Cold Waters Playable Subs
Sub-zero: these men stayed in a bath and played chess for 10 minutes in the freezing cold (Image: Reuters) 'We found some files on winter swimmers who played chess in Soviet times, we had it on. A repository for all the information about Killerfish Games' Cold War submarine simulation Cold Waters Cold Waters is a submarine simulation game in which you control several different classes of submarines and command them on missions in WWIII.
Editor's note: Temperatures in the Northeast on Sunday are hovering in the single digits -- with wind chills falling much lower than that. With that in mind, we take a look at what players need to do to handle the cold, a story that originally ran in advance of the NFC wild-card game between the Seattle Seahawks and Minnesota Vikings during the 2015 playoffs.
After playing my college ball in Iowa City, Iowa, with NFL stops in Green Bay, Washington and Buffalo, I've seen some brutal weather on the field. Snow, wind, ice -- you name it. And the hits sting in the cold. That stuff hurts. On top of getting past the mental block that it's going to be freezing on the field, how can NFL players prep for the unwelcome conditions?
Given the advanced uniform technology of cold-weather gear, players today have an advantage in keeping up their core temperatures, but there still are situations when they have to lean on some old-school tricks to avoid a miserable experience on the field.
Here are seven ways players can stay somewhat warm -- and still produce -- when the temperatures start to drop toward zero degrees.
Bring out Vaseline
A jar of Vaseline is an old trick from veteran players to block out the wind. Want to look tough and avoid wearing sleeves? Rub Vaseline all over your arms and slap some on your face. It sounds kind of ridiculous, but I used Vaseline in Green Bay from Thanksgiving through the playoffs when the temperatures would fall. Players want to show off their arms on a national stage in the playoffs, but to avoid shaking from the cold, you need to cover up with Vaseline. It's slimy and it takes some time to scrub off after the game, but it sure does work. And it's much easier than wearing a ski mask under your helmet.
Hot chocolate and chicken broth
Drink hot chocolate while you are getting dressed for the game and refuel on the sideline with some chicken broth. It's a great way to keep your body temperature up. But you can't just pound that stuff. No one wants to drink five cups of hot chocolate and then run down on the opening kickoff. That's trouble, and it also leads to vomit all over the field. Yes, you have to continue to hydrate during cold-weather games (I once cramped up during a game in Buffalo), so Gatorade, Pedialyte and water are a must before and during the game. A cup of hot chocolate in the locker room and a cup of chicken broth while you get a break on the sideline, however, is a smart way to stay warm.
Layers -- you need layers
Even with the advanced cold-weather gear, players need to add more layers to keep their core warm. In Green Bay, the equipment room was stocked with fleece turtlenecks. They're warm as heck, and they even come sleeveless for the guys who want to show off their biceps. Check out Packers quarterback Aaron Rodgers. He still wears the same fleece turtlenecks that were around in Green Bay back in the early 2000s when I played. You won't see many players wearing hoodies under their jerseys like they do in practice, so the fleece turtleneck is a smart play, along with a pair of long underwear. I know the cold-gear leggings work, but adding another layer on top of those (under game socks) can keep your hamstrings warm when you have to chase down the deep ball. Now, you don't want to look like the kid from 'A Christmas Story' stuffed into his snowsuit, but having more layers is always a good idea.
Hand warmers can be used for anything
Those instant hand warmers we buy at gas stations are all over NFL locker rooms and sidelines during cold-weather games -- and players will put them everywhere. Among the many ways they are used: Drop a couple inside your hand muff, tape them to the top of your feet (before putting on cleats), put them in your gloves and tape them inside the ear hole of the helmet. Back before players were required to wear leg pads, I saw guys put them in the thigh board slot of the game pants. They don't last an entire game, so you have to keep grabbing new ones, but they provide a little relief.
Be careful with sideline heaters
On Sunday in the Packers-Bears game, we will see guys draped in heavy sideline jackets and huddled around heaters on the sidelines. They are the best. Like jet engines. And it's a good idea to stand in front of those before taking the field, especially for special teams (limited reps lead to tight hamstrings in the cold). However, those things are dangerous. I mean, it's an open flame. I've seen sideline jackets catch on fire, and I also remember a situation in Green Bay when it was time for the punt return team to get on the field in a late December game but a player couldn't make it on the field because his gloves had melted together. Panic set in, and trainers frantically tried to cut off his gloves.
Double up on the gloves, socks
Cold-weather gloves have more padding and are thicker than the standard gloves we see wide receivers, running backs and defensive backs wear. But they still aren't warm enough, in my opinion. And no one wants to play the game with numb fingers. The solution? Put some thin, cloth gloves (like little kids wear) under game-issued gloves. It's not much (and that's why guys use hand warmers, too), but it's better than trying to catch the ball with no feeling in your fingers. The same goes for your feet. Many people know how nasty it can get when you lose feeling in your toes while shoveling the driveway. Now, imagine trying to run on a football field -- in the playoffs. Take a thin pair of thermal socks and put those on underneath the game-issued socks.
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Use heated benches, helmet warmers
Don't stand around when you get a break. Those sideline jackets are nice, along with a team-issued stocking cap, but the heated benches are sweet. They instantly warm you up and have slots for your feet. Sure, when you stand up to go back on offense or defense, the cold is going to hit you right in the face. But at least you can stay warm until then. The same goes for helmet warmers. These are attached to the back of the heated benches (long, white poles) and are a must for any player. Putting on an ice-cold helmet is terrible -- those pads inside freeze instantly in the cold, and your helmet turns into a brick. Good luck squeezing that thing on while avoiding the possibility that your ears might rip off your dome. Oh man, that hurts. Sit your butt down on those heated benches and warm up that helmet. That's key to playing in the cold.
ESPN.com NFL analyst Matt Bowen played seven seasons as a defensive back in the NFL.
Cold Waters Playable Subs Mod
Strategic Map Guide
Cold Waters Playable Subs
The Strategic map is used to navigate the oceans and provides an overview of the theatre of war. The strategic map consists of a toolbar in the upper left, a sea chart of the theatre of operations along with various icons. With the exception of the port and SOSUS barriers, icons are coloured according to the side they fight for.
TOOLBAR
In the upper left is the toolbar. From left to right the toolbar displays:
1) Time of day in hours
2) Date
3) Labels button to toggle map text and locations on/off
4) Menu button to enter the Campaign Menu, or use Escape
5) Port icon indicating whether the player is in the vicinity of a friendly port
NAVIGATION
There are three movement speeds for your submarine on the Strategic Map.
1) Stationary: Your submarine is listening. Combat starts at ~5 knots and at shallow depth.
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2) Patrol Speed: Combat starts at ~15 knots and at moderate depth. LEFT CLICK (Comma) to move at patrol speed toward the mouse pointer.
3) Full Speed: Combat starts at ~25 knots and at deep depth. RIGHT CLICK (Period) to move at full speed toward the mouse pointer.
When encountering an enemy force, the speed at which you are moving impacts starting distances, as sonar is less effective due to flow noise at faster speeds. Start depth may be altered by terrain if in shallow waters.
Your submarine’s speed also determines the range at which you reveal nearby enemy units. Faster speeds decrease detection range.
RECONNAISSANCE
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In the Cold War era, reconnaissance is performed by satellites, aircraft, task forces and SOSUS barriers. Once encountered by your reconnaissance or directly by close proximity to your submarine, an enemy vessel or task force has been detected and will be revealed on the Strategic Map as an icon. The icon type, surface vessel or submarine, represents the type of enemy unit or units encountered. Mixed groups, containing submarines and surface units, default to the surface unit icon.
As the contact ages, it slowly darkens and its position stops being updated. These darker icons now show last known location, becoming less accurate over time as the enemy moves on, until the icon eventually disappears.
Satellites: both friendly and enemy satellites traverse the Strategic Map at regular intervals. Satellites have a very long detection range, but their passing is at regular intervals making it possible to time your positioning during a flyover by an enemy satellite.
Aircraft: launched from locations containing an airbase, aircraft patrol out from and then return to their base. Aircraft require some downtime to refuel between each patrol.
SOSUS Barriers: (SOund SUrveillance System) are chains of sonar listening devices designed to reveal the passage of submarines and ships. Predominately used by NATO, these barriers are strategically placed to guard the choke points of passage from the Norwegian Sea into the Atlantic by Soviet forces. Enemy units crossing a SOSUS barrier are revealed on the Strategic Map.
Vessels: your own submarine (and enemy forces) can detect and reveal nearby units on the Strategic Map.
LOCATIONS
Across the Strategic Map are numerous locations. They may be naval ports, airbases, SOSUS stations or a combination of these along with other strategic major cities and towns. Many of these locations may be directly involved in missions you are assigned and, if a campaign contains a ground war, these locations can be attacked by special forces (commandos) or even invaded and liberated by the opposing sides.
Naval Ports: these hubs of naval activity are usually the source of enemy forces and can be infiltrated and attacked by either side’s commandos. Your home port cannot be attacked or invaded by the enemy.
Airbases: as mentioned above, these are the source of reconnaissance aircraft. If an enemy commando group attacks an airbase, it disrupts aircraft reconnaissance activity for several days. If an amphibious landing or land based invasion takes over a region containing an airbase, also it disrupts aircraft reconnaissance activity, but eventually restores it for the occupying side.
SOSUS Bases: If an enemy commando group attacks, or the region is invaded, any SOSUS barrier associated with the location is lost permanently for the remainder of that campaign.
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Regions may be invaded as part of the ongoing land war, but may also be invaded by amphibious landing forces you have been tasked with stopping! In the latter case you have direct control over saving these valuable reconnaissance resources as well as preventing the enemy from opening new fronts.