Cold Waters

Cold Waters

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Bringing the Victor 1 in line with reality.. In 1968..
By Eye of the Doger
Lazily in both the main game and dotmod, the values reflected for the victor 1 are bonkers; its not as loud as it should be, its faster than it would be in operating conditions, It's sensors are more sensitive than they would be, it turns faster and accelerates faster off the line than it should. I believe they are using a late model victor as well for much of the stats... They also get set-65m instead of set-65 in dotmod(Pretty sneaky sis..) They also had the gall to give it anechoic tiling which it never had until the late 70s.

We will fix this. Victor 1's will be 10-20% easier to track, their decoys will be slightly less effective and they will have slightly less effective tracking of you because the Victor will now be louder. It will also be around 5-10% easier to hit with torpedos. It also will not have a fictional sci-fi loadout where the soviets were magically a decade ahead in technology.. The obvious flaw with this guide is that if you are in a vanilla game, the victor 1 model will be the same regardless of whatever year campaign you are in, playing as or against the soviets. You might also not want to play with a realistic Victor 1 as the soviets, this is a nerf after all.
   
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New Values to input
The files we will be editing are in Coldwaters_Data/StreamingAssets/default/vessels(wp_ssn_victor1)
and Coldwaters_Data/StreamingAssets/Dotmod/Vessels/01_Submarine/02_WP/04_SSN/02_Victor1
(wp_68_ssn_victor1)

Set to read only after you are done.

If you have dotmod edit both so this works with dotmod off.

SurfaceSpeed=16
SubmergedSpeed=30(originally 32)
TelegraphSpeeds=-5,0,5,10,15,20,30 (Dotmod specific)
AccelerationRate=0.23(originally .27)
RudderTurnRate=0.68(originally .75)
TurnRate=2(Originally 2.2)
PivotPointTurning=0.0(Originally 0.256)
SurfaceRate=4.7 (Originally 5)
BallastRate=0.23 (Originally 0.25)
//SelfNoise=155 (Originally 150)
SelfNoise=137 (this 2nd value is only for dotmod when the first is not present, otherwise set this to 155 for a vanilla game, originally 133, you can set these to whatever you'd like this might be too aggressive/easy, Effectively what this is going to do for the 1st number in after //'s dotmod I believe is that; when he's not silent and moving that would be his peak volume, the 2nd number is his peak volume running silent, there are multipliers for these we cannot access in text files I believe as well, a heavy handed solution to multiple problems.. This will make it harder for him to outrun and diminish signal purely on distance and make him blinder while he does so allowing you to 'Pursue' a little more easily which is still gonna be tough without a skipjack, harder for him to detect you in BS scenarios. Hopefully harder for him to see a torpedo in the baffles then zoom away from it as current AI models in the game seem to instantly recognize any type of torpedo in the baffles inactivated or not from great distance when the victor doesn't have a towed array.. this could also be adjusted for other submarines likewise to diminish that behavior, it unfortunately punishes the AI slightly for playing smarter but that is the cost of doing business here..)
ActiveSonarReflection=27(Originally 25)

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Strictly only for dotmod

TorpedoTypes=wp_set-65,wp_53-65,wp_saet-60m (Were given set-65m in dotmod, blatant cheating, in vanilla this value will be soley at a full set-65 loadout change it if you want.)
Loadout=1|wp_set-65,wp_53-65k,wp_moss_mg-74 (Set-65 now instead of set-65m in dotmod
TorpedoNumbers=8,2,2 (In dotmod they upped their torpedo count to 18 total, insane..The base game has these values at the real values, max 12 and year '68 style set-65.)

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Last but certainly not least..

AnechoicCoating=FALSE (Originally true)

^ Wow... comn man did you seriously think we wouldn't notice?
2 Comments
Eye of the Doger  [author] 1 Sep @ 3:13pm 
If I had help, I would do lots of these as compared to their 'Equivalents' I did this one against the sturgeon. The more I do the more US side balancing I would also need to do though. However, this isn't 'Difficult' just time consuming. I would love to eventually be able to do all the US and Soviet Subs besides the earliest diesel electric boats, bringing out the flavor of each individual matchup because many of the sub files have same-same type balancing especially when it comes to maneuvering.
Flat Basset 1 Sep @ 2:57pm 
great work.. plans to improve other Soviet vessels?