I'm glad you're enjoyng my County-class model after the Trafalgar. Coding up the helicopters was definitely a challenge, it uses a parallel management system that sits alongside the rest of the systems. You've definitely got some funky UI issues, probably missing image files.
So couple of things with this mod. 1 would be to completely uninstall the game from your file directory. Previous versions of the mod do sometimes conflict with eachother. It could be the cause of that weird visual bug you were seeing with the buttons. Also your Sea Slugs are your long range multi-purpose missiles. You can set to either plane target (the helicopter icon), incoming missile target (self explanatory), or surface combatants. Your Sea Cat's are your short range missile, and to the right of the 16 number you can choose to fire those instead of the slugs. With those you could have shot down the Bear. Now on the sea slug panel, you can see a 0, 1, or 2 in the left most display. This is how many missile you have ready to go in the launcher. And the number to the right of that is how many you have total. The vertical missile icon to the right of that is your launch button, same with your seacats. And the 2 other buttons to the right of your target selection display is your missile behavior options. How many targets it's allowed to track, should it sea skim or fly high, or balletically, etc.. The gun you seemed to have figured out. Select a target by clicking on it, and click the fire button. If the target is in range, your guns will begin to engage your target. Aircraft are a little finnicky as of right now, but I assume it'll change in future patches of the mod. Hope this wall of text helps in some way. Also looking forward to the next CW campaign. Really enjoyed the Trafalgar one. Maybe you could do a Churchill or Dreadnought campaign. Or a USA '68. Anyways, cheers.
Thanks for the help. The only thing I will mention is that I couldn't fire the sea cat by pressing that the little vertical launch button next to it. You see me press it a few times in the video and all it does is switch the SAM on or off. Hence my comments about it perhaps being automatic, because there seems to be no manual fire button for it.
@@SorcererDave perhaps it's another bug then. When I tried to play the County it was just another manual fire button like the slug. I would just completely delete the cold waters directory from your computer, and reinstall both the game and mod. It's solved a lot of my problems in the past with it.
Thank you for showcasing this, I had been curious about surface combat. As to the future of the series you are - of course - the boss, but I wouldn't mind seeing some modern subs in the 2000 campaign. I'll take anything though!
I had a pretty good go of it taking a late Ticonderoga into the South China Sea campaign after my Seawolf was sunk and my crew was rescued. Gets a little repetitive just blazing away with SAMs and Anti Ship missiles in surface combat, but the anti sub missions are loads of fun. Tico is a Swiss army knife with loads of VLS room so you can take on lots of targets and have staying power in most missions.
I've done a campaign as a Knox frigate in the 84' campaign and that was very fun and balanced. Missions were mostly ASW with a few hunts for surface submarine resupply ships. It definitely can be done and is enjoyable imo. 👍
i didn't want to post anything during your campaign in case i jinxed it - but i've been siliently biting my nails watching all of this Cold Waters series! Yet again, you have brought to my attention a form of game i would not necessarily have latched onto, and made it your own, as well as seling the potential stories This has been one of my favourite stories on youtube ever - not least cos it's hit me out of my wake - please keep enjoying being you!
a surface campaign isn't as bad as you might think, unless your playing the early soviet ships, the Sverdlov, or the Iowa, than it can be pretty bad. also at least in the soviet campaign, you can ask to be reassigned from a current mission, and if your ship isn't suited to the current mission there's no penalty to the reassignment. as the player, as far as I know all of your ships will be labeled as having anti-missile defense, how ever this just means you have chaff, not all ships have CIWIS. when you have CIWIS it will automatically try to shoot down any missiles or aircraft within range. dissapointly only your primary guns, and CIWIS systems will be operational, any secondary guns or AA will be purely decoration. for missiles, the extra missiles that have their own launch button like the sea slug, or sea cat missiles, the button with the different pictures is telling you what target the missile will go after (missile for intercept other missile, helicopter for anti-air, and ship for anti-ship), I'm not sure if that applies to both types or just the main one in the secondary missile window. for your own helicopters, in the current version of DOTmod helos are simply an alternate method of weapon delivery. they cannot spot enemies, and have no sensors. as it stands, the biggest issue with a NATO surface campaign/scenario is the soviet wake homing torpedos, since you cannot shake them once they track you. other wise some ships are under equipped to deal with submarines and in the campaign are not given a great selection of missions. especially in a gun focused ship like the Iowa.
I was happy to see this pop up just before bedtime. I still can't believe that we got 18 minutes of chat about Cold Waters. It made for a pleasant change.
A little one off surface fight as a treat. Loved it! Will definitely look forward to seeing you do a Seapower game when it comes out! Fleet RTS sounds like a grand old time!
The Nautilus was the first nuclear submarine as far as I know, and you can actually see it and do a tour at the Naval Submarine Base base in Groton Connecticut.
I would say, although you recommended wolfpack345 for various other campaigns, I much prefer your way of doing things. I watched a couple of his videos and it really doesn't have the same vibe and I think you're missing out on an opportunity here. We all love cold waters, but more so, we tune in to see YOU playing it. A huge number of us loved seeing you play the Trafalgar campaign, I hope I can speak for all of us that we would love to see you playing other campaigns, I'd especially love to see you playing the soviet campaign. Especially commanding an Alfa! That I'd love to see. All the best mate.
That Sierra sure had a day. You know you've had it when blowing ballasts finishes sinking you. Props to that towed array, though. he went full evasive and it didn't appear to break. EDIT: So, I did a quick Wiki check. Supposedly the Mk45 was the nuclear, but the Mark 45 Mod 1 "Freedom Torpedo" was a conventional sold abroad.
the gun is a 4.5 Mk6 not Mk8. Seacat would never hit a sea skimming missile unless by pure luck, Seacat is a close range SAM, Seaslug is a long(er) range SAM The County Class would have Mk44 and Mk46 torpedoes.
I think your first missile would have worked if it was set to aircraft instead of anti-missile. I've struggled with getting the mod to load saves without errors.
Since 1972. HMS Norfolk (county class) was the first RN ship with Exocet MM38. RN didnt start using Harpoon until the Batch 3 Type 22s in 1988-89, and the last Exocet-armed ship (HMS London, batch 2 T22) was decommissioned in 2003.
Thank god there's more Cold Waters.
I'm glad you're enjoyng my County-class model after the Trafalgar. Coding up the helicopters was definitely a challenge, it uses a parallel management system that sits alongside the rest of the systems. You've definitely got some funky UI issues, probably missing image files.
So couple of things with this mod. 1 would be to completely uninstall the game from your file directory. Previous versions of the mod do sometimes conflict with eachother. It could be the cause of that weird visual bug you were seeing with the buttons. Also your Sea Slugs are your long range multi-purpose missiles. You can set to either plane target (the helicopter icon), incoming missile target (self explanatory), or surface combatants. Your Sea Cat's are your short range missile, and to the right of the 16 number you can choose to fire those instead of the slugs. With those you could have shot down the Bear. Now on the sea slug panel, you can see a 0, 1, or 2 in the left most display. This is how many missile you have ready to go in the launcher. And the number to the right of that is how many you have total. The vertical missile icon to the right of that is your launch button, same with your seacats. And the 2 other buttons to the right of your target selection display is your missile behavior options. How many targets it's allowed to track, should it sea skim or fly high, or balletically, etc.. The gun you seemed to have figured out. Select a target by clicking on it, and click the fire button. If the target is in range, your guns will begin to engage your target. Aircraft are a little finnicky as of right now, but I assume it'll change in future patches of the mod.
Hope this wall of text helps in some way. Also looking forward to the next CW campaign. Really enjoyed the Trafalgar one. Maybe you could do a Churchill or Dreadnought campaign. Or a USA '68. Anyways, cheers.
Thanks for the help. The only thing I will mention is that I couldn't fire the sea cat by pressing that the little vertical launch button next to it. You see me press it a few times in the video and all it does is switch the SAM on or off. Hence my comments about it perhaps being automatic, because there seems to be no manual fire button for it.
@@SorcererDave perhaps it's another bug then. When I tried to play the County it was just another manual fire button like the slug. I would just completely delete the cold waters directory from your computer, and reinstall both the game and mod. It's solved a lot of my problems in the past with it.
I foresee that Devonshire will survive this campaign before going off course in the South China Sea and apparently being sunk by the Chinese Airforce.
My thoughts exactly.
Thank you for showcasing this, I had been curious about surface combat. As to the future of the series you are - of course - the boss, but I wouldn't mind seeing some modern subs in the 2000 campaign. I'll take anything though!
I had a pretty good go of it taking a late Ticonderoga into the South China Sea campaign after my Seawolf was sunk and my crew was rescued. Gets a little repetitive just blazing away with SAMs and Anti Ship missiles in surface combat, but the anti sub missions are loads of fun. Tico is a Swiss army knife with loads of VLS room so you can take on lots of targets and have staying power in most missions.
I've done a campaign as a Knox frigate in the 84' campaign and that was very fun and balanced. Missions were mostly ASW with a few hunts for surface submarine resupply ships. It definitely can be done and is enjoyable imo. 👍
i didn't want to post anything during your campaign in case i jinxed it - but i've been siliently biting my nails watching all of this Cold Waters series!
Yet again, you have brought to my attention a form of game i would not necessarily have latched onto, and made it your own, as well as seling the potential stories
This has been one of my favourite stories on youtube ever - not least cos it's hit me out of my wake - please keep enjoying being you!
a surface campaign isn't as bad as you might think, unless your playing the early soviet ships, the Sverdlov, or the Iowa, than it can be pretty bad.
also at least in the soviet campaign, you can ask to be reassigned from a current mission, and if your ship isn't suited to the current mission there's no penalty to the reassignment.
as the player, as far as I know all of your ships will be labeled as having anti-missile defense, how ever this just means you have chaff, not all ships have CIWIS. when you have CIWIS it will automatically try to shoot down any missiles or aircraft within range. dissapointly only your primary guns, and CIWIS systems will be operational, any secondary guns or AA will be purely decoration.
for missiles, the extra missiles that have their own launch button like the sea slug, or sea cat missiles, the button with the different pictures is telling you what target the missile will go after (missile for intercept other missile, helicopter for anti-air, and ship for anti-ship), I'm not sure if that applies to both types or just the main one in the secondary missile window.
for your own helicopters, in the current version of DOTmod helos are simply an alternate method of weapon delivery. they cannot spot enemies, and have no sensors.
as it stands, the biggest issue with a NATO surface campaign/scenario is the soviet wake homing torpedos, since you cannot shake them once they track you. other wise some ships are under equipped to deal with submarines and in the campaign are not given a great selection of missions. especially in a gun focused ship like the Iowa.
I was happy to see this pop up just before bedtime. I still can't believe that we got 18 minutes of chat about Cold Waters. It made for a pleasant change.
It's a very Dave thing to go from a gameplay segment to 15 minutes talking about mod updates. XD
Vexing me bigly that neither the Sea Cat nor the main gun can engage the Bear.
HMS Devonshire.
My fathers first ship when he joined the Navy.
A little one off surface fight as a treat. Loved it!
Will definitely look forward to seeing you do a Seapower game when it comes out! Fleet RTS sounds like a grand old time!
HMS DEVONSHIRE My First ship in 1966-68 great ship and ships company .
Thinking of this sort of as a "Debrief" for the Trafalgar campaign, really enjoyed it.
The seaslug had several targeting and behaviour modes. I wonder if that's what some of those unlabelled selection buttons do.
The Nautilus was the first nuclear submarine as far as I know, and you can actually see it and do a tour at the Naval Submarine Base base in Groton Connecticut.
Seaslug only had a success rate of 10%
2 served in Falklands - Antrim and Glamorgan
I would say, although you recommended wolfpack345 for various other campaigns, I much prefer your way of doing things. I watched a couple of his videos and it really doesn't have the same vibe and I think you're missing out on an opportunity here. We all love cold waters, but more so, we tune in to see YOU playing it.
A huge number of us loved seeing you play the Trafalgar campaign, I hope I can speak for all of us that we would love to see you playing other campaigns, I'd especially love to see you playing the soviet campaign. Especially commanding an Alfa! That I'd love to see.
All the best mate.
Enjoyed the video! Looking forward to whenever you do a cold waters campaign.
Such a tease. Here I was thinking it was a new series :p
I think with the campaign, it will be better off just waiting for Sea Power to be released next year
Honestly, the 2000s campaign interests me.
I actually rather like the Oberon. Super quiet, and it's remarkable how many Tigerfish wires you keep when you're going that slowly.
Knuckles like a champ, too. Saves on noisemakers!
That Sierra sure had a day. You know you've had it when blowing ballasts finishes sinking you. Props to that towed array, though. he went full evasive and it didn't appear to break.
EDIT: So, I did a quick Wiki check. Supposedly the Mk45 was the nuclear, but the Mark 45 Mod 1 "Freedom Torpedo" was a conventional sold abroad.
SeaSlug very good for shooting farmers fields in Wales.
If your wondering about the comment I served on one for two years. Never hit anything in the Falklands, used as an up and over on the island.
and here i was concerned cold waters had finished! :)
I really want to see a Guppy playthrough. Even if its only a few videos long.
Praise Thor there's more Cold Waters.
Hmmmm ... I've not played the game but from what I'm hearing, it sounds like a Sub Game where they decided to let you command the Surface Ships too.
.
It's a mod for the game that adds playable surface ships
Wooo cold waters!
Seacat is an aaw misile trust me i was one of them.
the gun is a 4.5 Mk6 not Mk8.
Seacat would never hit a sea skimming missile unless by pure luck, Seacat is a close range SAM, Seaslug is a long(er) range SAM
The County Class would have Mk44 and Mk46 torpedoes.
The Exocet isn't VLS
And that isn't what a Seaslug looks like lol.
I hope add French Destroyers of 1970
More Cold Waters! Woohoo!
I think your first missile would have worked if it was set to aircraft instead of anti-missile. I've struggled with getting the mod to load saves without errors.
I dare you to do a mission with BB60.
boaty mcshooty face
The translation of this to "English" according to UA-cam is "mcshooty face box"
Dude no way
Also, my apologies, but despite joining your channel and trying to follow the instructions I cannot for the life of me find your discord server
I did get in through Patreon, but the UA-cam membership thing seems iffy
How do you download the latest version?
1968 Valiant campaign???
Since when do the Brits use French antiship missiles?
Since 1972. HMS Norfolk (county class) was the first RN ship with Exocet MM38. RN didnt start using Harpoon until the Batch 3 Type 22s in 1988-89, and the last Exocet-armed ship (HMS London, batch 2 T22) was decommissioned in 2003.
@@dominicbuckley8309 wow, I never knew that. Thanks!
Is Dimitri Popov a reference to Tom Clancy's Rainbow Six novel (I'd love to see you play the old R6 games by the way) or just a generic russian name?
Well wikipedia lists 4 different people so... idk probably not.
Could be a reference. Can't mention cold war era naval warfare in games without mentioning Red October and Red Storm Rising