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Cold Waters
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Cold Waters

Spiritual Successor to the Microprose Classic “Red Storm Rising”

Inspired by the 1988 classic “Red Storm Rising”, command a nuclear submarine in a desperate attempt to prevent “mutually assured destruction” when the Cold War gets hot and WWIII begins.

You will be tasked with intercepting convoys, amphibious landings, insertion missions and battling it out with enemy warships, submarines and aircraft. Thankfully, an arsenal of wire-guided torpedoes, anti-ship and cruise missiles and the occasional SEAL team are on board to keep the Iron Curtain at bay.



Features
+ Real-time naval combat
+ Over 40 classes of ships and submarines all meticulously researched
+ Dynamic Campaign where your performance matters
+ Realistic sonar model
+ Authentic Soviet combat tactics
+ Actual world based terrain and depths
+ Extensive modding support
+ Aircraft, helicopters, dipping sonar, aerial torpedoes and depth bombs
+ Historically based ships, aircraft and weapons
+ Museum of ship, aircraft and weapon statistics
+ Control wire-guided torpedoes
+ Countermeasures: noisemaker, decoy, chaff, knuckle


>> Cold Waters - Killerfish Games <<

Relase June 2017 for PC and Mac: Steamstore

...beide Maschinen auf dreimal Wahnsinnige!!! xmas_o
Beitrag vom 30.05.2017 - 21:23
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In den blauen Tiefen passiert auch etwas
Cold Waters Version 1.05 beta is now available.
This version contains fixes to the campaigns in order to continue to resolve the most major and disruptive issues. It also contains the first draft of crew voices which were provided courtesy of subsim.com

To opt in to the beta:
Right click the Cold Waters in Steam library, go to properties and you should have new "BETAS" tab added, then use the pulldown to select the beta you would like to opt into -leave the early access code empty- and the new update should download. When you run the game the version number should read version 1.05.

Version 1.05
1 Jul 17
General
+ Opening Help in After Action Report no longer opens mini-map which breaks subsequent Back button
+ Removed legacy WeaponName and WeaponDescription fields from weapons.txt
+ Removed legacy RADARID field from sensors.txt
+ aircraft.txt stats modified (additional weapons added later when combat balanced better)
+ Juliette designation corrected to SSG
+ Added date to Single Missions descriptions
+ default/hud/default.txt added MissionMarkerColorInsertion and MissionMarkerColorLandStrike variables
+ Added new optional variable to mission files, MissionPositionColor=LAND_STRIKE to colour deployment zone marker based on mission type
+ Added missing MaxPitchAngle=25 variable to MK37 in weapons.txt
+ Added temporary LogVoiceVolume=1 parameter to default/hud/default.txt (set to 0 to disable voices)
+ Voice talent added to credits

Combat
+ Player speed no longer defaults to emergency back if reactor offline when changing speed
+ Moving in reverse now generates noise in Signature panel display correctly
+ Back Emergency increases noise rather than decreasing it below All Stop
+ Sunk vessels no longer detected by player ESM
+ Sunk vessels no longer perform surface or air radar checks
+ Sunk vessels no longer ping with active sonar
+ Opening Help in periscope view forces periscope view closed
+ Fixed a bug where negative ballast not applied if player sub riding too high in the water, prevented submerging
+ default/hud/default.txt added [ESM Meter] colour variables to aid readability of ESM meter
+ Switching a wire guided torpedo from passive to active now works
+ Fixed towed array calculations for AI vessels
+ Crew voices added to audio/voices folder and implemented
+ Anechoic coating decreases active torpedo sensor range by 50%
+ Reference manual now opens to current signature profile
+ Spec Ops team now deploys at under 5 knots, rather than at stop
+ Increased TLAM cruise altitude to 300 to assist with terrain avoidance
+ TLAM homing in on target (activate in red circle) now provides log message
+ Land strike complete message displayed in log once all required TLAMs homing (activate in red circle)
+ Mini-map display now correctly offset when bottom left panel is moved by editing default/hud/default.txt
+ Enemy surface ships no longer deploy chaff or fire CIWS guns at land attacking missiles

Campaign
+ MapTimeCompression set globally and synced with pausing, briefings, summary, events, campaign menu, new sub assignment and campaign end
+ Port reload/unload/Spec Ops time required labels corrected for difficulty level modifiers
+ Verified subsystem displayed repair times take into account difficulty level modifiers
+ campaign_data.txt CampaignPoints and CampaignStart points values doubled for both campaigns to increase their length
+ Fixed a possible mismatch of player weapons in tubes which might cause some downstream bugs
+ Restructured EndLevel() in attempt to minimise impact of unknown bug
+ Fixed a bug where missing a mission caused all subsequent radio messages to state failed, even if won
+ Corrected all LAND_STRIKE missions to require 8 weapons fired at deployment zone
+ New Holy Loch background added for both campaigns
+ Fixed a bug where entering combat near/between two (or more) ports broke mission (blank blue underwater screen)
+ Fixed a bug where null minefields were trying to be checked with nav sonar
+ Campaign summary now correctly tracks completed land strike and insertion missions
+ Exit mission menu now displays whether land strike or insertion mission is complete

Es wird auch schon fleißig an unterschiedlichen Modifikationen gebastelt, u.a. gibt es eine Mod, die alle vorhandenen russischen U-Boote spielbar macht und eine andere Mod, welche die Unterwassersicht einschränkt.
Cold Waters ist keine Hardcore-Sim aber auch kein Arcade-UBoot-Shooter. smile
Beitrag vom 11.07.2017 - 21:42
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Für U-Bootfahrer gibt es ein neuen Betapatch! Smile
Cold Waters Version 1.06 beta is now available

To opt in to the beta:
Right click the Cold Waters in Steam library, go to properties and you should have new "BETAS" tab added, then use the pulldown to select the beta you would like to opt into -leave the early access code empty- and the new update should download. When you run the game the version number should read version 1.06.

Version 1.06 Beta

General
Added wireBreakOnLaunchProbability=0.1 to weapons.txt
Added wireBreakThreshold=30 to weapons.txt (2x speed + planes angle - 30) / 50 every 6 seconds
<POSTHUMOUSLY>, <PLAYERVESSELNAVY>, <SHIPTYPE> and <SHIPDESIGNATION> now use dictionary values
dictionary_interface.txt ReferenceSonobuoy=Sonobuoy changed to ReferenceSonobuoys=Sonobuoys
config.txt added DetectionThreshold=10, MaintainContactThreshold=1
config.txt added ContactProfileGraphicFactor=2 (factor intensity of contact divided by), must be >= 1
For training missions, all tubes get wires and wires cannot be cut/broken
config/txt added LoadVideos=TRUE, setting to FALSE disables menu and credits videos

Combat
Recognition manual "tons" now uses dictionary
Fixed errors with reloading if greater than 6 tubes on submarine
Torpedo tubes can no longer jam on firing
Active and passive torpedoes no longer home on sinking/sunk vessels
Terrain chunks are now always drawn near player submarine regardless of camera position
Fixed a bug where non-wire guided torpedoes could be wire guided by AI submarines
Improved AI depth keeping to prevent submarines from hitting seabed or going below crush depth
Improved AI navigation when near terrain or icebergs
AI Submarines and escorts no longer share contact data
Submarines no longer use Hunter/Killer logic
Raised masts no longer damaged by diving/depth (only speed)

Campaign
Fixed broken INSERTION and LAND_STRIKE missions which caused Action Report bug
Fixed several missing delimiters "|" in both campaign partol_outcomes.txt files
Added new parameters to campaign_data.txt for strategic map icon colours;
PlayerIconColor=2,84,166,255
EnemyIconColor=255,0,0,255
ContactOverTimeColor1=255,0,0,255
ContactOverTimeColor2=192,0,0,255
ContactOverTimeColor3=128,0,0,255
ContactOverTimeColor4=64,0,0,255
____________________________________________________________ _____________________________

Empfehlung

Der Mod von CaptainX beinhaltet folgende spielbare U-Boote:
USA
Los Angeles (Flight II) Class SSN
Los Angeles (Flight III 688i) Class SSN
Seawolf Class SSN
Virginia Class SSN
Ohio Class SSBN
Ohio Class SSGN (Conversion)
Guppy IIa Class SS
Tang Class SS
Barbel (Early) Class SS
Barbel Class SS

Britain
Oberon Class SS
Upholder Class SS
Resolution Class SSBN
Astute Class SSN
Churchill Class SSN
Dreadnought Class SSN
Swiftsure Class SSN
Trafalgar Class SSN
Valliant Class SSN

Japan
Yushio Class SS

Germany
Type 212 Class SS

France
Redoubtable Class SSBN
Rubis Class SSN

Russia
Foxtrot Class SS
Kilo Class SS
Romeo Class SS
Tango Class SS
Whiskey Class SS
November Class SSN
Victor I Class SSN
Victor II Class SSN
Victor III Class SSN
Alfa Class SSN
Mike Class SSN
Sierra Class SSN
Akula I Class SSN
Akula II Class SSN
Typhoon Class SSBN
Typhoon Class SSGN (Conversion)
Yankee Class SSBN
Yankee "Sidecar" Class SSGN (Conversion)
Delta III Class SSBN
Delta IV Class SSBN
Juliet Class SSG
Charlie I Class SSGN
Charlie II Class SSGN
Echo II Class SSGN
Oscar Class SSGN
Experimental Typhoon Class SSBN "Red October" (Silent Drive)
Experimental Typhoon Class SSBN "Red October" (Conventional Drive)

+ weitere Features!


Dieser Beitrag wurde 1 mal editiert, zuletzt von someone am 20.07.2017 - 16:20.
Beitrag vom 20.07.2017 - 16:19
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