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Tim Burton
04-06-14, 12:09 AM
I have a laptop that I just picked up. I has a good dedicated GPU, so I can play SH4. I'd like to mod it. What mods do you recommend?

Doing some searches, I see that RSRD is a must have for convoys and TF that are more realistic.

But other mods I'm unsure of. Trigger Maru or Fall of the Rising Sun? Which is better?

I'm kinda in over my head. I have the Steam version of SH4.

bandit484
04-06-14, 12:56 AM
I have a laptop that I just picked up. I has a good dedicated GPU, so I can play SH4. I'd like to mod it. What mods do you recommend?

Doing some searches, I see that RSRD is a must have for convoys and TF that are more realistic.

But other mods I'm unsure of. Trigger Maru or Fall of the Rising Sun? Which is better?

I'm kinda in over my head. I have the Steam version of SH4.

I would defiantly recommend T.M.O.2.5, although I'm not sure if it or any mods will work with the Steam version. If you can afford it I would suggest getting a DVD version that has Uboat missions addon through SUBSIM LINK TO AMAZON. With that version you can mod to your hearts :salute:

Admiral8Q
04-06-14, 03:54 AM
Mods work with steam, though it's a bit tricky to set up.
On my computer anyways, you need to install JSGME into:
C:\Program Files (x86)\Steam\SteamApps\Common\Silent Hunters Wolves of the Pacific

And yes, get the U-boat missions version, it adds fixes that you will probably need for most mods. Even if you're not interested in the U-Boat stuff :03:

A Hidden Soul
04-06-14, 01:03 PM
TMO is on the more realistic side of things. FOTRS is more eye candy type of deal. I like a lot of action instead of seeing one ship every so often so I use FOTRS. It basically makes everything look good, environment, etc.

Some other fun mods to check out are the modern submarines. The modders have done a excellent job at making them look like the real deal.

fireftr18
04-06-14, 01:12 PM
Definitely get Large Address Aware. That game was written for older machines and has a limited ability to access RAM. LAA allows the game to access more RAM. The info with it explains much better in decent detail.
http://www.subsim.com/radioroom/downloads.php?do=file&id=3634

I'm running Operation Monsoon now. My normal setup is:
TMO
RSRDC
MaxOptics
plus a few other minor sound and graphics mods I feel like using.

A lot of people like Traveller's Mod and Optical Targeting Correction.

Tim Burton
04-12-14, 11:06 AM
Thanks so much for the replies. I'll be setting this up shortly and look forward to playing and learning.

BigWalleye
04-12-14, 04:22 PM
If you are not at least somewhat computer savvy, you would probably be better off not trying to patch or mod the Steam version of SH4. Go to Amazon, spend $10 and get the publisher's version, which is easier to work with. Patch it to v1.5 whether you want to play U-boats or not. The game fixes are worth it.

TMO is neither more "realistic" nor particularly historically accurate. Ducimus' intent, if I may paraphrase, was to make a more challenging game which had a certain amount of historical flavor. But one of his purposes, IIRC, was to make a game which would remove the certainty that comes from knowing how the Pacific submarine war actually went. RFB is more historical (although hardly perfect), but too tame for some. For example, in early 1942, going deep works and the IJN always sets their DCs shallow, as every skipper knew from reading patrol reports. In TMO, you will have no such assurance of safety - every escort skipper is potentially Bungo Pete - but to compensate, there are a lot more targets. Try them both, and see which one fits your gaming desires.

TorpX
04-12-14, 07:19 PM
RFB is more historical (although hardly perfect), but too tame for some. For example, in early 1942, going deep works and the IJN always sets their DCs shallow, as every skipper knew from reading patrol reports. In TMO, you will have no such assurance of safety ......

I don't disagree with anything else you said, but I don't know why you said this. There is no mechanism in the game which limits the depth of depth charge attacks. You might be harder to detect in RFB, but the depth charges can reach any depth. (Unfortunate, imo.)

BigWalleye
04-12-14, 09:07 PM
I don't disagree with anything else you said, but I don't know why you said this. There is no mechanism in the game which limits the depth of depth charge attacks. You might be harder to detect in RFB, but the depth charges can reach any depth. (Unfortunate, imo.)




I have never examined the game mechanics of depth charge attack tactics, so I will take what you say as true. But through multiple engagements, I have observed this: When I play RFB in early-war, I can go deep and count on being safe. Later in the war, the same tactic doesn't guarantee safety. When I use this tactic in TMO any time in the war, I will get pounded. How do you explain the differences?

SilentPrey
04-13-14, 12:16 PM
Definitely get Large Address Aware. That game was written for older machines and has a limited ability to access RAM. LAA allows the game to access more RAM. The info with it explains much better in decent detail.
http://www.subsim.com/radioroom/downloads.php?do=file&id=3634

I'm running Operation Monsoon now. My normal setup is:
TMO
RSRDC
MaxOptics
plus a few other minor sound and graphics mods I feel like using.

A lot of people like Traveller's Mod and Optical Targeting Correction.

If you can't get this download to work try the process described in this thread: http://www.subsim.com/radioroom/showthread.php?t=202192

I also play the Steam version, with U-Boat Missions. I am running TMO, RSRDC, OTC, and Traveller's Mod.

TorpX
04-13-14, 08:15 PM
When I play RFB in early-war, I can go deep and count on being safe. Later in the war, the same tactic doesn't guarantee safety. When I use this tactic in TMO any time in the war, I will get pounded. How do you explain the differences?

I think the early-war part explains that. This along with the much better sensors of TMO escorts.



I think the game mechanics here are a mess. Really, you should be able to go deep and escape, at least early on. Later, it should be harder. Even at that, subs usually escaped either on the surface, or by going deep and staying there. (Along with evasive turning when necessary.) In TMO, I've read that gamers like to roller-coaster their way up and down to evade, which works, but isn't a tactic a real sub could use.

It seems like having depth charges, with defined detonation times or depths, would have been easy to code. I wonder why they didn't. Didn't they do proper research?

In SHCE, in the game options you could select harder AI where the historical limit of depth charge attacks was removed. This would have worked well, I think.

Cybermat47
04-13-14, 08:16 PM
WELCOME
TO
SUBSIM!

BigWalleye
04-13-14, 09:43 PM
I think the early-war part explains that. This along with the much better sensors of TMO escorts.

I'm afraid I don't understand what you are telling me. If there is no depth variation in depth charge attacks, why would I be safe - reliably and consistently - in 1942 by going deep, but not in 1944? What's different? Are you saying that in '42 I would be just as safe at a shallower depth?

TorpX
04-14-14, 12:36 AM
I'm afraid I don't understand what you are telling me. If there is no depth variation in depth charge attacks, why would I be safe - reliably and consistently - in 1942 by going deep, but not in 1944? What's different? Are you saying that in '42 I would be just as safe at a shallower depth?

What I mean is that the charges explode at the depth you are detected at. If they think you are at 100 ft. they explode at 100 ft. If they think you are at 500 ft. they explode at 500 ft.

The safety comes in because they cannot detect you well in '42, but do a much better job in '44, that's all.

Of course, it takes time for the charges to drop, so there is always some benefit to being deep; you have more time to steer away from the danger zone.

Keep in mind they don't know exactly where you are (at least they shouldn't). There will be lateral error in their patterns.

*** Edit *** :oops:

I looked at some of the depth charge files. I'm not really sure what I said was true. Maybe there is a limit as to how deep they can go. Someone said there was no limit, but I've never tried to verify this myself. Hmmm..... someone should know about this.

BigWalleye
04-14-14, 11:53 AM
What I mean is that the charges explode at the depth you are detected at. If they think you are at 100 ft. they explode at 100 ft. If they think you are at 500 ft. they explode at 500 ft.

The safety comes in because they cannot detect you well in '42, but do a much better job in '44, that's all.

Of course, it takes time for the charges to drop, so there is always some benefit to being deep; you have more time to steer away from the danger zone.

Keep in mind they don't know exactly where you are (at least they shouldn't). There will be lateral error in their patterns.

*** Edit *** :oops:

I looked at some of the depth charge files. I'm not really sure what I said was true. Maybe there is a limit as to how deep they can go. Someone said there was no limit, but I've never tried to verify this myself. Hmmm..... someone should know about this.






TorpX, thanks for the information. IAC, the effect is still the same. Going deep is an effective early-war tactic. I haven't looked into the depth charge attack model, but the outcomes seem to be consistent with what I have read.

A Hidden Soul
04-14-14, 01:27 PM
I have the steam version. I have no issues with any of the mods here at subsim.

BigWalleye
04-14-14, 02:05 PM
I have the steam version. I have no issues with any of the mods here at subsim.

"If you are not at least somewhat computer savvy, you would probably be better off not trying to patch or mod the Steam version of SH4."

Obviously, "not at least somewhat computer savvy" doesn't describe you. You know what you are doing. Judging by the postings here at SubSim, other gamers, who also want to mod SHx, are apparently not all so skilled.

A Hidden Soul
04-16-14, 01:59 PM
Not sure I understand...you go to the MODS folder under your Steam SH4 folder and insert your mods you download there. There's no extra steps at all.

Admiral8Q
04-16-14, 04:22 PM
Not sure I understand...you go to the MODS folder under your Steam SH4 folder and insert your mods you download there. There's no extra steps at all.

Yes, I noticed that TMO is probably not working with my steam version, other mods work through JSGME. I'll have to manually go in and mod it with my TMO download too I suppose. What a pain in the flank... :dead:

If I recall, I'm supposed to have a black dot on the map, not a ship colour and shape.

Hidden Soul, where should I have JSGME, also, under what folder should I have the MODS folder?
I have JSGME in "Silent Hunters Wolves of the Pacific". I have "MODS" in the JSGME folder, should I put in somewhere else?

Everything seems to work the way I have it setup except TMO 2.5

SilentPrey
04-16-14, 07:04 PM
Yes, I noticed that TMO is probably not working with my steam version, other mods work through JSGME. I'll have to manually go in and mod it with my TMO download too I suppose. What a pain in the flank... :dead:

If I recall, I'm supposed to have a black dot on the map, not a ship colour and shape.

Hidden Soul, where should I have JSGME, also, under what folder should I have the MODS folder?
I have JSGME in "Silent Hunters Wolves of the Pacific". I have "MODS" in the JSGME folder, should I put in somewhere else?

Everything seems to work the way I have it setup except TMO 2.5

Umm... TMO should work fine with JSGME. The 'MODS' folder should be in your SH4 folder. When you open your 'MODS' folder you should have one named '1_TriggerMaru_Overhaul_2-5'. Inside that should be a 'Data' folder and a 'Documentation' folder. If you have a 'TMO25' folder (or something similar) with a '1_TriggerMaru_Overhaul_2-5' folder inside then you need to disable all the mods in JSGME, move the '1_TriggerMaru_Overhaul_2-5' folder up to the 'MODS' folder and start your modding process again.

Path to 'MODS' folder should be something similar to mine which is;
C:\Steam\steamapps\common\silent hunters wolves of the pacific\MODS

My JSGME is installed in the 'silent hunters wolves of the pacific' folder as well.

I realize the question was addressed to A Hidden Soul and apologize if my intrusion is offensive. Best of luck.

Admiral8Q
04-17-14, 08:48 AM
Thank you Silent Prey, I'll look at that, but I'm thinking of more realistic mods now. Just killed a heavy cruiser of Luzon, got away with minor damage, stupid 1942 Mark 14's, could have had a battle-wagon and a fat transport.
Salmon class.

Love the gramophone music!
www.youtube.com/watch?v=QrVaObffYNw

Tim Burton
04-19-14, 09:40 PM
Thanks for all the tips. I'm very comfortable with computers, I built my own desktop and run 3 monitors, so I am not too worried about installing mods.

I am definitely preferring a more historical setup.

A Hidden Soul
04-20-14, 04:43 PM
Here's how I do it. I download a mod and I place it on my desktop, I then unzip it to my desktop. I'll take the mod folder and place it into my MODS folder.

Here's what mine looks like.

JSGME is on my desktop

Computer > local disk (C: ) > program files (x86) > Steam > SteamApps > Common > Silent Hunter Wolves of the Pacific > MODS

Keep in mind when I first download JSGME you must download it to your SH4 folder, run it as admin, and it will ask to place a MODS folder in your SH4 folder. Once that is done you can take your JSGME and place it on your desktop.

I haven't had any problems with any mods. I've used all of the major mods and several minor mods.

Tim Burton
04-21-14, 12:24 AM
What are your thoughts on Real Fleet Boat?

A Hidden Soul
04-21-14, 03:14 PM
What are your thoughts on Real Fleet Boat?

I like it, honestly. TMO is good too but RFB to me in more fun. The sounds are more entertaining to me. I plugged in my skullcandy's that I use for the gym with my iphone and it amazed me. There was sounds I've never heard before. The diesel engines sounded like diesel engines.

Honestly go through them all and play around with them. I downloaded a SSN class submarine and copied files from mods like RFB or whatever else to make it a bigger mod. So it has those realistic sounds like battle stations and such. It's been really fun.

TorpX
04-21-14, 10:36 PM
What are your thoughts on Real Fleet Boat?

An excellent choice!

I would recommend the following mods:

RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_RFBV5xx_Patch1
Improved Ship Physics 1.1

The last one is mine, and was just finished a couple days ago. It makes your RFB boats more realistic in terms of acceleration, turning, diving, sea-keeping, and battery capacity.



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Admiral Halsey
04-21-14, 11:11 PM
What are your thoughts on Real Fleet Boat?

A good mod with some flaws. Same thing with every other mod out there. It really depends on what your preferred style of play is.

Admiral8Q
04-23-14, 11:45 AM
An excellent choice!

I would recommend the following mods:

RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_RFBV5xx_Patch1
Improved Ship Physics 1.1

The last one is mine, and was just finished a couple days ago. It makes your RFB boats more realistic in terms of acceleration, turning, diving, sea-keeping, and battery capacity.

Thank you I will try it.


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