That result surely warranted a medal? Ten fish in the water and nine ships sunk. Survived having dipping sonar and sonar buoys dropped on your head. Showed nerves of steel and diamond balls. Typical Admiralty. You once wore the wrong shoelaces, and you end up blackballed for life. 😮😮😮
@Magz: Question related to Cold Waters if you or someone else can answer: I’ve installed dot mod, changed Tigerfish performance on pair with the 1980s MK 48 for more fun with British submarines in the 1984 campaign. I’ve also added the Valiant and Churchill classes to that campaign as the should be. God knows why the Swiftsure is not present, but hopefully development people can fix that. The game once I start works swimmingly and is great fun. Once I exit the game the following error occurs while I try to load up my HMS Turbulent save: The following error has occurred: Index out of range exception: Array index is out of range. PlayerFunctions.GetPlayerTorpedoIDInTubeOnLint (Int32 tube) PlayerFunctions.InitialiseWeapons () LevelLoadManager.Loadlevel () MissionManager.LoadTraining () CampaignManager.OpenMissionBriefing (Int32 taskforceID) SaveLoadManager.LoadTheCampaign () MissionManager.FixedUpdate () Then I press try to continue (might freeze or crash) The following error has occurred: NullReferenceException UnityEngine.Transform.get_position () SubmarineMarker .LateUpdate () Question: Any idea what causes this error messages(s) and how to fix it? I can only start a new campaign, and not continue my old.
39:55 Not sure if the mod can tell that you're in an Aussie boat instead of a US one, but saying "Allied naval forces" would cover all cases. Another thing - for resupply, Perth might actually be closer than Guam, and definitely more appropriate for a Collins. Would Brisbane be an option as well?
I was wondering, does CW simulate sound propagation? Meaning hiding firing torps from port, showing starboard, or firing behind you? I know logic would suggest that, but is it simulated in CW/DotMod?
Yes, despite its relatively simple look cold waters has one of the best sound propagation simulations of any sub sim. Sound and how well it’s simulated is a massive part of what makes the gameplay in CW work and allows for a lot of the tactics I use.
35:40 Did you realize that your speed was zero knots? Kinda hard to turn with no water flowing past the control surfaces. Probably should have rigged for "ultraquiet" as well, with that buoy so close.
Magz you're a veteran in this game but you do a couple of nooby things when you're playing. When doing hookshots with the torpedoes and you're not under stress you could just aim the torpedo directly at the target so you have better chance of a hit in case of a wire break, if the wire does not break you then set a new point for your hook. Also when attacking surface groups you activate all torpedoes at the same time outside of the group sometimes resulting in multiple hits of the same target. Just move the activation points of two of the torpedoes further into the group to avoid this issue alltogether.