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Old 09-13-06, 08:58 AM   #1
gungankllr
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Join Date: Sep 2006
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Default Absolutely floored by GW mod

I'm not much of a forum junkie, but after not playing SHIII for a few months, I saw the changes brought about by the GW mod on the internet somewhere.

Somewhat bored, I downloaded and installed it.

The difference between the standard and GW version of SHIII is so vast... I don't know where to begin.

I knew from even the menu screen how incredibly different the mod is. The Das Boot footage on screen is seamlessly done, I didn't even realize it was from there until I noticed Jurgen Prochnow on screen.

The background music really channels the mood.

After starting a new campaign, I nosed out of the submarine pens, and was struck at all the naval traffic. (I was kind of confused at why they were all black instead of blue, more on that later)

After getting out into the open, I noticed something right away, the diesels no longer sound like a bicycle with a playing card stuck in the spokes!

The UI has completely been redone, and the pop-out battery, compressed air, co2 and fuel gage addition is brilliant!

So off I go, headed out to somewhere really far.

Turn up the time compression, and random radio messages start coming in, really added to the immersion.

I get about halfway to my destination, and my ever vigilant bridge crew gives me the ship spotted warning. It's a warship, so I dive to periscope depth and start figuring out how best to engage it.

It's a Destroyer, but...Something's wrong. The icon is black, just like the german ones, and...

It's 14,000 meters away!

I realized that the mod had changed the visual alert distance, and I could BARELY see his smoke on the horizon through my binoculars. (Great job, watch crew) Also, while I was irritated I wouldn't be able to tell the difference between neutral and enemy ships, the longer I played with it it opened up an entirely new aspect to the game and looking up the different nation flags in the ship recognition book to see if they were neutral or not.

I go to full ahead for a few minutes on time compression, having done the intercept calculations already. I end up about 88 degrees off his port side, at a range of 600 meters.

I almost missed my green shot, because when I opened my tubes the sound effects made me pause!

Fire one, forward ammo bunker. Fire two, dead center.

The torpedo firing sound effects made the hairs stand up on the back of my neck.

About 25-30 seconds later the first torpedo nailed him right in the ammo bunker, the new explosion effect turned him into a massive fireball. Second torpedo wasted, but it hit too.

Onward and upwards. There's so many ports now, and they've all got traffic of some sort!

I hit a large convoy, killing two large tankers, reloaded, and killed a 10k tonnage cruiser with the remaining forward torps.

My patrol area was northeast of britain by a pretty long way, so after I completed my patrol I went for a drive to Reykyavic (sp??) I had 3 torps left, but they were in the rear tubes. :rotfl:

I snuck in at nightfall, and found a large tanker, multiple cargo ships, several destroyers and a light cruiser.

After creeping around at ahead slow at periscope depth looking at flags on ships trying not to kill neutrals, I found the cruiser to be the only real target worth killing here.

Lined up a PERFECT stern shot (90 degrees, 500meters) put my best bubbas back there in the starboard torpedo room, and fired one into his forward ammo bunker. Didn't get him with that one, so I fired the second one when it reloaded.

Boom, ship dead.

I set course to leave pronto, and I've got 3 warships charging into the bay after me.

I eventually escape with about 42% hull, and return to base.

Bottom line, is that having played vanilla SH III and the GW mod, I can't believe how huge the difference is. It's as if SH III went out unfinished.

If you love Silent Hunter III, install the GW mod. If you hate it you can always uninstall and reinstall the game.

I'm only suprised it hasn't been snapped up as an official expansion.
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