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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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OK I have been absent for nearly 2-3 years, gave up on SH5 as no matter what the modding team tried the game never seemed to work.
Can any one tell me if this is still the case, I notice a couple of new Megga-Mods The Wolves of Steel - SH5 Megamod Sobers Megamod - I am unfamiliar with these, can any one say which is better in terms of realism simulation - environmental effects, explosions, variety in targets, unscripted game play and random events, dynamic campaign, interior mods, explosions and damage affects, enemy behavior I gave up previously because the damage affects were limited, repetitive and unrealistic, interior and crew were ridiculous, a guy with a patch for Christ sake!, crap environmental and weather effects - and ridiculous enemy behavior I doubt I need to describe in too much detail, I'd love to play again if these issues have been dealt with Looking forward to your comments Rascal |
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#2 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
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You seem to have very subjective opinions on what you like and don't like. Only you can determine if it is what you would play. There are enough of us players carrying on to hint that someone must like it.
I suggest you try, perhaps with that mega mod you named. See how it goes. Don't rely on us--each of us having our own subjective list of preferred mods. Take it out and drive it.
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#3 |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
Uploads: 0
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I've been back for a few months from a 2 year absence also. I found majority of my mod list still work, just needed to update some versions.
I was going to go download mega mods, but I notice now that some new players do it, there are a few mods in there that are old and cause CTD. They are usually tiny mods. Remove this one: AI_sub_crew_1_0_2_TheDarkWraith and TDW depth charge projector You may have those, if you have your old list. They cause CTD. Here is my list to give you idea, it is working list in order. Cerberus62 Historical Ship Equipment 1.4 Less Intrusive Cursors NDB,NDH OM#1 - No Dialog Indicator new_KM_binos Das Boot Departure Theme Accurate German Flags MightyFine Less Annoying Footsteps 1.0 DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 4.a Camera Filters - Realistic Colors DynEnv v2.9 - 8.a Wave Mechanics - Breeze Water reflections intensity varied by available sunlight by TheDarkWraith Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober MightyFine Crew Mod 1.2.1 Alt faces MCCD_1.04_MFCM_1.2.1_compatible Reworked Morale and Abilities v.1.1 FX_Update_0_0_22_ByTheDarkWraith FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) FXU_0_0_22_Ship zon Files NewUIs_TDC_7_4_2_ByTheDarkWraith NewUIs_TDC_7_4_2_jimimadrids_map_tools NewUIs_TDC_7_4_2_Das_Boot_Crew_Mod_by_Illyustrator IRAI_0_0_39_ByTheDarkWraith SH5_Starshells_patch AFFOE_v1.51_EUF(available by date) V9 by sober A Fistful of Emblems v1.51 (Weathered) Critical hits 1.1 Torpedos Critical hits v 1.2 AMMO_v1.0_SH5_by_Raven_2012 Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1 Church's Compass Dials Mod v2.2 - Option Three gap - HD 1 deg Scope Bearing v 1.0 EQuaTool 01.01 by AvM - Kriegsmarine Woody Regular Style IO_StrategicMap_7_4_2_for_TDWv742 IO_MapCourseLine_normal pencil_mod Trevally Automated Scripts v0.6 Trevally Tutorial - All v0.2(for OHIIv1.3) Trevally Harbour & Kiel Canal Pilot v3.1 Patrolsearch autoscriptsV04 R.E.M_by_Xrundel_TheBeast_1.2 R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible OPEN HORIZONS II v2.4 OHII v2.4 patch2 IMPORTANT Cerberus62 Corrected Depth Charge Projector 1.0 Fifi mods for NewUIs V2 smaller flags for Warships 1_0b Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english Enhanced FunelSmoke1.2_by HanSolo78 SteelViking's Bunker Fixes V1.0 Small_trees_SH5_V1 Dooms Decks for VIIABC41 1.4 silentmichal's interior mod 1.2.4 sobers multi color mod V5 SH5_7A_Conning_Fix SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 Targor's SH5 Wooden Lifeboats ver. 0.4 Nazi Medals HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0 Sjizzle's - Charts for NewUIs part1_07.06.2013 Sjizzle's - Charts for NewUIs part 2_07.06.2013 Sjizzle's - Charts for NewUIs part 3_24.06.2013 Sjizzle's - Charts for NewUIs part 4_20.07.2013 Equip_Upgrade_Dates_Chart Real_Battery_Lifetime_Fix_Mod_V_1.0_TDW_UI_7_4_2 Disabled Sonar Ping-TDW NewUIs _7_4_2_ compatibile Moon_light_mod MarineQuadratKarte Washington Radio Tracks New German Radio Stations DBSM_Music_1_0_4 DynEnv v2.9 - 12. Sounds German U-Boat Hydrophone SFX German U-Boat Internal Routine SFX U-Boat Watch Crew Routine SFX Sam's Sounds SDL - Add Last OHII 2.4 <----Pay no mind to these two, my own personal settings. |
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#4 | |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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![]() Quote:
However you miss the point - I want to come back to the game and enjoy it, having said that there are a couple of issues that 2-3 years ago had not been settled despite the best efforts of the the various modders who have tried That is not a criticism of the modders, rather of the publisher who made such a hash of it in the first place So my queries still stand Do the enemy fight back - Is their behavior realistic / rational - in the original this was not the case Are the environmental affects fixed and not crashing - this was a problem as there were a number of mods in the area and some seemed to clash with others Did any one get additional crew or other interior to work, there were some very promising mods in this respect but I am unsure if they were completed Did any one successfully add additional merchants and other ships, if so are they part of any super mod Did any one solve the piss poor FX following an attack, usually if you scored a hit you got a big explosion and the ship sank in a minute - there was no attempt to simulate secondary explosions or damage that accrued over time - I want to see spectacular explosions or slow damage over time, I want it random, surprising, graphic and realistic Do the subs look wet, like they are in water..............etc Please dont waste my time, or your own telling me what I'm seeking is a matter of opinion, every one knows that, the trouble with the original is it lacked anything convincing on ALL of the above. My question is if any of the various modding teams managed to solve any of the above, or at least some of it to an acceptable level for those of us who are seeking a simulation as opposed to a game I do not mean to criticize any one or anything, I am simply interested to know how far we have have come while I have been inactive - its unlikely we will ever sea more Sub-sim from any publisher, certainly not one that offers realism or historical accuracy. I fully recognize and salute the incredible skills and effort that has gone into making Silent Hunter 5 worth playing - so instead of stating the obvious, please tell me some features of one or the other mod that you think are outstanding Screenshots would be great, even activity reports whatever - there are a heap of us old sub-simmers coming back from time to time to see how things have progressed in the years after we gave up in disrepair Please tell me something to make me excited Best Regards to all SubSimmers R |
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