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Old 12-26-08, 02:56 AM   #1
Ark
Samurai Navy
 
Join Date: Feb 2005
Location: Fresno, CA.
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Default "Essential" Mods?

Hello all!

Been away from SHIV for a while now and just reinstalled it on my new system. What mods that are out are considered the "top dogs" for SHIV (I also have the U-Boat Missions Add-on installed)?

TM, RFB, etc.. etc..

There are so many things out now I'm confused. lol

Any help would be appreciated.

Thanks!
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Old 12-26-08, 03:29 AM   #2
mainexpress
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Quote:
Originally Posted by Ark
Hello all!

Been away from SHIV for a while now and just reinstalled it on my new system. What mods that are out are considered the "top dogs" for SHIV (I also have the U-Boat Missions Add-on installed)?

TM, RFB, etc.. etc..

There are so many things out now I'm confused. lol

Any help would be appreciated.

Thanks!
Hi Id give realfleetboat mod a try it has stunning graphics and its based on realism gameplay settings,these are my mods in order1.RFB_v1.52_102408/2.RFB_1.52_patch_111608/3.RSRDC_RFBv15_v396 and if you like to listen to the radio on those long patrols give Digital Truckers,radio station manager mod a try,it gives the game that extra added immersion and realism of the war in the pacific.Also you can set up radio programs using Fred8615 music mods listed in the workshop forums,theres a sticky there in the list.I actually got 2 copies of SH4 now the Latest Trigger Maru and Real Fleet Boat both are excellant mods.
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Old 12-26-08, 12:18 PM   #3
Ark
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Default

Sounds interesting.

What are the major differences gameplay and graphics wise with regards to RFB vs TM?

Thanks for the help.
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Last edited by Ark; 12-26-08 at 12:19 PM.
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Old 12-26-08, 12:45 PM   #4
Rockin Robbins
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OK, disclaimer: I use and love both mods. I consider myself an expert in TMO and an enthusiastic amateur in RFB, which I've been using for a couple of months.

TMO is not a realism mod. It is a game challenge mod. Yes, the submarine itself and its environment are realistic, actually more realistic than stock. But the enemy AI is NOT! Each Japanese escort has been issued its own personal clone of Superman, with super hearing, super sight and x-ray vision. They are set up with intermediate crew skills but super-sensors. So in TMO, if you have a three column convoy guarded by five or six escorts, you better plan carefully. I usually plan my first attack for the weak side of the convoy (if any) just at sunset. Then I plan to take a couple of long distance shots at the largest merchie as or before I am discovered and engaged by the escorts. Successful convoy actions will be a night-long melee of attack, evade, pull out, end-around to the other side, attack, evade, pull out and end-around, etc. Thermal barriers are like screen doors, not brick walls. Deck guns are funny popguns that go pop just before you die. Be afraid. I love it!

RFB is a realism mod from a results standpoint. Before June 1943 your torpedoes are seriously nerfed! The real captains were frustrated. You will say bad things to your computer, guaranteed. Enemy AI is pretty much unchanged from stock. The submarine is much weaker than stock. If you are on the surface thinking of dueling with that DD, think again. You'll have to hit him dozens of times to do any detectable damage. One 5" shell though the conning tower and you're fish food. Automatic weapons fire from the DD will clear your decks of living beings before you can get a shot off anyway. To eliminate the game bug where your deck crew takes damage during depth charging, RFB has introduced Hogan's Alley, a below decks space to move your deck crew while you are submerged. Now they're only as unsafe as the rest of the crew! The submarine is magnificent, with the HUD dials enlarging on mouseover much larger than stock, a nomograph, 1500 yard bearing plotter in the nav map and an ice cream maker. The interior is incredible, with lots of objects clickable. You can click on the forward hatch in the conning tower to go out to your deck gun, for instance. The sexiest and most controversial aspect of RFB right now is the NYGM target damage model. It is the replacement for Natural Sinking Mechanics, which is no longer used because it doesn't cover all available ships and it introduces undesireable side effects. The NYGM damage model is a work in progress and already is MUCH better than stock.

RFB is presently maintained by a fairly large and very vigorous modding group. TMO is orphaned right now. I hope that will change. Both mods are completely JSGME compatible (not guaranteed nowdays, you know!) and can be switched in and out or patches and modifications applied in a couple of minutes. Both emphasize gameplay over eye candy. If a surface ship might be seen once in a career, it isn't there to cost you loading time and slowing down the game every time you play. Game responsiveness and loading time are comparable to stock with RFB and TMO.

You can't lose. Check 'em both out! You might end up like me with two Multi-SH4 installations so you can play both with just a mouse click.

Last edited by Rockin Robbins; 12-26-08 at 12:46 PM.
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Old 12-26-08, 02:46 PM   #5
Ark
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Thanks for the explanation, RR.

I will check both out.

Quick question, do either of these mods eliminate the transparent water? I do not want to lose it.

Thanks again!
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Old 12-26-08, 02:51 PM   #6
Rockin Robbins
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No, the transparent water, which you'll not see in any WWII photograph, and which I really dislike, is there unaltered or nearly unaltered in both mods. Actually seeing below the surface of the water is very rare from a low aspect angle. Usually between the foam and the reflection off the surface, you wouldn't see the sub through the waves. In SH4 you almost always do.
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