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Old 12-13-07, 06:42 PM   #1
THE_MASK
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Default [REL] SSM sobers super mod 1.4.2

[REL] SSM sobers super mod 1.4.2

install via JSGME on a new SH4 including a new SH4 folder in my documents
included mods
RFB for ROW stock
RSRDC for RFB ver 115
ROW textures only
ROW sound effects ver 8 (modified by sober)
Prolonged DC attack by Peto
adjusted the sea speed to 0.05
clear background for the messages
better sand darker
sobers better crew II
sobers compass mod ver 6

There are 2 small problems .
1/. you must use a screen resolution higher than 1024x768 or some tabs are hidden.
2/. the problem with the black bearing markers on the scope at daytime still exists .

http://files.filefront.com/sobers+super+mod+SH4+12rar/;9251044;/fileinfo.html

Last edited by THE_MASK; 12-13-07 at 06:52 PM.
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Old 12-13-07, 10:39 PM   #2
Panama_Red
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Your readme file in this download still says SH4 1.3 !!! I thought this version would be for SH4 1.4 !!!
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Old 12-13-07, 11:55 PM   #3
THE_MASK
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its for 1.4
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Old 12-14-07, 09:43 AM   #4
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Thank you, but you might want to update the Readme file in your mod to show that it has all the new 1.4 compatable files.
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Old 12-14-07, 11:59 AM   #5
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Way to go Sober, this is a good mix of stuff!
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Old 12-15-07, 10:00 AM   #6
Dane
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I am downloading now and look forward to this. I thank all the modders out there and this makes it so nice rather than some of the struggles with switching mods and andding this and that. Thank you
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Old 12-15-07, 03:44 PM   #7
croman81
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Problems with hydrophones?

I'm playing the Supermod, ver. 1.4.1 and am thinking about upgrading... looks very stable... but then again, my first mission is to get from Pearl Harbour to 185 nm SE of Bunto Straits (off the coast of Japan)... so, about 2-3 weeks of sailing on 2/3rds through the seemingly deserted Ocean...
Anyway, I have a question... the problem is that my sonarman caught a merchant hydrophone contact... so I started following the trail closing the distance. The problem is that I cannot seem to get the contact by hydrophones myself... at all.
It's pretty dumb - my sonarman can follow the contact flawlessly - on the surface, in big waves, at flank speed and at a long range. And now that I've closed to visual range, I can't get a tone manually at or below periscope depth, at silent running, engines off. The weather is rough, I'm playing at 100% difficulty and the game is set to very hard difficulty... And since my target is a lone modern tanker, I'd like to listen to her, actively range her... pull my first target to the bottom stealthly.
Why won't my hydrophones pick up on her song?
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Old 12-15-07, 04:00 PM   #8
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Default Good idea sober

Hi Sober.
You are welcome to include my warships retextured mod if you want to , but dont' forget to mention me in the credits:

http://www.subsim.com/radioroom/showthread.php?t=125556
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Real Environment mod

and Pacific Enviroments 4 mod
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Old 12-15-07, 05:01 PM   #9
THE_MASK
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Quote:
Originally Posted by croman81
I'm playing the Supermod, ver. 1.4.1 and am thinking about upgrading... looks very stable... but then again, my first mission is to get from Pearl Harbour to 185 nm SE of Bunto Straits (off the coast of Japan)... so, about 2-3 weeks of sailing on 2/3rds through the seemingly deserted Ocean...
Anyway, I have a question... the problem is that my sonarman caught a merchant hydrophone contact... so I started following the trail closing the distance. The problem is that I cannot seem to get the contact by hydrophones myself... at all.
It's pretty dumb - my sonarman can follow the contact flawlessly - on the surface, in big waves, at flank speed and at a long range. And now that I've closed to visual range, I can't get a tone manually at or below periscope depth, at silent running, engines off. The weather is rough, I'm playing at 100% difficulty and the game is set to very hard difficulty... And since my target is a lone modern tanker, I'd like to listen to her, actively range her... pull my first target to the bottom stealthly.
Why won't my hydrophones pick up on her song?
Ok now we are onto something . I had a contact but couldnt hear him either thru the hydrophones . Turned out to be a tanker and he had search lights . When he got behind me after i let my two duds off i could hear him thru the hydrophones .
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Old 12-16-07, 02:46 PM   #10
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Default Thank you

Simply great all around. Everything is working fine
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Old 12-16-07, 05:46 PM   #11
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Sober, thanks for putting this together for those that have some difficulty working with modding their games. One stop shopping is sometimes the best way to go.
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Old 12-16-07, 06:39 PM   #12
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Quote:
Originally Posted by AVGWarhawk
Sober, thanks for putting this together for those that have some difficulty working with modding their games. One stop shopping is sometimes the best way to go.
Yeah , the main reason for this collection of mods was because some things i just hate .
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Old 12-16-07, 07:02 PM   #13
tedhealy
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Thank you much sober
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Old 12-17-07, 09:32 AM   #14
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Quote:
Originally Posted by sober
Quote:
Originally Posted by croman81
I'm playing the Supermod, ver. 1.4.1 and am thinking about upgrading... looks very stable... but then again, my first mission is to get from Pearl Harbour to 185 nm SE of Bunto Straits (off the coast of Japan)... so, about 2-3 weeks of sailing on 2/3rds through the seemingly deserted Ocean...
Anyway, I have a question... the problem is that my sonarman caught a merchant hydrophone contact... so I started following the trail closing the distance. The problem is that I cannot seem to get the contact by hydrophones myself... at all.
It's pretty dumb - my sonarman can follow the contact flawlessly - on the surface, in big waves, at flank speed and at a long range. And now that I've closed to visual range, I can't get a tone manually at or below periscope depth, at silent running, engines off. The weather is rough, I'm playing at 100% difficulty and the game is set to very hard difficulty... And since my target is a lone modern tanker, I'd like to listen to her, actively range her... pull my first target to the bottom stealthly.
Why won't my hydrophones pick up on her song?
Ok now we are onto something . I had a contact but couldnt hear him either thru the hydrophones . Turned out to be a tanker and he had search lights . When he got behind me after i let my two duds off i could hear him thru the hydrophones .
Count me in as well. Though I don't use the SuperMod per se, I do use the ROW sounds, and some of the merchants don't produce hydro sounds. I did notice that the sh.sdl file had been altered in the latest version, maybe something got fouled up there...?
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Old 12-17-07, 08:45 PM   #15
croman81
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Default Natural sinking mod. Save game from earlier version.

Continuing my story... (still with 1.4.1) managed to get a firing solution without sonar in giant waves and got a nice hit on that tanker... (after which my sonar started working - misteriously... and working at surface, flank speed in a storm )... so I managed a nice hit on that tanker and she started burning furiously... clouding my observation of a peaceful sunset with a giant (and quite dramatic, ie too fast) rush of smoke... So I look at the burning tanker, look at that pacific sunset, observing the waves and the sway of my sub... and take a look back to the ship... but can't find it. It sank in 0.5-1 minute. Oh well, at least I picked up another contact. On my hydrophones.
*** So, my 1st question is: would Natural sinking mod work with the Supermod, or (if not) are you thinking of including some more realistic sinking mechanics in the Supermod?
*** And a quick question no2... if I upgraded to 1.4.2 would I be able to continue my saved career?

[for a mod developer:] All in all, a fabulous mod... just a few nags, but it really is amazing how much you've improved the game with your work.
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