View Full Version : So, the question, SH3 vets, what mods do you prefer?
lanthantos
01-28-06, 11:14 AM
I tried RUB 1.45 w/the harbor add on, too dark at nite for my tastes (My eyesight isnt the greatest in RL and have to have some lights on in room cuz my kid etc) and the water a bit too dense, plus those reload times were a pain.
Tried the game stock, merchants were way too easy to sink and didnt put up any kind of real fight as far as maneuvering, plus it didnt have the "coolness" of the radio msgs coming in etc about the war.
Tried SH3 Cmdr to help out a bit w/water density and reloads, found it interesting but somewhat cumbersome having to use a "Front End" and remembering to do rollbacks etc, and at times it really seemed to be more of a pain than good, plus was too easy to give medals, i think the game divving them out is a little less frequent and more realistic, so..........
Brings me to now using IUB (which i know is basically a tricked out RuB), and im liking it, but where do i find all the good big merchants to sink? I guess there are really no singles anymore w/it modded, are they all in convoys (as isnt that how it mostly went historically?). I like IUB so far, clearer water option, faster reload (15 secs, a bit more reasonable), and all the other features that i like (Harbor traffic is realistic and nice) with msgs from Bdu etc..
Whats some vets outtake on the mod situation? And your experience, maybe you can help me get the most of my game here :up:
Sailor Steve
01-28-06, 11:59 AM
I use RUB and Commander, plus the full Harbour Traffic mod. Commander does all the things I like best, and I only give out medals when the game lets me, and just ignore the Commander option for that one.
I also use the Radiolog Heavy mod. It gets annoying when it drops to x1 time compression every time a useless message comes through, but I like the feel of hearing other boats report on their progress.
Also use a bunch of sound and graphics mods, but those are just the icing on the cake as far as I'm concerned.
For the best gameplay; use these:
Rub, not iub.
Ailskymod
Pascals smoke and splash mod
Pascals foam mod
Pascals crew uniform mod
Pascals awards mod
Sh3 German Cheers
Juju's military mod
Sh3 internal life mod 1.2
Das Boot movie in the main menu
Transparent torpedo loading screen
Terrain upgrade v2
sh3 camera mod
Gammelsounds
seafloor better textures
marhks torpedo texture tune up
Fubars VIIC Skin
Fubars IIA Skin
Fubars IID Skin
ICBMs water pressure effects mod
mapped convoy routes
morse radio messaage mod
marhks super smoke 1
marhks ocean madness 2 only for rub 8km, or stock
1.4b official patch
harbour traffic 147 for rub 145
Bordinstrumente 1.0
SH3 commander v 2.3
merchant variety pack, early war edition
uzo and periscope mod version 2
sansals milk cov mod
generic mod enabler
realistic hull skin effect
militarymod series
updated sound enviroment pack
interior textures
wolfies sh3 tweek pack
hi-res flag textures
sonar room sound mod
full vulnerability manual mod
augies flag mod for rec.manual
u-boat hat emblems for sh3
They are all available at u-boot.realsimulation.com, and some of them even here at subsim.com's downloads section. Happy sinkings!'
Uber Gruber
01-28-06, 02:32 PM
Bloody hell!! thats a lot of mods, I thought most of those were in IuB, if not in RuB, am i wrong ?
If I am then can you zip up all the mods you've listed and make it availble because i'd like to your config ?
cheers...
Bloody hell!! thats a lot of mods, I thought most of those were in IuB, if not in RuB, am i wrong ?
If I am then can you zip up all the mods you've listed and make it availble because i'd like to your config ?
cheers...
Most of them probably do exist in RuB or IuB. But some don't. Just as a fact, how large is the original game with no mods?
~S~
CV-707
Paajtor
01-28-06, 02:58 PM
I guess the difference won't be that spectacular...after all, many mods replace files, instead of adding them.
Or add functionality, which only occurs ingame, like more harbor-traffic.
I guess the difference won't be that spectacular...after all, many mods replace files, instead of adding them.
Or add functionality, which only occurs ingame, like more harbor-traffic.
I don't think so. On the game cover it says "2gb", and mine is 4.8gb!
panthercules
01-28-06, 03:17 PM
Brings me to now using IUB (which i know is basically a tricked out RuB), and im liking it, but where do i find all the good big merchants to sink? I guess there are really no singles anymore w/it modded, are they all in convoys (as isnt that how it mostly went historically?). I like IUB so far, clearer water option, faster reload (15 secs, a bit more reasonable), and all the other features that i like (Harbor traffic is realistic and nice) with msgs from Bdu etc..
Whats some vets outtake on the mod situation? And your experience, maybe you can help me get the most of my game here :up:
I'm using IUB 1.02 now with SH3 Commander 2.4 (along with a few small personal mods of mine to put real u-boat aces and my father into my officer team and tweak the German language menu text a little), plus I've just started testing out the NYGM ship damage mod beta. I'm getting plenty of lone merchants (in fact, on my first patrol so far with this configuration in late April 1940 I've encountered a lone C3, small freighter and trawler (all sunk), plus a lone German destroyer and a couple of lone German merchants and a lone British destroyer (put a torp into her bow but she limped off into a heavy storm and I lost her).
So, at least this early, IUB seems to have plenty of single ships wandering around - maybe that changes later in the war, but it will be a while before I will be able to tell. I just use SH3 Commander to tweak some of the settings (like reload times to 15 secs, wave height and to play with fatigue models) and to get the cool patrol reports with ship names and career history details - I just do my crew management medals etc using the in-game stock approach. I'm liking this combo pretty well so far, but I'm sure I'll keep experimenting 'cause there are just so many cool mods out there to try - this is a very creative community :rock:
I'm using a modified RuB with Commander 2.4 and have recently got the NYGM damage mod beta. All of which I highly recommend :up: .
Also many graphical mods, It's hard to go wrong choosing graphic mods - just pick wht looks good.
CaptainKobuk
01-30-06, 08:24 AM
I'm a newbie player i guessin this game anyways, but i'd recommend going with the IUB 1.02 supermod and start there. Adding more as time goes on. Piling 30 seperate mods on top each other just to get started is a route i had first taken and that was not much fun keeping track of.
IUB plus SH3 Commander 2.4 gives you a great clean start. Alot of other mods can be added later, if they are simple graphics enhancements especially.
I helps alot when mod makers create specially compatible mods that state the fact they work with another mod like IUB 1.02.
I really like the clear water mod in the IUB 1.02 mod package. Part of the thrill of the game is watching your submarine cruise at depths just off the bottom or when racing across the paths of destroyers near the surface to evade depth charges. heeheehe. Which mainly happens when you are a newbie i suppose. When trying to take out a Convoy escort.
By the way it helps alot to use electric torpedoes. The Escorts are pretty smart evading the gas bubble TRAIL found on steam torpedoes.
Alot of strategies are in the game to learn.
kiwi_2005
01-30-06, 08:54 AM
SH3 Commander 2.4
Rub1.45
Waw realism
and 1 or 2 graphic mods.
Tikigod
01-31-06, 05:14 PM
yeah...I'm just getting back into sh3 again.....mods are kinda overwhelming if you don't keep up on them...I'm wondering which mod is best for a damage model as far as being able to repair your boat and not have it destroyed right away so you get a chance of sinking to the bottom and just drowning. So, far from what I have read it looks like the hollywood mod does what I'm looking for but, I'm not sure if I can run it with current version of RUB, etc.
I guess my question is what mods effect damage modelling of the uboat itself. and which ones work together and which ones don't so I can try the different ones to see which damage model I like.
I would like an idea of the best mod combo (that doesn't clash with something else) as well for anyone out there for an interest in the damage modeling. I like the original aces of the deep sim (not the mod for sh3) but, the game by Sierra/Dynamix. It had a pretty unique damage system where you could get stuck on the bottom from flooding. Sometimes if you had enough air and pump still functioned you could get that rare chance of getting the ship repaired enough to get you to surface and get men in life rafts before it would sink for good. As I remember it was quite a battle against time...and if you did get it back up it was quite and exciting event (as opposed to the common default screen of death).
The other cool thing about it was the uboat actually imploded or collapsed at crush depth. In default sh3 it seems to happen based on hull integrity which makes sense. But, alot of times I have imploded in 1-3 meters of water which I think it kinda silly. I think for the most part I should sink uncontrollably until i either hit shallow bottom or collapse at a reasonible crush depth.....
and I want to have option to save my crew and load them in life rafts if I need to. So I can fight another day. Is there any mod that allows that yet? in aces of the deep all you had to to was break the surface of the water enough to hit escape key and then it gave you option to abandon ship. at which point if you made a radio call of your position you had a better chance of being rescued. It then told you in next screen whether or not you were rescued. So your whole primary drive to get to surface was jsut so you could save crew and not end campaign. If there isnt this kind of feature then I guess fighting to get to surface is pointless....
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