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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Gunner
![]() Join Date: Mar 2010
Posts: 93
Downloads: 45
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Great news :-)............Soz if this is a silly question, but waht happens to the mods installed when the patch is released? Will tehy still work?
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#2 |
Captain
![]() Join Date: Mar 2005
Location: Seattle, Wa. USA
Posts: 530
Downloads: 8
Uploads: 0
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Yes thanks Neal, and I never had any doubts and have been happily enjoying SH5 even with it's faults, knowing they will be solved.
And for those who want an ETA, thats easy. When ever it's done. ![]() I wouldnt want it any sooner.
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"Chance favors the prepared mind" |
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#3 |
Samurai Navy
![]() Join Date: Nov 2005
Location: Atlántico Sur
Posts: 558
Downloads: 403
Uploads: 0
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@Nico09
Before patch, Ubi launcher always question if you want to update. This way you have time to disable all mods before aply the patch!
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Cold Waters 1968 Campaign LINK a lista de Youtube My Blog: www.marenguerra.blogspot.com |
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#4 |
Sonar Guy
![]() Join Date: Oct 2006
Location: USA/Norway
Posts: 394
Downloads: 30
Uploads: 0
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I didn't see any question if I want to update when the first patch was installed, are you sure? My game just patched itself. So I better not forget to deactivate all the mods before April 12th.
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#5 | |
Watch
![]() Join Date: Mar 2010
Location: Adelaide, South Australia
Posts: 25
Downloads: 22
Uploads: 0
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I guess the safest way is to check the forums befor each game session to see if the patch has been released, and if it has, unistall all my current mods before launching the game? Great news about the patch though - best news this week. ![]() |
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#6 |
Captain
![]() Join Date: Mar 2007
Posts: 508
Downloads: 104
Uploads: 0
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It's a nice long list... easily passes the document weight test. But much of that stuff the modders have either already fixed, or could fix if they chose to (why remove the map tools in dock?). The rest is mostly fluff.
I shelved this game when it became obvious it's just not playable (for me) in it's current state. Unfortunately, there's nothing on the list that indicates they've addressed any of the reasons for that. JD |
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#7 |
Captain
![]() Join Date: Mar 2005
Location: Seattle, Wa. USA
Posts: 530
Downloads: 8
Uploads: 0
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Well I've heard this "unplayable" thing here a little too much, it certainly is playable as there are thousands and thousands who are playing it and playing the heck out of it. The online logs prove that, even if the tonnages are totally over the top.
Too bad Donitz didn't have SH5 captains working for him, the war would have been won by Germany in a month, and Britain wouldnt have a navy left, and the ocean would have an iron bottom. ![]() Bugged and missing a bunch-o-stuff yes indeed, but unplayable? No.
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"Chance favors the prepared mind" |
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#8 |
Nub
![]() Join Date: Nov 2004
Location: Cape Coral FL
Posts: 2
Downloads: 0
Uploads: 0
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Good news. Keep the patches coming Ubi.
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RM2/SS SSN -724 Louisville 1991-1994 |
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#9 | |
Captain
![]() Join Date: Mar 2007
Posts: 508
Downloads: 104
Uploads: 0
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What I look for in this kind of game is not necessarily the same thing you, or the thousands and thousands who are playing it, look for. What I am after in a game like this is immersion and verisimilitude (sorry about the $5 word, but it's an exact description). I want a game experience that aligns, as closely as possible, with what I have read about the subject. I want to feel like I'm re-enacting history. The more you know about the subject, obviously, the harder it is to meet that standard. But I got that from SH3, and was hoping that SH5 would improve upon it's predecessor. Instead, what I found was a game full of bugs, omissions, and questionable design choices, that - from an historical perspective - delivers what can only be described as ridiculous results. So (FOR ME)... yes, it is unplayable. JD Last edited by jdkbph; 04-03-10 at 11:44 PM. |
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#10 |
Stowaway
Posts: n/a
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#11 | |
Commodore
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This game is no different in that regard.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#12 |
Captain
![]() Join Date: Mar 2005
Location: Seattle, Wa. USA
Posts: 530
Downloads: 8
Uploads: 0
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Yes Heritic is right, and why I've kept any mods to it at a minimum, and a log of what I've done so I can undo it easily.
Yes JSMGE is a friend in this regaurd though I have yet to use it. Since I have only done three mods, two of which were only simple cfg entries for just one command each, the other one just the halo/bubble mod. And have a back up of all original files. Always be prepared to undo what you do, before you do. ![]()
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"Chance favors the prepared mind" |
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#13 |
Ace of the Deep
![]() Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
Uploads: 0
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Thank you Neal for the great news
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#14 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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This is great news, thanks Neal.
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#15 |
Planesman
![]() Join Date: Aug 2007
Location: Russia
Posts: 187
Downloads: 182
Uploads: 4
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They should fix the issues with non-working magnetic detonators asap.
And I don't see this in the list of 1.2 fixes... |
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