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Old 09-11-18, 08:25 AM   #1
Kelly621
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Default A nice touch of realism

Silent Hunter III remains my favorite of the series. I really enjoy a sim that is realistic as possible and thanks to the mod community Silent Hunter III does just that. I recently decided to give WAC 5.01 a go and ran into a situation I can't recall ever seeing in another supermod that I have used.


On my third patrol I was in transient to grid DT 98 and was just off the Spanish coast in the shipping lanes when the watch officer reported a ship spotted at long range. I put the boat on a course to intercept the contact. As I closed the distance the watch officer identified the contact as a merchant. Within a few minutes I realized the merchant was not moving as the range closed. I could see the merchant dead in the water with a heavy list to port and visible damage. I slowed and had the deck gun start lobbing a few shells into it. The merchant began to burn and a few explosion occurred. it also shot off 4 red parachute flares before sinking. I checked my captains log and found I was credited for the sinking.


For me this was one of those " Wow" moments in Silent Hunter. The dead in the water and damaged merchant made sense since it was common for merchant ship disabled by a U-Boat attack to be left behind with its crew to meet whatever fate awaited them. Here was the crude calculus of war modelled into Wac 5.01. This really was a great touch of realism.


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Old 09-11-18, 04:51 PM   #2
EvidencePlz
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wow that's so cool. the whole incident sounds so real (the parachute flair part) that I am starting to feel sad for those on board the damaged merchant ship although I know they are not human beings. thanks for sharing.

By the way, does anyone know if it's possible to add one supermod to another in the same installation? Like for example I now have gwx 3.0 gold and ahenerbe 1080p mods installed. can I add this WAC megamod that the OP was referring to?
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Old 09-11-18, 05:49 PM   #3
kris66
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Nuke Unfortunatly not, dear matrose!

No, defenitly not, it is impossible having two mega mods installed on the same SH3 installation. But you can decide creating a second installation of SH3 + WAC 5.01
I read that many time before in the forum.


Hope having answering to your demand.


Regards
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Old 09-11-18, 06:56 PM   #4
EvidencePlz
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Icon7

Thanks Kris
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Old 09-14-18, 12:06 AM   #5
Kelly621
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Default MultiSH3

You want to have more then one Super mod install you will need to download and use MultiSH3

Get it Here:
http://http://www.subsim.com/radioro...o=file&id=4411

Kelly621

Last edited by Kelly621; 09-14-18 at 10:55 AM.
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Old 09-14-18, 09:46 AM   #6
Pisces
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Quote:
Originally Posted by Kelly621 View Post
You want to have more the one Super mod install you will need to download and use MultiSH3

Get it Here:
http://http://www.subsim.com/radioro...o=file&id=4411

Kelly621
But that is to have 2 (or more) megamod installs to co-exist on your system and to easily switch between them. You cannot combine both in the same game. (too many changes made based on different sometimes opposing philosophies) Your can only play one at a time.
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Old 09-14-18, 10:58 AM   #7
Kelly621
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Quote:
But that is to have 2 (or more) megamod installs to co-exist on your system and to easily switch between them. You cannot combine both in the same game. (too many changes made based on different sometimes opposing philosophies) Your can only play one at a time.
That is exactly what I meant. I was not saying you can combine super mods.

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Old 09-14-18, 11:02 AM   #8
Pisces
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Quote:
Originally Posted by Kelly621 View Post
That is exactly what I meant. I was not saying you can combine super mods.

Kelly 621
True, just a little emphasis on my part.
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Old 09-14-18, 11:24 AM   #9
Kelly621
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Default yep

No problem...I have always had a bad habit of sometimes being brief and assuming that the reader will fill in the details
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Old 09-18-18, 01:15 PM   #10
David I
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Default Cripples

Kelly,

I have occasionally run across cripples in CWX. The most generous one was in the Med. I ran across a Aquitania Class Liner going 0 knots and it's decks almost awash. I was afraid that if I didn't do something quick it would flounder.

If the weather had been better my deck gun would have done the trick, but foul weather forced me to use a torpedo. She gracefully slid below the waves.

1 Torpedo for 36,000 tons really improves your tonnage for a patrol.

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Old 09-19-18, 07:04 PM   #11
Kelly621
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Default Random

Quote:
I have occasionally run across cripples in CWX. The most generous one was in the Med. I ran across a Aquitania Class Liner going 0 knots and it's decks almost awash. I was afraid that if I didn't do something quick it would flounder.
David I
I am a little surprised that I have not run across this in GWX. I assume that they appear based on random chance. After playing GWX off and on over the last 8 or 9 years you would think I would have run into one....guess this is why I don't gamble on games of random chance...I always tend to lose.

It is amazing how SH3 can still surprise you. It sure keeps me coming back for more.
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Old 09-26-18, 02:34 PM   #12
caldero
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Hi

IIRC 2 or 3 times I encountered merchants and tankers left apart from a convoy and listing to port or starboard due to the bad weather (15 m/s wind) doing no more than 1 knot

It seems the heavy storm crippled the ships and the convoy & escorts followed their route and abandoned them. Perhaps they will sink if left alone more time in the wheather...

Amazing!

(I'm playing GWX + some realism mods)
Sorry my poor english
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Old 12-18-18, 06:49 PM   #13
3catcircus
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Quote:
Originally Posted by Kelly621 View Post
That is exactly what I meant. I was not saying you can combine super mods.

Kelly 621
But this raises an interesting point since the various supermods generally package up a bunch of different individual mods into a stable load with supermod-specific upgrades.

I would be interested in figuring out what individual mods went into each supermod to figure out how to modify a stock SH3 install to try and get the best features of each supermod.

For example -

A supermod that successfully combinrs Merchant Fleet Mod combined with Wise's uboats combined with a MaGUI F compatible with H.Sie and Stiebler fixes while keeping all of the existing commands and icons, combined with Thomsen's Sound Pack and WAC5's harbors and damage effects on ships, LSHv15's modeling of taking a new uboat through a training flotilla, and having *every* historical combat flotilla modeled accuractely.

I imagine there are any number of smaller mods that would subsequently be included as well, such as the various mods to fix turms with improper placement of radars and RWRs, the WAC5 pseudodocking matched with H.Sie/Stiebler mids, etc.
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