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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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Is there a mod that you would like to see?
Is there a particular ship that you would like to see? Having made a couple of mods I found myself without inspiration until Kpt. Lehmann put in a request and gave me a new project to work on. This thread is meant as a 'wish list' for players so that modders can see what the rest of the community would like and is meant to work alongside reallydedpoets list of SH3 mods and utilities. Please include a brief description in the Title, then links for any source material in the body of your post.
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#2 |
Canadian Wolf
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Hey, you trying to increase my workload
![]() j\k, nice idea, there is still plenty of life in SH3 ![]() RDP |
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#3 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,715
Downloads: 171
Uploads: 0
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I would like to hear fog horns from friendly or nuetral ships when going through fog! Just imagine a foggy night on watch duty, when all of a sudden a fog horn, would probably fill my pants!
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Sub captains go down with their ship! |
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#4 |
Watch
![]() Join Date: Jul 2007
Location: The Netherlands
Posts: 30
Downloads: 0
Uploads: 0
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It's amazing how much the modders do for shIII. Sometimes I feel ashamed that i haven't got the skills to contribute to this forum with my own mods. In the meanwhile I enjoy GWX, OLC's mods, some skins, sounds etc. etc. Chapeau for all the efforts!
![]() ![]() ![]() One mod I tried to make (but then I realised quickly that I certainly miss some knowledge about modding) is 'the sleeping mod'. This mods warns you about every happening while on timecompression. Normally I like to play SHIII on 64 - 256 TC. Especially while crossing the atlantic this can be boring. But no problem: in the meantime I read some books about the Battle of the Atlantic. But when a chapter gets exciting (or not and I fall asleep), I forget to pay attention to my u-boot. Very often when I watch the screen I'm too late to respond to something what happened. E.g. a reported convoy or ship, not enough battery, crew inefficiency, loaded tubes, detected radarsignals, detected ships through the hydrophone etc. There are many events which only appear on the screen without a sound. My idea is to add a sound to this events so you never miss something. I also think this is more realistic: in RL some crewmember would alarm the captain when for example a convoy is reported. It would be fantastic if someone knew how to do is. I sincerely would help where ever I could, but knowing that I'm unable to do some programming that's not much an offer... ![]() |
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#5 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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- when critically damaged - when low crew efficiency - when enemy ship(s) detected - when enemy plane(s) detected - when radio report received - when being hunted Then you'll hear the crew report things when they happen. If you don't use SH3C you can change the settings manually by editing My Documents\SH3\data\cfg\main.cfg in notepad. |
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#6 |
Watch
![]() Join Date: Jul 2007
Location: The Netherlands
Posts: 30
Downloads: 0
Uploads: 0
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Thanks for the reply OLC, but I think it's a workaround for some problems, but not the best solution. Still some events are passing by unoticed. Moreover: sometimes you don't want tc=1, e.g. when you're near a convoy and the sonarguy constantly discovers new ships.
In short: still two problems: 1) not all events I mentioned do have a sound-alert, even when TC=1 2) changing the values in SHIII Commander can be annoying at some point. |
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#7 | |
XO
![]() Join Date: May 2008
Location: Munich, Germany
Posts: 432
Downloads: 32
Uploads: 0
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I also wish that there could be communication with spotlights, like back then when they used morse code, big ol spotlights on destroyers and commanders could grab one from the deck and sign back. This would be awesome as well! |
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#8 |
Sonar Guy
![]() Join Date: Jun 2008
Location: Galway-IRELAND
Posts: 397
Downloads: 179
Uploads: 0
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Gruss Gott Kaleuns
Saw 2 videos or Tutorials a while ago, named - manual_targetting_navchart.wmv and - manual_targetting-notepad.wmv hosted by www.3rd flotilla.org and made by a guy named "Dietrich-3.F" of which there is a post on Forums ubi.com from 04/24/2007. On his tutorial, once he lauches his torpedo, you can see in red a tag ( his name, for that matter ) above each torpedo, so that you can follow them above the water without loosing them (after an F 12). Once the torpedoes have hit, you can make a U-turn with your camera, and find back your U-boat easily as this one has the same tag as the previous torpedoes but in yellow. All this is very handy to follow the progression of your torpedoes from above the water, and it's easy thereafter to go back to your boat, that can be sometimes very difficult to find in the distance, unless you type F-12. But with this mod you don't have to. very handy. ![]() I have been unable to contact that guy, as I get an error message when clicking on his avatar. Apparently he made the mod, as his name appears as tag above the running torpedo. I think this mod would be interresting to retrieve... ![]() That is unless you know that mod already and would know a link to DL it. Thanks for your help. :p JMV. |
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#9 |
Sonar Guy
![]() Join Date: Jun 2008
Location: Galway-IRELAND
Posts: 397
Downloads: 179
Uploads: 0
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BUMP. Really nobody interested with this Torpedo mod ?? JMV.
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#10 |
Weps
![]() Join Date: May 2005
Posts: 369
Downloads: 16
Uploads: 0
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Evasion GUI..........(GWX compatible...)
Here's a mod idea I think many would find useful........
When you're in the NAV map screen during evasion it would be nice if you could toggle up a smaller version of the hydrophone controller and here the sound as well..........Even better a specific nav map where the sonar lines are warships "only" this more readily implies that the Kaleun is busy evading and only wants to track the escorts......... Sometimes it's a real PITA to constantly be switching back -n- forth from the two stations............
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#11 |
Watch
![]() Join Date: Jul 2006
Location: Sweden
Posts: 19
Downloads: 59
Uploads: 0
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I would like to have a wolfpack mod where my sub would be an interactive part of a wolfpack attack in a convoy, interchanging actions with the other boats when shadowing a convoy in the surface,atacking a ship with other boats,etc. the possibility to communicate by radio or by voice when nearby to a specific boat,etc
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#12 | |
Chief of the Boat
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#13 |
Bosun
![]() Join Date: Feb 2007
Location: Australia
Posts: 64
Downloads: 52
Uploads: 0
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Modifications/Fixes reqeusted
I came across your post scrolling through the listings.
Are you related to Chris W-B, or is this a tribute pseudonym to the CO of Conqueror? I was on the Onyx. My suggestions for fixes (or comments as to what I'm doing wrong..!!): 1. Floppy Officers Cap. There appears to be a fix listed, but I can't find it. The Sh4 Mod puts a bit of braid on the peak. A Floppy cap is needed rather than the angular item that appears just to come "out of stores". We used to take the wire hat stretcher out and put on a white cloth cover and assume the "Gunther Prien" jaunty angle. 2. Can't find the "hair fix" to obviate the irritating triangle on some heads. Any alternative haircuts, such as overgrown or shaggy? 3. Real weather fix. I'm currently crossing the North Sea on January 18th and it's flat calm and sunny. Experience tells me it is generally poor weather, poor visability, waves and a considerable swell. 4. I have "Das Boot Clothes" patch loaded. It would be unlikely to have epaulettes on "civvy" clothes. 5. The Helmsman doesn't seem to steer the boat. 6. The Radio Operator could sometimes use the radio receiver, morse key or Enigma machine. With my current mods loaded, he raises his hands, but doesn't touch the radar dials (not applicable on a Type 2a anyway). 7. The Weapons Officer has very clumsy and out of scale hands when he scratches his head in angst over his firing solution. 8. The Control Room fixtures need to have a more "worn/rusty and used feel about them. More stores, fittings and "stuff" needs to be lying around. These are all cosmetic fixes. The game and the manual targetting are as near to reality as one can expect from a simulation, and provide a stimulating experience. Mods and computer programming are well outside my level of knowledge and I truly appreciate the time and effort countless individuals have put in to make this simulation as near to reality as is possible. Any comments or advice is welcome. Cheers..!! Harryt8 ![]() |
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#14 | |
Grey Wolf
![]() Join Date: Mar 2008
Posts: 913
Downloads: 16
Uploads: 0
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#15 | |
Pacific Aces Dev Team
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![]() True, U-Boats had a second rudder control in the aft compartment (Where they could also manually operate the rudder in case of system failiure) but the helmsman was normally in the CT for easier communication. BTW the helmsmen operate the diving planes with their hands on the wheels that actually are the emergency controls. They should push the buttons in the box in front of them instead, using the hydraulically assisted mechanism. ![]()
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One day I will return to sea ... |
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