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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |||
Rear Admiral
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Update: 23Apr07 / New version 2.3.
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What is this mod? It's just a personal project, and for me is acutally a source of enjoyment. I can't just play this game, i have to get into its inner workings too. When i really get into a game like this, i tend to hone it around the edges to make the game more to my liking. Hence the name "flavored to taste", for want of a better term. This mod represents modfications to refine the game to how *I* would like to play. I document what changes i make as best i can and provide the package as sort of a gesture of good will if it will help make the game more enjoyable for you. You can change, edit, and remove whatever you don't like to flavor the game more to your own taste. Scope of mod This is not meant to be a "super mod", nor will i intentionally go down that road. My overall intent is to make the game more pleasing to play, and to provide a challenge to the player . In the course of those two primary goals, there WILL be (and already has) been some deviation from historical accuracy. This is not a mod for a "rivet counter", nor is this a mod for someone looking for "quake3 in subs". SImply put, i've always felt that sometimes one must compromise on historical accuracy for various reasons. Either for reasons of gameplay, or by limitations imposed by the game itself. Why did you remove the next/ previous camera? This modification is the most frequently asked and is testiment that this mod is not intended to make things easy despite some compromises to historical accuracy. I have always felt that the external camera gives the player too much info, and is something of a cheat given that the player can obtain info a real sub captain never could. Yet, its silly to deny oneself the eyecandy. Hence the "compromised realism camera". you can still look about your sub, but can't look at sound/radar contacts taht you otherwise couldnt see. Now, when you get a sonar/radar contact, you really have to wonder what you have there. Basic list of Features - AI adjusted to present a bit more of a challenge - Player User Interface enhancements, and medal fixes. - Range to course end, Max range at current speed, nearest visual contact, ID target, etc have been mapped to the orders bar; and they even have their own icons now. - Speed/distance chart added to help menu to better aid you in plotting your intercepts. - Aircraft are more deadly, a little bit harder to destroy, but also spawn a bit less frequently then in stock, and are 25% slower. - Deck gun has been toned down a little bit. - Improved player visual sensors, pig boats shoud now be able to have sonar contacts at periscope depth w/ scope down. - Misc improvements to player radar. SD radar picks up planes again, and.. even a few ships unfortunatly. SJ radar should work regardless of direction of travel. - have multiple torpedo tubes open at once - Misc Submarine enhancments. See readme. - Can now start a game in 41, Jan42, June42, Jan43, June 43, and Jan 44. - Gato can be aquired in pearl at jan42, you can transfer to the asiatic fleet in Jan42. - Reduced contact spam on the clipboard. - other misc changes, and a partridge in a Pear tree. see readme. The readme: Quote:
http://www.ducimus.net/sh4/release/R...o_taste_2_3.7z (6.08 mb) Recommended additional mods to run with this one: Periscope Telemeter Lenses, 32 dgr Field and 8 dgr Field http://www.subsim.com/radioroom/showthread.php?t=110064 Retextured Orders bar gauges http://www.subsim.com/radioroom/showthread.php?t=110655 360 degree bearing tool http://www.subsim.com/radioroom/showthread.php?t=108555 JP Ship Dimension Fix 1.2 http://www.subsim.com/radioroom/showthread.php?t=109953 Combination of Mini Chrono Mod & Imperial Nomograph http://www.subsim.com/radioroom/showthread.php?t=112478 Last edited by Ducimus; 04-24-07 at 11:44 AM. |
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#2 |
Sailor man
![]() Join Date: Jun 2005
Location: France
Posts: 43
Downloads: 105
Uploads: 0
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Thank, Ducimus.
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#3 |
Frogman
![]() Join Date: Jan 2007
Location: Near Paris
Posts: 303
Downloads: 113
Uploads: 0
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Big thanks to you
![]() This one is the one i was waiting for to begin a SH4 1.2 trip ![]() |
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#4 |
Frogman
![]() Join Date: Apr 2006
Location: England
Posts: 300
Downloads: 15
Uploads: 0
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Thank you
__________________
"Pitt was the greatest fool who ever lived to encourage a mode of war which they who commanded the seas did not want, and which, if successful, would deprive them of it." Earl St.Vincent (allegedly) |
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#5 |
Captain
![]() Join Date: Apr 2002
Location: Davie, FL Grid DM 23
Posts: 544
Downloads: 60
Uploads: 0
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Thanks man - will be loading tonight!!
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#6 |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
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Thanks! I guess I can start a patrol now.
PD |
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#7 |
Helmsman
![]() Join Date: Nov 2002
Location: Rockall
Posts: 109
Downloads: 129
Uploads: 0
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Gratefully downloaded!! I can now start a 1.2 career
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#8 | |
Rear Admiral
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Just FYI, beware the planes
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![]() So when you crash dive... don't stop at periscope depth :rotfl: |
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#9 |
Sparky
![]() Join Date: Apr 2006
Location: Norway
Posts: 155
Downloads: 0
Uploads: 0
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Thanks, just in time for my new career after I ran USS Tang aground in the Java Sea
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#10 |
Torpedoman
![]() Join Date: Jul 2006
Posts: 112
Downloads: 1
Uploads: 0
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I havent tried this out yet but does it include the option to open all torpedo doors by cycling through them with Y then hitting Q to open?
Btw, thanks a million! |
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#11 |
Grey Wolf
![]() Join Date: May 2005
Posts: 887
Downloads: 119
Uploads: 0
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um.. ehh.. how do i get a salvo of torps selected?!
Oh yes and are the recommended mods 1.2 compatible as well? |
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#12 |
Engineer
![]() Join Date: Mar 2005
Location: Boston
Posts: 213
Downloads: 51
Uploads: 0
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Thanks for the mod mate
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#13 | ||
Rear Admiral
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As an aside, id be interested in how ubi's changes with the sub damage model is working out. (i removed all sub damage tweaks in this version) If its not that much different then before, i'll take the sub compartment hitpoints and flood time and multiply them by 2 as i did before. |
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#14 |
Mate
![]() Join Date: Apr 2005
Posts: 60
Downloads: 12
Uploads: 0
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Interesting changes with the gun power. I always felt a bit guilty taking out 4 or 5 large freighters with them.
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#15 |
Frogman
![]() Join Date: Feb 2005
Location: Florence Italy
Posts: 307
Downloads: 64
Uploads: 0
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Thank You Mate
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