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#4331593 - 01/26/17 04:54 AM Cold Waters  
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Sluggish Controls Offline
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Howdy All,

This is looking terribly promising
http://killerfishgames.com/games/cold-waters

Love my heavily-modded Silent Hunter 5, but it is long overdue for us to get a quality modern sub sim with, apparently, all the bells and whistles straight off a single download smile2

Cheers,
Slug


"Major Burns isn't saying much of anything, Sir. I think he's formulating the answer..." - Radar - M*A*S*H
Inline advert (2nd and 3rd post)

#4331598 - 01/26/17 06:17 AM Re: Cold Waters [Re: Sluggish Controls]  
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Looks interesting!


The issue is not p*ssy. The issue is monkey.
#4331599 - 01/26/17 06:22 AM Re: Cold Waters [Re: Sluggish Controls]  
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meh
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So an updated Dangerous Waters?

#4331604 - 01/26/17 08:19 AM Re: Cold Waters [Re: Master]  
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Originally Posted By: Master
So an updated Dangerous Waters?


Master, you are seeding doubts into my weak mind and crushing my hopes, darn...

My quick read off the official site indicates the sim as the successor to Red Storm Rising. Are those 2 the same ?
If I recall properly Dangerous Waters (never played it) was multiple types of units under player control.
Hopefully Cold Waters is you in a single US nuclear sub "only".

Cheers,
Slug

Last edited by Sluggish Controls; 01/26/17 08:29 AM.

"Major Burns isn't saying much of anything, Sir. I think he's formulating the answer..." - Radar - M*A*S*H
#4331606 - 01/26/17 09:06 AM Re: Cold Waters [Re: Sluggish Controls]  
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Lifer
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Yes Slug, you are right.

These are the guys who made an Atlantic WW2 Naval game for Mobile and then brought it to PC - that one was well recieved, so they went ahead and are now doing Cold War. Focusing on a single unit, but no internal views (unless I'm mistaken) and not detailed stations like in Sonalyst sims, but rather you as the captain giving orders and your crew working them.

It should be pretty good.

#4331607 - 01/26/17 09:13 AM Re: Cold Waters [Re: Sluggish Controls]  
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If it's a "spiritual successor" to Red Storm Rising then don't expect Dangerous Waters level of simulation. RSR was a "light" subsim although I greatly enjoyed it. It was basically you in a sub against the USSR navy in a semi-dynamic, story-driven campaign.

And since Atlantic Fleet was an excellent "beer & pretzels" wargame I'm sure they devs will deliver another 1st-rate product.

Last edited by Para_Bellum; 01/26/17 09:14 AM.

"...late afternoon the Air Tasking Order came in [and] we found the A-10 part and we said, "We are going where!? We are doing what!?"

Capt. Todd Sheehy, Hog pilot, on receiving orders during Operation Desert Storm

#4331608 - 01/26/17 09:20 AM Re: Cold Waters [Re: Sluggish Controls]  

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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. 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.

#4331634 - 01/26/17 12:04 PM Re: Cold Waters [Re: Sluggish Controls]  
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PanzerMeyer Online centaurian
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I may get this. I haven't played a naval sim since Dangerous Waters so we are talking circa 2007.

Last edited by PanzerMeyer; 01/26/17 12:04 PM.

“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#4331669 - 01/26/17 02:15 PM Re: Cold Waters [Re: Sluggish Controls]  
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Entil'zha
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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


The anteater is wearing the bagel because he's a reindeer princess. -- my 4 yr old daughter
#4331674 - 01/26/17 02:18 PM Re: Cold Waters [Re: Sluggish Controls]  
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PanzerMeyer Online centaurian
Pro-Consul of Florida
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+1 Jedi

Seawolf was indeed a lot of fun. Yeah, it may have been 2009 when I stopped playing DW. I also played Silent Hunter 4 around that same time.


“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#4331710 - 01/26/17 04:36 PM Re: Cold Waters [Re: ]  
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Originally Posted By: USSCheyenne
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. 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.


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#4363098 - 06/10/17 05:55 AM Re: Cold Waters [Re: Sluggish Controls]  
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Sluggish Controls Offline
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Heads up to those interested !
Cold Waters is now available on Steam biggrin

Purchased but not downloaded yet.


Training, single missions and dynamic campaigns.
We may have a winner right there.

Cheers,
Slug


"Major Burns isn't saying much of anything, Sir. I think he's formulating the answer..." - Radar - M*A*S*H
#4363099 - 06/10/17 06:29 AM Re: Cold Waters [Re: Sluggish Controls]  
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Cobra tore the game a new one on YouTube. Going by his review (in 6 parts), the game is gorgeous but absolutely and completely broken and incomplete. Which is a real shame but I'll take a pass, despite loving sub sims. (SeaWolf
still being my all time fav)

#4363101 - 06/10/17 07:34 AM Re: Cold Waters [Re: Sluggish Controls]  
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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.

smile


Last edited by Para_Bellum; 06/10/17 07:38 AM.

"...late afternoon the Air Tasking Order came in [and] we found the A-10 part and we said, "We are going where!? We are doing what!?"

Capt. Todd Sheehy, Hog pilot, on receiving orders during Operation Desert Storm

#4363130 - 06/10/17 02:24 PM Re: Cold Waters [Re: Sluggish Controls]  
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I have it but haven't played a campaign yet. It certainly looks beautiful.


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#4363137 - 06/10/17 03:23 PM Re: Cold Waters [Re: Sluggish Controls]  
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cold waters is nowhere near the complexity of dangerous waters. it's not even a comparison. cold waters is an arcade game, DW is a study sim with pretty realistic sound propagation.

#4363138 - 06/10/17 03:30 PM Re: Cold Waters [Re: Sluggish Controls]  
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Beta 1.01 is available on Steam

Quote

"Version 1.01
10 Jun 17

General:
Unit Reference and Vessel Selection navigation arrows
Option: Hide Low Sol. Contacts, added "in 3D" to clarify
Soviet weapon sprites added
Updated Narwhal description
Fixed numerous typos

Combat:
Camera movement deactivated when in full screen tactical map
Zoom out key no longer leaves periscope view
Decoys no longer count as weapons when leaving combat
Leave combat nearby vessels simplified to check < 15KYD, not sinking and not a whale
Weapons.txt new variable: WireBreakOnLaunchProbability
Weapons.txt new variable: WireBreakSpeedThreshold, 10% per kn over threshold, checked every 5 sec
AI subs suffer wire break on launch
AI weapon systems disabled on sunk
Expanded depth mask width for ultra-wide displays
Missile pop-up improved
Firing VLS no longer subtracts from internal stores
MADDetectionRangeInYards=1000 added to config.txt
Fixed min-map proportions for various HUD scale values
Weapon warhead sizes reduced
config.txt added NearbyVesselMinDistance=15000 for leaving combat threshold
config.txt added NearbyWeaponMinDistance=10000 for leaving combat threshold
config.txt added NearbyAircraftMinDistance=10000 for leaving combat threshold

Campaign:
Noisemakers replenished on entering port
Hull damage auto-repaired on entering port (time = % damage * repairPenalty * difficultyModifier)
Added black mask behind map for non- 16:9 aspect ratios
Repairing Tubes in port restores tubes for use
Fixed a bug where noisemakers in play at end of combat break next mission/event flow
Fixed erroneous nautical mile range calculations for enemy recon planes and airbases
Might have fixed port/briefing buttons not responding (needs verifying)
Force task force de-activation immediatly after Action Report to prevent possible re-engagement
Pressing Continue Key (space) pauses strategic map
Submarine only groups do not get escorting aircraft
Combat start depths changed to 50,150,600
Fixed seneral campaign missions with bad parameters"


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