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Silent Fire for SH5 (Opinions)
After spending a full year understanding the modding concept behind SH4, I came to wondering on what if I was to continue my brothers works? I've actually been doing some additions to his mod, but what I'm really interested in is your opinions. Do you think it would be a helpful tool for newcomers and people simply trying to learn the new system? Having played the game I can say it does have potential after several patches. Would this be something you'd use?
Ron. |
Yes, I think it would be a good idea, I like to play on realistic settings most of the time, but sometimes its just fun to blow the crap out of stuff at will lol
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I say go for it. I don't have the game but let every person play how they want I say!
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hell yeah!
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The poll tells me that I should do it. So I'll begin the work but don't expect anything for a month or more while I try to figure out where everything is and hopefully I can keep the additions from the other mod intact. At least now I have a consistent reason to come here.
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Awesome! Thank you very much for your work sir! :salute:
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sounds great! and its much easier to add torpedo storage space now!!!
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If I can figure out the editor I'll do my spy sat mod again. If anyone can help point me to a how to that would be great.
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Kodiak I made a guide for the goblin editor, if that helps, and marauder, I'm finished with a silent-fire type of mod, I'd like your permission to use the name, and, of course, dedicate it to your bro.
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erm. bump.
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Quote:
Thing is I feel a lot of people are too scared to reply incase they are jumped on from above by the realists and "everything should be accurate" types. I don't have a problem if these guys want more "realism" but they are many many others who just like to blast away and have fun in thier own way of aproaching/playing the game, there should indeed be mods to suit everyone IMHO. So I would definately say GO FOR IT!!! and I voted YES!! :) Ringy. |
excerpt from readme
Silent Fire SH5 This mod is dedicated to the memory of Snaptrap JSGME ready Notes: -Some depth keeping problems while turning at high speed(@20m +/-). -Auto TDC does not update correctly for the increased speed. -Sub "Wriggles®" at high speed/TC(moves like a snake) when using waypoints. Under 25kts this goes away/under 32x TC this goes away Feature List: 1) All currently playable subs now travel at 50 kts surfaced and submerged with virtually unlimited range 2) All guns now have 32000 ammo for all shell types except SS 3) All torpedoes speeds have been increased by 100kts 4) All torpedoes damage, and explosive range have been increased by a factor of 10, and magnetic detonation range of 20m 5) All currently playable subs are now invincible to anything other than land collisions(systems will still take damage, but can be repaired) 6) All currently playable subs have increased diving and surfacing speeds 7) All sub guns fire at an increased rate of fire, and have dramatically increased ranges 8) All currently playable subs have @250 storage fore and @100 aft, reduced torpedo load times (@3 sec) Thanks to Snaptrap for original mod. Thanks to Raziel08 for invincibility mod Thanks to urfisch for help getting stared with goblin editor Thanks to Neal for upload access($#%@uploading.com!) If anyone would like to include a feature, or do some testing just pm me (braces for deluge) |
unlimited / great amount of torpedoes (>40) please
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better zoom in all scopes and binoculars :)
Ringy. |
Very cool thanks
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