View Full Version : [REL] SSM sobers super mod 1.4.2
THE_MASK
12-13-07, 06:42 PM
[REL] SSM sobers super mod 1.4.2
http://img243.imageshack.us/img243/3626/intrologobkgzt1.jpg (http://imageshack.us/)
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 (http://files.filefront.com/sobers+super+mod+SH4+12rar/;9251044;/fileinfo.html)
Panama_Red
12-13-07, 10:39 PM
Your readme file in this download still says SH4 1.3 !!! I thought this version would be for SH4 1.4 !!!
THE_MASK
12-13-07, 11:55 PM
its for 1.4
Panama_Red
12-14-07, 09:43 AM
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.
Way to go Sober, this is a good mix of stuff!:up:
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
croman81
12-15-07, 03:44 PM
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? :ping:
kriller2
12-15-07, 04:00 PM
Hi Sober.
You are welcome to include my warships retextured mod if you want to :up:, but dont' forget to mention me in the credits:
http://www.subsim.com/radioroom/showthread.php?t=125556
THE_MASK
12-15-07, 05:01 PM
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? :ping: 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 .
Simply great all around. Everything is working fine
AVGWarhawk
12-16-07, 05:46 PM
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.
THE_MASK
12-16-07, 06:39 PM
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 .
tedhealy
12-16-07, 07:02 PM
Thank you much sober :rock:
DrBeast
12-17-07, 09:32 AM
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? :ping: 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...?
croman81
12-17-07, 08:45 PM
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 :lol: 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.
DrBeast
12-18-07, 07:02 AM
Regarding my previous theory on sh.sdl: nope, scratch that one. Tried the older version, tried vanilla version, still no sound from some particular ships (I noticed it on a Large Modern Composite and a Coastal Composite. A Huge European Liner that was part of the "convoy" I could hear just fine). I rest my case on this one. :nope:
THE_MASK
12-24-07, 03:08 PM
There will be a 1.4.3 but it is way off at the moment .
Alpha_9
01-05-08, 10:02 AM
install JSGME in C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific and created folders call MODS, i added the SSM Data folder in that MODS folder and rename it to SSM used the JSGME and enabled it but nothing happened and didnt ask me to overwrite any file, please help
Toastman
01-06-08, 03:49 PM
Wow , great work Sober !!
I just converted from TM 175 over stock 1.4 to SSM142 and have a small question... Does your mod contain NSM3.3 ?
Cant wait for 143 !!!
Good Hunting , Toastman out !
THE_MASK
01-06-08, 11:31 PM
Wow , great work Sober !!
I just converted from TM 175 over stock 1.4 to SSM142 and have a small question... Does your mod contain NSM3.3 ?
Cant wait for 143 !!!
Good Hunting , Toastman out !
No .
DavyJonesFootlocker
01-07-08, 10:43 AM
I had a hard time adjusting to your mod collection but now I totally enjoy it. Thanks.:up:
Toastman
01-09-08, 11:46 AM
Hi Sober , I have a couple of questions for you on this sad day ( Dave LeoV's death ) ,
Please could you tell me which of LeoV's ROW files you incorporate in your excellent mod ?
And could you tell me If I've made a mistake by installing the new RDRDC_P2_RFB_V241 file over my install of SH4 1.4 with SSM142 ?
I started a comsubpac 1943 career out of Midway in a gato and was sent north west via Kiska and the Aleutians to Dutch harbour and home .
The first time for me to these waters !
keep up the good work
regards
Toastman
THE_MASK
01-09-08, 08:56 PM
Its hard to focus at the moment in regards to SH4 . My comp has crashed and i have lost all my files . Starting afresh as it were . I think the only ROW files wre the ummm . I dont want to go to any previous ROW posts at the moment to be honest . Too upsetting .
Toastman
01-10-08, 11:47 AM
Hi Sober ,
Understood !!
I hope you get your system back online soon ,
all the best
Toastman
thumper
04-13-08, 12:55 PM
Where do you go in filefront to download this mod??
haarlokk
05-28-08, 12:24 PM
Please post a new link, thanks :)
Does anyone know where else I can download this, the link no longer works.
Thanks
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