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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mate
![]() Join Date: Mar 2005
Posts: 58
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Hi everyone. It's been a while since I was on here and I'm pretty overhwlemed with the amount of mods now available. Last time I played I used various graphic mods... and was wondering "what" I should now consider must have mods (or is there a good condensed mod-packs?)
I didn't want to the game to be much harder... just more options I guess. This is what I used before: * jsgme mod manager * All of Ail's graphic work * NeuUZO Peri v2 * Juju's military mod Thanks a lot for the advice and direction! -jpinard |
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#2 |
Ocean Warrior
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Grey Wolves or NYGM are definitive a must!
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#3 |
Mate
![]() Join Date: Mar 2005
Posts: 58
Downloads: 11
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What is NYGM? Is it compatible with Grey Wolves mod? Also does the Grey Wolves mod include the NYGM Periscope Mod v1.1 and CA's UBoat Instrument Patch v1
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#4 |
Seaman
![]() Join Date: Apr 2005
Location: Mesa, AZ
Posts: 33
Downloads: 7
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Here's a complete listing of inclusions: http://www.users.on.net/~jscones/TGW/inclusions.html
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#5 |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Deepest Dumbria
Posts: 1,243
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Whichever you choose, route them thru JSGME..that way when you wish to add Mods to other Mods and they are not compatible, JSGME will issue a warning and state what the problem/conflict is and if you wish to proceed etc.
GW, NYGM, WAC ? It's all down to personal choice [I have all 3 on seperate 'installations' plus Frontflotille 2.1 albeit Frontflotille is on a different Computer as it's a different kettle of fish to the others !]. Have a dabble (but 'back-up' as you go) and you will discover they all have their own unique attributes. |
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#6 | |
Mate
![]() Join Date: Mar 2005
Posts: 58
Downloads: 11
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#7 |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Deepest Dumbria
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Well, for example, I am just about to dabble with Drifters Realism Mod and add it to my Grey Wolves Mod via JSGME (fingers crossed); theres a considerable number of smaller Mods involving Smoke, Water, Texture etc. that are fine in their own right but not compatible with the big guys but it's all part of the fun finding out !
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#8 |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Deepest Dumbria
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What I should have pointed out is the big guys don't get on; in other words, NYGM and GW cannot be used together; it's best to give the big guys their own little corner [seperate 'installations'].
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#9 |
Mate
![]() Join Date: Mar 2005
Posts: 58
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OK. Drifters realism mod? Does it make the game even harder? linky?
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#10 |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Deepest Dumbria
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Yes, from all accounts .. realistic repair times, recovery etc. I haven't got round to how to add a link yet but if you go into the Mod section, I think you will find it in there somewhere at the top of the list as a new version has just become available and it's a topic of conversation at the moment !
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#11 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
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#12 |
Mate
![]() Join Date: Mar 2005
Posts: 58
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hehe, definately NOT for me. The game is hard enough already.
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#13 |
Eternal Patrol
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If you don't want it any harder, I would go with the ones you already chose, and maybe add Harbour Traffic 1.47 and the BordInstrument mod. The first one adds lots of ships to friendly harbors and the other makes all the insides much more realistic.
Also you might look at the Depth-Charge Realism mod, which reduces the DCs' blast radii to historic levels (8 meters instead of 25). This makes it easier, and possible to survive a depth-charge attack lasting several hours, which they did.
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“Never do anything you can't take back.” —Rocky Russo |
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#14 | |
Mate
![]() Join Date: Mar 2005
Posts: 58
Downloads: 11
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#15 |
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
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Doesn't GW reduce the DC blast to more realistic levels?
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