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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
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I've just read readme.txt of Sink them All v2.2 mod and it sounds great for me. It works with RUb and hospital ship installed as I've read.
I play RUb 1.44 and HT for RUb now and I'd like to know how this mod works with RUb 1.44 and HT. Who use Sink them All v2.2 with RUb 1.44 and HT? Is it compatible to these mods or not? |
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#2 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
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I use sink them all v2.2
I was also attracted to the readme. It promises some nice things in there... I also have harbor traffic 1.45c and RUb 1.44, so there shouldn't be any conflicts. I might be wrong, because the way I install my mods is very selective. I check each file one by one, just to make sure I know what I am feeding into my SH3. So in effect, I only install parts of mods that I know will not conflict with other mods. Ok, but I'll bet that sink them all v2.2 is compatible with the other mods... I can't think of anything that would conflict. As long as you don't delete anything from your current SH3, you can let Sink Them All override the current files. No probs... And don't forget to use the readme for this mod, it can be slightly tricky... And BTW, I love sink them all... added guns are nice. And new ships too!!! it's awesome! ![]()
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#3 |
Stowaway
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My mod is compatible to every version of SHIII, as well as every mod currently existent if you have all required mods (see readme) preinstalled.
![]() Now I have added US DD Mahan class and working over German heavy creuser under construction to be included in the next version. ![]() |
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#4 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
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Downloads: 418
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Thanks guys for reply!
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#5 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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What is the philosophy behind this mod - what are the changes aimed at?
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#6 | |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
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Basically, Sink them All aims at more armament "realism," and I understand that realism can be interpreted in more than one way. It should give more accuracy in the gain (or in some cases, loss) of vessel weapons as the years go along. For example, it gives Schellboats a flakvierling from 1943 and on. It also adds a few more boats... a few destroyers here and there, a German patrol ship, and implements the hospital ship. Also certain nations are given ships that historically had them. For instance, Greece gets a Destroyer C Class (Vasilefs Georgious). Also included is added air units for other countries (although I believe you won't see them in the campaign because countries like Finland and Ireland are not represented by an airbase.cfg)... Minor details, but nice nonetheless. I'm guessing, Beery, but are you trying to see if this is worth adding to RUb? If so, you should probably do your own thurough dissection of this mod. I did that myself and selectively installed only parts of the mod... That took longer than I thought, but it was also more fun than I thought it would be. Overall, it's worth taking a look at... At least you'll have something to do when you're bored... My 2 cents... Well, ok... this was more like a dollar... ![]()
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#7 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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I'm not really considering it for RUb, as I'm trying to slowly extricate myself from the SH3 modding business and finishing tying up all RUb's loose ends, so I'm trying to avoid getting involved too deeply in major mod additions unless they really scream "RUb REALLY NEEDS ME!!!"
![]() I'm more interested in it because it's kind of the 'new player on the block', and clearly people enjoy it. The name made me curious as well, but it made me suspect it of arcade tendencies.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#8 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
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Ok, well, the name does make it sound a little arcade-ish, but in all retrospect it really isn't. It's just an amalgamation of a few more guns, ships, and planes here and there... Nothing that a normal SH3 player would notice anyways, but it sure is nice to know that someone took the time to seriously mod something that doesn't make too much of the difference.
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#9 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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![]() Quote:
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#10 |
Navy Seal
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By the way, for RUb purposes, it might well be worthwhile to consider at least a similar armament mod - especially as regards to certain types of weapons on enemy ships.
One issue with RUb is that it significantly downgrades the power of all 20mm guns (as part of AirPower) - and 20mm guns are widely in use on most units, not just u-boats. As a result, when they're fired at you - they cause hardly any damage and casualties, when they probably should be a bit stronger than that. Perhaps replacing a few 20mm guns on hostile units with different-caliber guns might be a good idea :hmm: |
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#11 |
Stowaway
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The idea of my mod is to make world of SHIII more lively and historically accurate.
It adds a handfull of new ships and planes and rearranges original ones. It makes ships and planes that player meets during compaign , their outlook, and nationality, as well as ability to attack or repell enemy attack strongly historically accurate, altering day by day following their prototypes. For detailed information and list of fixes look here. http://www.subsim.com/phpBB/viewtopic.php?t=42822 Sure, for full effectivety my mode requieres to become a part of a mod that brings changes to campaign. |
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