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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Fastest Gun Around
Join Date: Aug 2019
Location: Agua Fira, New Mexico
Posts: 2,368
Downloads: 528
Uploads: 5
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So, as you may know by reading the FotRSU thread, I came SO, SO close to completing the game, but it decided to nerf itself and committed yeetus deletus. So now I am stuck with an internal dilemia between what mods to chose from. The main mods I use are:
1. Fall of the Rising Sun Ultimate 2. TMO I like FotRSU because it adds a ton of new ships and fixes bugs that TMO has, on the other hand, TMO can support RSRDC (Maybe FotRSU does? if it does, please tell me!) and it has beautiful water. If FotRSU can have TMO water added into and if RSRDC can be made comptatible, or it already is, then I will choose it. But for now I am stuck in the middle deciding which one to use. I need your opinions on what supermod to use. TIA ![]()
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There are no secrets to success. It is the result of preparation, hard work, and learning from failure. — Colin Powell I'm not very active on the forums anymore. If you have a question, please DM me and I'll respond ASAP! |
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#2 | |
Silent Hunter
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2. RSRDC 3. RSRDC Patch 4. OTC 5. 16:9 (if your device can handle 16:9)
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#3 | |
Fastest Gun Around
Join Date: Aug 2019
Location: Agua Fira, New Mexico
Posts: 2,368
Downloads: 528
Uploads: 5
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![]() Quote:
![]() Lets take some more answers but TMO has one vote.
__________________
There are no secrets to success. It is the result of preparation, hard work, and learning from failure. — Colin Powell I'm not very active on the forums anymore. If you have a question, please DM me and I'll respond ASAP! |
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#4 |
Seaman
![]() Join Date: Sep 2020
Location: Thermal Layer
Posts: 41
Downloads: 82
Uploads: 0
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FoTRSU for me
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#5 |
Frogman
![]() Join Date: Feb 2007
Location: USA
Posts: 308
Downloads: 104
Uploads: 0
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At the moment, I'm using FOTRS because of its huge increased content and graphics, BUT with the TMO torpedo_us.sim file for duds replacing the FOTRS file. and I'm also experimenting with BubbleHead1980's modified depth charge files replacing the FOTRS DepthCharges.sim and DepthCharges.zon files.
TMO's depth charges were just too unrealistically deadly especially in combination with the way the sim utilizes the Jap escorts sonar which is always on (whether you hear it or not), which brings me to the following: There's another old MOD, that I'm using though kinda clutsy to use since what it accomplishes can't be done thru JSGME, but works good, that mitigates this (always on) characteristic, by setting the Jap sonar range to just 1 yard UNTIL your sub is detected by other means, explosioin, visual, sound, wake, or otherwise, then it resets the Jap sonar BACK to it's original value and then hold on to your rear at that point. LOL. This does allow closer penetration of convoys before detection much like historical behavior. Only thing needed to add to this is a visibility mod for easier night time surface penetration in low light conditions.
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. Member since February 2007 Wargaming since 1971 (1st game Avalon Hill's Stalingrad) Hobby/Gaming Computng since 1977 (TRS-80) (adhoc programming & game modding ever since) Last edited by Gray Lensman; 10-21-20 at 03:04 AM. |
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#6 | |
Navy Seal
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For night surface attacks, the main key is to darken the nights but have not been able to do that so altered the visuals . Now this is for TMO so will have to test with FOTRS but in the sim.cfg file [Visual] Detection time=0.5 ;[s] min detection time. Sensitivity=0.1 ;(0..1) min detection threshold double detection time. Fog factor=1.0 ;[>=0] Light factor=4.0 ;[>=0] Waves factor=3.0 ;[>=0] Enemy surface factor=30 ;50 ;[m2] Enemy speed factor=20 ;[kt] Thermal Layer Signal Attenuation=1.0 I changed the light factor from 3.0 to 4.0. This allows to pull off night surface attacks in a realistic manner, usually. Skill level of the particular escort matters but in TMO nearly all are set to Veteran and can usually pull off attacks without detection. Afterwards they may spot me but keeps things balance. Does not blind the escorts. I found with the light factor higher than 4.0 even the skilled escorts are practically blind and thus ineffective. I will upload my "Better Hunters Mod" which includes this, give me about an hour, have a meeting coming up. |
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