Cold Waters

Cold Waters

81 ratings
5 tips for new players and other guides
By Waervyn
Cold Waters is shaping up to be a fantastic game, but not all of its mechanisms are very well explained. In this guide I hope to add guides about many of the mechanics of this game, as well as general tips to help you improve your gameplay. Hope it's useful!
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5 tips for new players
I provide the 5 tips for new players both as a written and video version, as people differ in which media they prefer.

Video:
Direct link











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Written version:

1) Submarines tend to have more tubes than they have torpedos. This is mentioned no-where in the game, but you can find it in the files of the game at Program Files (x86)\Steam\steamapps\common\Cold Waters\ColdWaters_Data\StreamingAssets\default\vessels and then clicking on one of the files starting with 'usn_ssn'. There you will find a part called 'weapon systems' and a line saying 'NumberOfWires=X'. Let's say this is 2 (NumberOfWires=2). This means that even if you have 4 wired torpedo's, if you fire all of these at once, only the first two will be wired. If you want another one to be wired, you can cut the wire of the first or second one with shift-4 and then fire the other one.

Here's a table showing how many each submarine has:

Name
1984
1968
Los Angeles
4
-
Narwhal
2
-
Permit
2
2
Skipjack
1
1
Sturgeon
2
2

2) Cavitation depends on depth. I'll be making a detailed video on why cavitation happens, but basically it means that you are making bubbles behind your submarine, and this depends on both speed and depth. The in-game formula for this is 'Cavitation depth = 20 * SpeedInKnots - 100'. What this means is that for every 5 knots of extra speed, cavitation happens 100 feet earlier. This formula is currently the same for all submarines, but might change in the future, either due to the devs changing it or people modding it to more accurately reflect actual numbers.

3) If you're like me and you don't know all the different types of boats and what names they had, it can be hard to know what you are targeting if you don't have visual on it. However, if you have a target identified with a certain name, if you then go to the 'conditions' tab, you will see a small icon of your opponent. This can either be a warship, a submarine or a merchant. Bio (whales) do not have their own icon (yet?), but show up as an underwater warship. If you look at the signature, you can also see that some of these do not have access to passive or active sonar, which means that these will not be able to spot you as easily as the enemies that do have access to this.

4) Difficulty settings in this game do not affect the ai, but do affect a whole range of other things. See the picture below for the parameters it affects.























If you have troubles getting your bearings in this game, you can also go to options and deselect 'Hide low SOL contacts in 3d'. This means that even if you just identified a contact (and haven't found a solution to their position yet), you can actually see them in-game. This is kind of cheating, but if you're still struggling with the controls and how to play the game, it could potentially prevent some frustration.

5) When you play the game, you can move the sub by left or right clicking. This has a big effect on encounters. If you start an encounter when you didn't move (so the enemy attacked you), your initial depth is shallow and speed is 5knots. If you were going on patrol speed (right click in my game at least), you will be deeper and going at ~10 knots. If you are going at flank speed (left click in my game), you will start very deep and going at ~25 knots. This can have a large effect on whether enemies can find you at the beginning of the encounter, so it might be good to be careful.
Cavitation guide
In this video I go into detail on the physics behind cavitation, and how it will affect your gameplay.
Mod spotlights
Reduced vision mod:
17 Comments
gooberone 28 Feb, 2024 @ 10:13pm 
Both of those are mod features. In vanilla, towed array is automatically operated. Dotmod is what adds both of those- although it provides a strong challenge, you get a bunch higher selection of submarines, a soviet campaign, and many more neat amenities!
indianrose 25 Nov, 2023 @ 8:12am 
the manual dose not tell me how to operate the towed array would be nice to know how before i try to take on a good sub other than that i love the game
michaelmcewing82 26 Jan, 2023 @ 3:16pm 
I have watched gameplay on Youtube and I see where some players have all command conytrols on the screen at the same time i.e. Helm, depth, amd scope, How do ypu do this'
CrumbleCat 9 Jan, 2022 @ 8:12pm 
Hey, your top 5 tips video link is broken in this guide, for some reason. It still works on youtube of course. Besides that, some really noice tips (and tricks) listed. Thank youse. :squirtyay:
GreyMan2019 27 Dec, 2019 @ 2:09pm 
Firstly, I have to applaud your efforts on this very well written, comprehensive description and guide for new players. Very well done with this. So, Question:- I've been playing for only 1 day and have never played this type of game, Mr Jive Turkey deserves all the credit for me getting this game after a few months, however, the commands the game is listing aren't quite right ie guide says "Right Mouse" when it's Left Mouse, just things like that, so would you suggest setting up my own entire key function mapping?
Wintermote 4 May, 2018 @ 4:36pm 
Bit of a late reply, but to answer darkpath: Yes the game models layers and ducts - you can find some information talking about it in the in-game manual (shift+f1); how accurately it is modeled is unknown. The game also models bearing changes on TMA.
Waervyn  [author] 18 Jan, 2018 @ 8:44am 
Oef, hard to answer questions! I'll give it my best shot.

1) Active sonar works better against ships/subs that show their broad side to your sonar. Exactly how accurately it's modeled I have no idea, but it is modeled.
2) I'm not 100% sure about this, but I think changing course over time does indeed help the TMA, but again not 100% sure.
Darkpath Vengence 18 Jan, 2018 @ 5:25am 
(Submarine sonar tech - 20 years) While I know about aspect (broadside/narrow) increases/decreases the counter-detectivity relative to enemy Active Sonar in the real world: How accurately is it modeled in this game? Layer (weak or strong) affects Active Returns on a real submarine - Is this modeled? Also, in the real world: multiple course changes affects the bearing rate between Ownership and Target - it helps define the Course and Range accuracy of the Target. Is this facet of real world "Reason to Maneuver" modeled in this simulator? I maneuver often for purposes of passive TMA (Target Motion Analysis) to force bearing rate changes and then to return to a narrow opening or closing aspect.. Hoping to keep Active Returns from exceeding 10+.
The Inept European 15 Aug, 2017 @ 2:58pm 
If they are pinging, they still don't know you are there unless their Active shows 10+ on the Signature tab. (Or, if they already have a contact on you, 1+). The only exception to this is if you have misclassified the enemy and they actually have better sonar.
Waervyn  [author] 15 Aug, 2017 @ 1:52pm 
Depends on if their active sonar actually picked you up or not. I don't think getting pinged means they immediately have 100% on you, especially if you're facing towards them to reduce your surface area.