View Full Version : differents mod's
I see here so many different mods, how do we know witch one is not working together.
and what are the best mods we can use to have a realistic game
thanks,
jack
kylania
05-20-10, 11:04 PM
This thread is being updated with mods that are known to work with Patch 1.2:
http://www.subsim.com/radioroom/showthread.php?t=169299
That's a good place to look for what mods to think about. There's been quite a few threads about "Which mods do you use?" where you can see what mods people have in use. Personally I use these:
Accurate German Flags
AilClouds 3.0
AilRain 1.0
AilWhiteInterior 1.0
AttackScopeWire1.0
BARF + increased flooding time
Church's SHV 1.01 Keyboard Commands v1.1
Damage assessment
Danevangs PS 1.0 Common VIIC Shadow Maps
Enhanced FunelSmoke_by HanSolo78
Feared Hunters 2.0
Gisement
ImprovedAtlanticWaves
impurity blue
MightyFine Crew Mod 1.2.1 Alt w beards
More Powerful Torpedoes v1.0
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
Reboot's Hot Soup 1.0
RemoveLogoIntroTheDarkWraith
SD_NewMapColors
U-boat Historical Specifications 1.3
SD_MapLocationNameFix_v1_1
ConvoyInterceptPractice_by_kylania
NewUIs_TDC_2_5_0_ByTheDarkWraith
NewUIs_TDC_2_5_0_ColoredShippingChart_by_reaper7
NewUIs_TDC_2_5_0_MinimalDials_TDC
MRP 1.3+OPCF light
MRP 8x5 patch
Capthelms SH5 Audio Mod
Dooms Decks for VIIABC 1.3
Old Style Explosions V1.1
Gouldjg's Crew Management v1.2
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