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[WIP] UltraSubs for SH4
For those who liked UltraSubs v2.0 mod for SH5, I'm making one for SH4 that is just as detailed and similar performance upgrades for all the US and German subs. The work is almost done, I hope to have a release within the next day or two.
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I'm interested. However I'm not familiar with this mod. I like realism as much as a "sci-fi" sort of WWII fantasy. Above all I love content. Give me a whole bunch of toys and it don't matter if they're real or not it's gonna be fun.
What will the upgrades be like? Can you name a few and their functions? P.S. I'm from Wisconsin too. Dodge county area. Nice to see a fellow Wisconsinite on these forums. |
Sounds like a good mod. It's nice to just wreck havoc in the Pac every now and again.
Oh and there's quite a few cheese heads in the forum you'll find. :03: |
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This mod is exactly as ETR3(SS) Adequetly put it, "It's nice to just wreck havoc in the Pac every now and again." If you've been sunk for the last time, or whatever the case may be, and you want to come back to your enemy with a VENGENCE and a Nuclear Submarine:D This should work.
Sub Armorment: 100/100cm Instant Repairs: All repairs on all items, equipment and weapons on your submarine are repaired in 0.01 hours. Hitpoint Values have been increased to 1.5mil on all subs, sub parts, equipment, weapons and crew members. Crew member healing speed has also been increased to 0.01 hours. In otherwords your gunman can take a blast from a battleship gun and be all healed up again 30 seconds later. (Well, in theroy that's the way it's intended to work) Torpedos: The Mk16 torpedo is the American "sister torpedo" to the "Modified" German T7 Torpedo (from UltraSubs v2.0 for SH5) Test results below:up: http://subsim.com/radioroom/album.ph...pictureid=1664 Submarine speed has been increased to 60 knots on all submarines. Speed ratios have been changed to allow for slower speeds while in port or creeping up behind an enemy;) To accompany this, the horsepower rating on all subs have been increased. Nothing way to extreme, but it'll get up to speed quicker than before. Sub max depth has been increased to 500 meters. The game seems to crash anything beyond that. (Interesting in SH5 I got a sub down to 1600 meters without problems) The Weapons for the subs have all been functionally re-worked Deck gun rate of fire has been increased (not laser gun style) but a comfortable 1 shell every 0.6 seconds. Issue with the Twin 40mm AA Gun. I've wanted to make that available as a AA Gun and it's made as a deck gun. I've tried everything, but it locks up the game whenever you use it. My problem was I wanted a twin 40mm working AA gun. I modified the twin 20mm AA gun and put the 40mm barrels on it and changed the ammo it uses and it functionaly and graphicly works. - That by itself is my first functional graphics mod. When you equip a Twin Barrel 20mm AA Gun it will have 40mm barrels and use 40mm ammo. Another Graphical issue changed - on all the US Subs. Topside mounted Hydrophone in the way of the view finder on the deck gun. This has pissed me off multiple times so I moved it to behind the deck gun. So many ships I wanted to blow to pieces looking thru the scope have been behind the view of that damn hydrophone:damn: I had to change it:up: There is a lot more yet, but I will have all the details listed when the mod is complete for release. Thank You for your interest and support :salute: |
[REL] - American UltraSubs v4.31 Is Here
Untitled Document
American UltraSubs v4.31 [REL]
SloppyMk27 |
Sounds very nice Sloppy. I play SH3, would you consider developing this mod for SH3? I think that would appeal to a lot of people, thanks. :yeah:
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UltraSubs for SH3
I believe I should be able to make that possible. Thankfully with the Silent Hunter game series is the consistency (for the most part) of the development structure. I will look into that and post my findings in the very near future. Thank you for your interest in this mod:salute:
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Thanks Sloppy , I look forward to that :yeah:
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SH3 UltraSubs Progress
As by request I've started working on the SH3 UltraSubs project. A mod to releive the player of realistic damage and provide additional support to the player such as increased radar range, a deadly deck gun, for when you get stuck and many more features to assure a more successful patrol. The true nature of this mod is to be a safetynet while learning how to go into and get out of battles alive. Once a completed version of this mod is released I intend to make a similar but scaled down version of this mod. This mod is not complete yet. To give an approximation I am about 1/4 of the way done with it. It's been a long time since I've done anything with SH3, but I am intrigued by this challenge. I will post again on this subject when I am closer to completing this mod.
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Is this released yet?
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[REL] American UltraSubs v4.31
My mod American UltraSubs v4.31 for SH4 is released and is available:
http://subsim.com/radioroom/download...o=file&id=1715 A Secondary mod to ajoin this one called German UltraSubs for SH4 is still under construction and has not been released. Sorry if this thread caused any confusion. The intention is to provide an UltraSub Series consisting of a mod for SH3, SH4, and SH5 that provides unrealistic advantages for the player when playing any and all playable subs in each of the games. http://standardcommunication.net/images/SloppyMk27.png |
Sounds great Sloppy :yeah:
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Thank you 27,I want to look at some of your files..:D
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Almost Done
Hi, I want to apologize for how long this is taking. Life likes to cause inconveniences at times. I do want to let everyone know that German UltraSubs will be done soon. Also SH3 UltraSubs is still in progress.
The link is a display of the efficiency of the "Modified" Deck Gun for German UltraSubs. http://www.subsim.com/radioroom/albu...pictureid=1696 I thank everyone for their patients on this. SloppyMk27 |
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