View Full Version : Question about RuB 1.42
cueceleches
07-08-05, 02:53 AM
Hi!
Since it seems there will be no more patches, or at least for quite a time, I would like to know if RuB is worth installing it. I´ve never used any mods at all, so I know nothing about it...
Thanks!!!
cueceleches
07-08-05, 05:46 AM
Errrr...anyone???
antidotos
07-08-05, 06:41 AM
I think a majority of players seeking improved realism installed RUB.
Some points may be debatable but it is considered an excellent mod and the designers are always willing to help.
If it is your first mod I strongly recommend you use also the jsgme utility (auto backup).
Hope that helps.
Uber Gruber
07-08-05, 07:11 AM
If you are willing to work for your renown then RealUBoat is an absolute must.
You may get bored of searching for ships aka surface for a couple of hours, dive, make a hydrophone sweep, surface for a couple of hours, dive....etc etc. But when you do hear a ship and charge in the general direction, make visual contact, and then sink the bugger....well all that furstration pays off....you get a real sense of achievement.
And once you've patrolled your grid square, why not linger around the main shipping routes north and south of Ireland. There is no better feeling than hearing a ship, making visual contact onluy to hear:
"Ship Spotted....bearing 278, Long range"
"Ship Spotted....bearing 275, Long range"
"Ship Spotted....bearing 284, Long range"
........
A convoy, a bloody big convoy!!!
Enjoy :up:
Catfish
07-08-05, 08:01 AM
Hello,
yes, it's worth installing. I do not like all of the stuff, but it makes things definitely more "real" - if you can at all apply this to a game ;)
As you may have heard before it is a collection of patches, and i really recommend using the Jonesoft nod enabler!
After all you can take out what you don't like, but it makes a new game out of the original SH3.
Greetings,
Catfish
cueceleches
07-08-05, 09:45 AM
Thanks a lot buddies! I think I´ll give the mod a try and see if it suits me!
Thanks guys, for taking the lead on responding to this thread. I'm having some family issues right now (my dog is in the process of dying - she's quite old, but it's very depressing) so it's hard to keep abreast of what's going on on the forums.
I suggest, as others have said, that players who are interested in realism try the mod. Use the Jonesoft Generic Mod Enabler to install it. This mod enabler is available at my website (www.beerymod.com). With the mod enabler you can install the mod and uninstall it in a few seconds, and you can use it to help you remove the parts of the mod you don't like (by uninstalling the mod and removing the offending files from the mod, then re-installing it). If you don't like part of the mod, just post on these forums about what you want to remove, and people will let you know how to do it.
Uber Gruber
07-08-05, 12:23 PM
Jonesoft nod enabler!
zzzzZZZZZ....zzzzZZZZZ
zzzzZZZZZ....zzzzZZZZZ
zzzzZZZZZ....eh....wassat?!.....sshhhhhh........zz zzzZZZZZ
Bill Nichols
07-08-05, 12:28 PM
Okay, let's say I've installed RuB (which I have). What would be the NEXT 'essential' mod to install on top of RuB?
Okay, let's say I've installed RuB (which I have). What would be the NEXT 'essential' mod to install on top of RuB?
I use the following:
RUb1.42.
SH3 Commander.
Kpt_Zig's Emblems mod.
Some 1930s gramophone tracks.
A favourite radio room pin-up mod from one of those big pin-up mod packages.
Catfish
07-08-05, 12:39 PM
There are currently 65 folders with mods in my mod directory -
but i would do:
- Patch 1.4b
- Jones mod enabler
- RUB 1.42
- Less air patrols (sizes down number of planes per patrol, not the patrols)
- Sonar late fix
- Radio messages mod
The most important mods are already in RUB.
Greetings,
Catfish
Longstreet
07-08-05, 01:17 PM
Hi Beery,
I just wanted to say that I am sorry about your dog. I too have lost beloved pets and can tell you pointedly that is still does not matter how old they are...losing a pet you care for a lot does hurt. :cry:
Best to you,
Longstreet
mpugsley
07-10-05, 09:00 PM
I use the following (all with JS mod enabler and in the order in which I would apply):
RUb1.42
FakeDeckGun
ClearWater
OrigCrewCfg
AP 1 min
Fatigue - Taurodin
Corrected Bearings
Improved Convoys
BearingMod3k
Beery already mentioned that you could get RUb1.42 at
http://www.beerymod.com
FakeDeckGun, ClearWater, and OrigCrewCfg are all part of UnRealBoot1.42 by jasonb885. They undo parts of RUb1.42. Namely, they give you back the unrealistic deck gun, clear water, and the original crew configurations.
UnRealBoat1.42 is available at
http://edseek.com/mirror/sh3/
When you put the individual mods into the MOD directory (created with install of JS mod enabler), you need to put the individual folders within UnRealBoat1.42 in there, not the whole UnRealBoat1.42 folder. The main UnRealBoat1.42 folder is just a collector for the indiviual 'undo' mods.
ImprovedConvoys is available at the same location. The newest version is: ImprovedConvoys-200507091911.7z
I believe jasonb885 recommended doing the undo (*if* you wish to undo anything from RUb1.42) before applying ImprovedConvoys.
I found Corrected Bearings to be quite important. It is available at:
http://www.charliex.com/sh3/
It fixes my scope readings. Without it, pointing the scope or uzo at 0 degrees does *not* point the scope dead ahead. Rather, it points it about 3 degrees to the right. This is a pretty significant error. I don't know if anyone else has this problem, but if it is common, I would recommend including it in RUb. Currently this is just a file. I created a file structure myself so JS mod enabler would handle it.
AP 1 min This is part of Assisted Plotting Mod. Get it here:http://rapidshare.de/files/2955414/Ast_Plot_Versions_v1.7z.html.
It is by Observer. See http://www.subsim.com/phpBB/viewtopic.php?t=40037 for details.
Fatigue - Taurodin
I edited Basic.cfg to use fatigue values suggested by Taurodin in a thread. Crew will now fatigue about every 6-8 hours, which is more realistic than every 1hr 15 mins or whatever it is normally. It also allows for reasonable regeneration. RUb automatically turns off regeneration. Beery has a theory to explain why he has it the way he has it. I prefer to allow for some regeneration and to keep fatigue as fatigue rather than as 'battle stress'. See the readme that comes with RUb for Beery's explanation.
The thread where Taurodin offers his own data values (for a more straightforward tweaking of fatigue rather than a new interpretation as battle stress) can be found here:
http://www.subsim.com/phpBB/viewtopic.php?t=30513&postdays=0&postorder=asc&start=25.
The thread was originally started by Church, and Church offers his own values earlier in the thread.
BearingMod3k can also be found in UnRealBoat1.42 (as well as other places). There are currently at least two major plotting tools out there. One creates concentric circles around your boat out to 1.5km. The other creates circles out to 3km. Different vid cards have issues with one or the other version. Some vid cards work with both. Mine likes the 3km version and doesn't like the 1.5km version. The Improved Convoy mod uses (by default) the 1.5km version. So after installing Improved Convoy, I install the 3km mod.
My sympathies as well concerning your pet, Beery. Pets (especially after a long time) can become another family member.
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