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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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About LRT mod...IIRC the unique side effect yet present on LRT mod is the efficiency bars, all the others that you wrote above are soved in the mod. Note that LRT mod really makes your Medic an important guy and also is absolutelly crucial to have very good skilled crew (to make the repair a bit fast on the now more frequent Das boot moments where sometimes just one more minute is the difference between survive or death). Also the number of guys in your crew now is very much important due the same situation above...and apart these very good new strategic levels of the crew management, LRT mod also have a lot of others big or small additions that opens a lot of new possibilities for SH3. ![]() In this scenario I can leave without the efficiency bars without doubt. ![]() And good lock with your new mod Phillip. If you achieve it this will be a very big new for SH3 players! ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#2 | ||
Watch Officer
![]() Join Date: Jun 2006
Posts: 332
Downloads: 30
Uploads: 0
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![]() The LITE LRT dosnt give all the easter eggs of the FULL and HARD version But the LITE works with GWX 2.0 with out JGSM conflicts when loaded. Personally I dont sail around having gun battles with destroyers, battleships, or harbour defence stuff on the surface so the gunnery thing dosnt bother me or the lack of a Green bar in crew management area. Yep a medic is a must and crew management really does liven up in those Das Boot moments gettin pounded and then can we fix this in time...Great fun and imersion value IMO ![]()
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http://www.gamefront.com/files/user/BadgerFinn |
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#3 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
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pics of the rooms???!!
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#4 |
Watch Officer
![]() Join Date: Jun 2006
Location: Beneath the surface.....
Posts: 334
Downloads: 83
Uploads: 0
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Please Phillip. Some pics please
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#5 | |
Pacific Aces Dev Team
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#6 | ||
Watch Officer
![]() Join Date: Jun 2006
Posts: 332
Downloads: 30
Uploads: 0
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Yet I do tend to spend more time evading destroyers depth charge attacks than the a battleship over the horizon, catch 22 In a perfect world it would be both options from straight outta the box !
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http://www.gamefront.com/files/user/BadgerFinn |
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#7 |
Watch Officer
![]() Join Date: Jun 2006
Location: Beneath the surface.....
Posts: 334
Downloads: 83
Uploads: 0
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Is there any news regarding to the machine and torpedorooms? Any teaserpics?
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#8 |
Old Gang
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Look, my thread ressurected from the ashes! :rotfl:
The torp/machine rooms are already done and ready in 3D max, but they're not with me, so I have no pics... Me and tomi_099 were ready to start the development when we discovered that one guy, named flakmonkey, had already put to 3D not only the torp/machine rooms, but the entire submarine. Now we only need to figure out how to put this all together in the game, which is the most complicated task... But please, don't post anything related to that in this thread, this thread is related to another mod of mine. If you guys want to post something somewhere, post in the tomi's thread, the playable high polygon one. Thanks!
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To each his own |
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#9 |
Swabbie
![]() Join Date: Jan 2013
Posts: 5
Downloads: 18
Uploads: 0
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Can anyone reupload?
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