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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
Uploads: 0
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SH3 GWX veteran here........just got SH4 with the Uboat missions and am starting out with the vanilla version a bit before doing any supermods.
Do the merchants evade torpedos now? Cause they really didn't that much in SH3 if at all. I played on 88% realism in SH3. I start out with a career at 88% and the "very hard" level on first patrol. Line up some targets at really close range and the merchants start evading like destroyers and a cruiser I shot at from really close range accelerated like a speedboat when I shot at it at night. All shots missed. Is this realistic? Any answers or advice? |
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#2 | ||||
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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When I started with SH4, I had exactly the same idea. However, my testing of the stock game convinced me very quickly to look for some mods. Quote:
Yes, if they spot them they try to evade. Surprised that didn't happen in SH3. Quote:
No, it isn't realistic in the least. I just finished work on a version of Improved Ship Physics, that addresses issues like this. Quote:
Yes, try this mod loadout, with JSGME:This provides many improvements with only five mods. RFB (Real Fleet Boat) aims to achieve the most realistic gameplay and changes many elements. RSRDC (Run Silent Run Deep Campaign) changes shipping traffic and missions to historical volume/pattern. Stock has excessive traffic and isn't well configured. |
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#3 |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
Uploads: 0
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Thanks for the tips. Actually need some help though.
JSGME can't seem to install RFB. When I try to enable it, JSGME freezes after about 5% progress and then "stops responding". Anyone know what might be going on? I've installed many mods before on SH3 through JSGME just fine. Have never encountered this before............. |
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#4 | |
Sparky
![]() Join Date: Feb 2014
Location: Auckland, New Zealand
Posts: 156
Downloads: 61
Uploads: 0
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By the way, if you find RFB too realistic for you, you might want to look into TMO, its another major mod. |
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#5 |
Growing Old Disgracefully
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My mods
TMOwTw 2.50 wTw 2.50 Max Optics with Crosshair Webster's Eliminate Floating Plankton Eye Patch for TMO v1.7 Bigger Better Protractors Convoy Routes TMO+RSRD Pacific Sound Mod Stop The Shouting wTw 2.50 Stock Sub Underwater Marker
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#6 | |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
Uploads: 0
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![]() Quote:
Actually I did stop it so I hope it didn't mess up anything. I think I found the problem. I just went ahead and downloaded a fresh JSGME file and installed it, still, for whatever reason, the installation of Jsgme didn't put a JSGME.ini file in the nods folder. Once I fixed that and put one in there it worked fine. |
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#7 |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
Uploads: 0
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Ok so I'm sailing in a salmon class boat in late 41/early 42. I've been reading around here that you are supposed to be able to use your hydrophones on the surface. I used the time compression stutter glitch to know that enemy ships are close by. I read that this means they should be audible on the hydrophone yet I heard nothing. The ships WERE there because I ran into them visually yet did not hear them on the hydrophone even after making visual contact. I even slowed to 1/3 thinking that might be the reason but still didn't hear them.
Could someone fill me in? Running: RFB with patch RSRD campaign with patch Improved ship physics. |
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