SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 04-01-10, 02:43 AM   #5
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

Hi makman, yes it works in principle, if the U-Boots are scripted correctly (!!!) into the campaign. NYGM, WAC and LSH already have this mod included. GWX has surfaced UBoot Wolfpacks. The AI-UBoots in this mod are not very intelligent, they shoot some virtual torpedos, they are always on periscope depth, they cannot dive or evade and so on. But in my optinion that does not matter, because in the player's position you don't see that. you only see a battle at the horizon: destroyers shooting and depthcharging, ships exploding and sinking. play one of the single-missions and attack the convoy and see what happens.

In NYGM the german AI-Uboots are assigned to some of the allied convoys in the RND layer. they do nothing until the convoy comes into the visual range of the players UBoot. then they start to attack.

For my private use of GWX, I'll replace 75% or maybe all surfaced AI-Uboots in the RND layer with the submerged Type VIIA that is included in this mod, and I think that's done in a hour.....
__________________
My Mediafire page: http://www.mediafire.com/hsie

Last edited by h.sie; 04-01-10 at 03:02 AM.
h.sie is offline   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:28 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.