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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Bilge Rat
![]() Join Date: Mar 2010
Posts: 1
Downloads: 14
Uploads: 0
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like the Title says...
there so many Mods at the moment... is it possible to make a "Megamod" there are the most and best Mods are in ? should be better than download on by one all the time, i think... just a request ![]() |
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#2 |
Nub
![]() Join Date: Mar 2005
Location: Germany
Posts: 4
Downloads: 8
Uploads: 0
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You should have a some patience, we have to wait until RUB other Mega Mods are getting finished. This will take some time i guess.
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\"Nicht Kleckern, sondern Klotzen! \" Heinz Guderian |
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#3 |
Sailor man
![]() Join Date: Sep 2006
Posts: 43
Downloads: 91
Uploads: 0
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Who decides which are best mods, me? You? Someone else?
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Operation Flashpoint. Armed Assault. ArmA 2, ArmA 3. Falcon 4 Theaters, Farming Simulator 19, FS22, FS25, Silent Hunter 3, SH4, SH5, Cold Waters, CMANO, Sea Power, Naval Warfare. www.pmctactical.org Snake Man, PMC. |
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#4 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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Whoever sets up the megamods. That's why there was RUB and GWX and NYGM and WLC and the others in SH3, since each had a slightly different set of realism tweaks and gameplay tweaks. Most people ended up using one of the big ones and changing whatever little part of it they didn't like.
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#5 |
Watch
![]() Join Date: Mar 2010
Location: Gdańsk, Poland
Posts: 15
Downloads: 53
Uploads: 0
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I honestly doubt if it's hard now to create 'all in one mod'. And that's because the game is really poor now.
Basically, everything needs fixing/adjustment. Graphics, AI, crew animations, commands, sub and ship physics, damage model, realism, sensors... We don't need mega mods now, which would make this game a super simulation. Playability is the main problem. Developers must make it playable. Unless they do so, we must use what we've got. There are now some mods that are coming to the rescue to the buggy/undeveloped game, and I think a pack of 'must have Mods' is a nice idea. Right now, in JSGME I have about 20 mods enabled. It would be clearer if I had one Mod instead. |
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#6 |
Commodore
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I think the time to make compilations is when there's significant problems getting different mods to work with each other. I don't think we're there yet. Very few mods that I'm aware of conflict with each other, other than the various hotkey mods. And those are not something you'd combine in any case.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#7 |
The Old Man
![]() Join Date: Oct 2005
Location: 51.557, -0.102
Posts: 1,311
Downloads: 177
Uploads: 0
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I doubt you will see anything like a mega mod before we get another patch or two. Too much risk in having hours worth of work rendered useless at this stage.
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