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-   -   RUb 1.45 Now Available. (https://www.subsim.com/radioroom/showthread.php?t=86331)

Nedlam 11-09-05 03:26 PM

This may be a silly question and I don't have the read me in front of me right now. But does RUb get rid of the starshells? Heck, is that what they are even called?

If Rub does not then, ummmmmmmm, how do you use them? I tried it for giggles one day (well technically night) and nothing happened. I thought I would see a pretty light gently floating down until it hit the water. All I got was what appeared to be a regular round (HE or AP) fly out of the barrel of the deck gun.

I'm almost positive RUb takes away AP shells at least they never seem to drop below 40 no matter how many I fire so I stopped firing them. So The only other thing I can think of is that the SS where taken out of the game.

Not really important but Enquiring minds want to know!

Beery 11-09-05 04:26 PM

The deck gun loadouts are unchanged in RUb if I recall correctly. What you get in RUb should be what you get in the standard game.

CWorth 11-09-05 05:00 PM

I use RUB and SH3 Commander and I would like to change the deckgun loadout to realistic loads.

That would be HE shells only and their proper amounts per boat.

IS this possible as they did not carry AP or Starshells on UBoats as far as I can see from UBoat.net and other sources I have seen.And where would I make the changes?

Marhkimov 11-09-05 06:32 PM

Changes can be made in basic.cfg, though I will leave it up to the individual to make the his or her own changes.

P_Funk 11-09-05 07:42 PM

I am an IUB user but I swapped in a few of RUB changes because I liked them better. I want to include "Decks awash" and I'm entirely certain which files these are. It says all "all player-controlled U-boat config files in data\Submarine\NSS_Uboat**". Which files are these exactly? ANd also if I use these will they change anything else that is already being done by IUB?

Jungman 11-09-05 10:14 PM

Making the snorkel being invisible by 1 meter minimum height works well but does not over do it. Using the Radar nerfs is not realy an issue I find. I tested that alot with planes combos. Radar with visual, test planes with no radar; test planes with only radar and no visual.

It seemed the radar was not the problem, it was the visual size. 1 meters helps to hide from visual, but you will still be spotted up close. So it is not a cloak. As for radar, it did not really seem to matter too much for radar, though at 2.5m I would not go any higher. It is hard to mod balance the early and late war radar together.

I once made a mod for that, early war radars was set for 2.5m, middle 1.5m ending in 0.5m for late war '3cm' radar. But it really did not seem to make any difference in gameplay. So I left it alone never published. ASFAIK it does not hurt the game.

----------------------------------------------@Rulle34
My fix is only the Visual minimum height of 1 meter which mattered quite a bit. If they added a minimum height to the enemy radar, and it works. that is fine; I tried that once, it was no conclusion that it caused it, or hurts it really.

Who knows? I removed test planes radar, or visual, no visual/radar combos. My conclusion was it was not the radar.. I think the radar nerf is a bit big at 2.5m, but in my testing it was not the radar so to speak.

It really does not matter much, as long as it 'works' in the game as if it is correct. Alot of stuff in SH3 is not correct.
-----------------------------------------------------------------
@Berry: I agree with leaving it at 8 km world (actually it will work to 10 km spotting). The bigger Visibility world mod is great, but the game is set for the smaller world, and alot of wierd stuff is going on with sensors, DD behavior, night spotting, etc. Until we can get a SDK to realy fix this, I too would stay at the 8-10km world.

Beery 11-09-05 10:29 PM

Quote:

Originally Posted by Jungman
@Berry: I agree with leaving it at 8 km world (actually it will work to 10 km spotting). The bigger Visibility world mod is great, but the game is set for the smaller world, and alot of wierd stuff is going on with sensors, DD behavior, night spotting, etc. Until we can get a SDK to realy fix this, I too would stay at the 8-10km world.

Yeah. I like the visibility mod, but too many variables have me worried. It's a big change, and it doesn't really impact actual gameplay all that much. Its only real effect is that you see more ships, and in my view the game is still overpopulated even with RUb's population nerfs, so I see that as a negative. 8km visibility may be unrealistic, but 16km visibility would require more tweaks than I'm prepared to do in regards to ocean traffic. Maybe someone will make it work really well, but it's a big job.

Heibges 11-10-05 12:37 AM

Just keeps getting better and better! :up:

Keelbuster 11-10-05 09:15 PM

I'm having CTDs if I try to transfer to some of the new flotillas (i.e. 30th). I have added Rub 1.45 after starting the carreer in 1.44, which might explain it, but...have you guys experienced this before? Before it crashes, it sometimes says - base changed to NULL, and I can't click past that screen, have to alt-tab and kill sh3.exe.

?

KB

Beery 11-11-05 12:30 AM

30th Flotilla? There is no 30th Flotilla in RUb. I think you may be using a mod that is incompatible with RUb. I know there's a mod out there that models 30th Flotilla, and I think if you had it and RUb installed it might well cause crashes. In fact I'd be very surprised if it didn't.

Lane 11-11-05 04:26 AM

Installed Rub 1.45 and running SH3 Cmdr Left Kiel. Question are
the mine fields and sub nets still there? And about night vision?
All of a sudden I can't see as well at night ? Is there something in
RUB 1.45 that has changed the night vision from the Bridge?
All the other changes are working fine? the new icons :D
Thank's for any info
Lane :D

Carolus Rex 11-11-05 04:37 AM

Is Unrealuboat 1.43 compatible with RUB 1.45 and SH3 Commander?

Beerme 11-11-05 08:29 AM

Good Question Carolus Rex!

I would like to have contacts show as they did in Unrealuboat1.43.
Since Jason885 stopped updating this package I am not sure of the
impact of using the old package.

Anyone know?

303_Michcich 11-11-05 03:16 PM

Actually, Beery, why can`t Harbour Traffic mod be included in future RuB versions ? RuB, SH3Cmdr and HT are 3 key mods for this game, with milk cow element in HT being a much more spectacular solution than the milk cow used in RuB. Can`t you and Rubini agree on some common approach ? Sry, but to me it looks like some personal animosity that is simply not allowing to get the most out of this game...

Beery 11-11-05 07:04 PM

Quote:

Originally Posted by 303_Michcich
Actually, Beery, why can`t Harbour Traffic mod be included in future RuB versions ? RuB, SH3Cmdr and HT are 3 key mods for this game, with milk cow element in HT being a much more spectacular solution than the milk cow used in RuB. Can`t you and Rubini agree on some common approach ? Sry, but to me it looks like some personal animosity that is simply not allowing to get the most out of this game...

Nothing of the sort. I think Rubini's mods are great, and Rubini and I have always had a very good relationship indeed. Rubini's traffic mod was actually included in one version of RUb. It was a pity that the folks behind the Ops mod were basically breaking up just as Rubini's HT mod came on the scene. I tried to get them together, but it was too late. The result was that Ops and HT never became merged, which was a pity.

The problem is not one of personal grudges - far from it, but rather that a lot of people felt that Rubini's traffic mod contained a bit too much traffic. I went back and forth on the matter, but eventually I agreed with them. Rubini has done me the honour, and done the community the service, of keeping the Harbour Traffic mod compatible with RUb. I hope he will continue to do so, as there is only going to be one more version of the RUb mod.

As for the milk cow mod, I have great misgivings about it because it won't work with SH3 Commander (it screws up the patrol logs and the commander history). Anything that goes in RUb must work seamlessly with SH3 Commander, because RUb is configured specifically to work alongside SH3 Commander. Thus, it works best if HT and the milk cow mod are kept separate so that players can mix and match based on their preference.


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