarine that appears far too close for comfort


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