Mods For Cold Waters

From the developer:I think it's important to remember that DW is a commercial version of a USN training simulator while ours is a tactical game about submarine combat if WW3 happened in the mid-80's.During early development we went through several concepts including the traditional DW-like stations approach and we rejected these as providing to sterile an experience, and elected to start with what amounts to a 'clean sheet' design. If you want a very technically accurate but sterile simulation where time-bearing waterfall displays are modelled exactly true to life, then DW already does that. But you have to contend with canned scenarios where winning strategies can be learned.

Whereas our game is about commanding a submarine in a real war, where tactical and strategic choices carry consequences in the bigger picture and you can never be sure what awaits you when you encounter the enemy. It's really two entirely different experiences.About dynamic campaign:Dynamic Campaign is very similar to Red Storm Rising.It is an open theatre where you are assigned a mission.

Cold Waters Mods Subsim

You then have to carry out that mission and hunt down your target, (except for land strikes and insertion missions where you sail to a location). Fortunately recon aircraft, satellites and SOSUS barriers will reveal various enemy movements, however it is up to you to work out which enemy task force is your target and which might be an ASW group hunting you!There are no mission 'paths', instead mission outcome determines the overall balance of the war. The more you lose, the more airbases (and their valuable recon) that can be lost, SOSUS barriers can be destroyed and the Soviets will eventually push into the Norwegian Sea then into the Atlantic where they will overcome NATO convoys delivering materials for the war effort.Time compression on the strategic map is about 1 second = 1 hour.- 01/26/17 12:04 PM Re: Cold WatersJoined: Apr 2001Posts: 108,432Pro-Consul of FloridaPro-Consul of FloridaKing Crimson - SimHQ's Top PosterJoined: Apr 2001Posts: 108,432.

We played DW for years after its release, I'm not sure 2007 is right, but certainly no later than 2009 as I don't recall ever playing it on Win7.One of my favorite sub games was Seawolf. It wasn't hard core by DW standards, but for a lighter sim it had a good waterfall display. I actually could tell ship types apart more or less purely by the waterfall there because they simplified it in a good way.Not a lot of ambiguity, not a lot of interference, you'd get a weak signal, you'd be able to firm it up, and if it was a Udaloy you'd recognize it as a Udaloy almost immediately.It was one of the rare examples of a game that balanced fun and realism just right.

It wasn't handing you things with a god-view radar, and it didn't require a graduate level course. You put in an hour and it was playable and after a few hours you had it down without it getting old.The Jedi Master.

From the developer:I think it's important to remember that DW is a commercial version of a USN training simulator while ours is a tactical game about submarine combat if WW3 happened in the mid-80's.During early development we went through several concepts including the traditional DW-like stations approach and we rejected these as providing to sterile an experience, and elected to start with what amounts to a 'clean sheet' design. If you want a very technically accurate but sterile simulation where time-bearing waterfall displays are modelled exactly true to life, then DW already does that. But you have to contend with canned scenarios where winning strategies can be learned. Whereas our game is about commanding a submarine in a real war, where tactical and strategic choices carry consequences in the bigger picture and you can never be sure what awaits you when you encounter the enemy. It's really two entirely different experiences.About dynamic campaign:Dynamic Campaign is very similar to Red Storm Rising.It is an open theatre where you are assigned a mission.

Cold

You then have to carry out that mission and hunt down your target, (except for land strikes and insertion missions where you sail to a location). Fortunately recon aircraft, satellites and SOSUS barriers will reveal various enemy movements, however it is up to you to work out which enemy task force is your target and which might be an ASW group hunting you!There are no mission 'paths', instead mission outcome determines the overall balance of the war. The more you lose, the more airbases (and their valuable recon) that can be lost, SOSUS barriers can be destroyed and the Soviets will eventually push into the Norwegian Sea then into the Atlantic where they will overcome NATO convoys delivering materials for the war effort.Time compression on the strategic map is about 1 second = 1 hour.That actually sounds promising to me. I've been playing it for some time now and am greatly enjoying it. There are a few bugs and problems (aircraft spawning!) but looking at the development history of Atlantic Fleet I'm sure they will be fixed soon.It feels a lot like the original RSR, which is is what I was hoping for.

If you're a subsim nut like me, get it now! For the general audience I'd suggest waiting for the next 1-2 patches.EDIT: the devs have already reported that the aircraft bug is fixed and will be part of Version 1.01.

MovieMods For Cold Waters

ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40' 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. Al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1- 06/10/17 03:23 PM Re: Cold WatersJoined: Jun 2002Posts: 5,460HotshotHotshotJoined: Jun 2002Posts: 5,460. 'Version 1.0110 Jun 17General:Unit Reference and Vessel Selection navigation arrowsOption: Hide Low Sol. Contacts, added 'in 3D' to clarifySoviet weapon sprites addedUpdated Narwhal descriptionFixed numerous typosCombat:Camera movement deactivated when in full screen tactical mapZoom out key no longer leaves periscope viewDecoys no longer count as weapons when leaving combatLeave combat nearby vessels simplified to check.

This is a small cabin in the mountains not far from Windhelm. It's a very simple place, plenty of storage and all the crafting stations are present. It's suitable for the player and one follower.

The cabin is visible and able to be traveled to immediately and it's ready to move in. It's perfect for someone who likes to live simply or someone who's just starting out.This mod has been tested with Lydia to make sure all is working properly and cleaned with TES5Edit.This mod is pretty much finished although I'd like to get a script attached to the exterior lights to turn them on and off for day and night lighting. The CK is currently not cooperating with that. Other than that, I will not be adding anything else to it.

Mods For Cold Waters

If something is brokenthough, be sure to let me know.