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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: For this Mod, would you prefer 2 mods? One for American Subs and One for Uboats? | |||
Yes. Seperate American UltraSubs and German UltraSubs |
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6 | 75.00% |
All In one |
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2 | 25.00% |
Voters: 8. You may not vote on this poll |
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Thread Tools | Display Modes |
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#1 |
Mate
![]() Join Date: Nov 2009
Location: Wisconsin
Posts: 59
Downloads: 82
Uploads: 4
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This mod is exactly as ETR3(SS) Adequetly put it, "It's nice to just wreck havoc in the Pac every now and again." If you've been sunk for the last time, or whatever the case may be, and you want to come back to your enemy with a VENGENCE and a Nuclear Submarine
![]() Sub Armorment: 100/100cm Instant Repairs: All repairs on all items, equipment and weapons on your submarine are repaired in 0.01 hours. Hitpoint Values have been increased to 1.5mil on all subs, sub parts, equipment, weapons and crew members. Crew member healing speed has also been increased to 0.01 hours. In otherwords your gunman can take a blast from a battleship gun and be all healed up again 30 seconds later. (Well, in theroy that's the way it's intended to work) Torpedos: The Mk16 torpedo is the American "sister torpedo" to the "Modified" German T7 Torpedo (from UltraSubs v2.0 for SH5) Test results below ![]() http://subsim.com/radioroom/album.ph...pictureid=1664 Submarine speed has been increased to 60 knots on all submarines. Speed ratios have been changed to allow for slower speeds while in port or creeping up behind an enemy ![]() Sub max depth has been increased to 500 meters. The game seems to crash anything beyond that. (Interesting in SH5 I got a sub down to 1600 meters without problems) The Weapons for the subs have all been functionally re-worked Deck gun rate of fire has been increased (not laser gun style) but a comfortable 1 shell every 0.6 seconds. Issue with the Twin 40mm AA Gun. I've wanted to make that available as a AA Gun and it's made as a deck gun. I've tried everything, but it locks up the game whenever you use it. My problem was I wanted a twin 40mm working AA gun. I modified the twin 20mm AA gun and put the 40mm barrels on it and changed the ammo it uses and it functionaly and graphicly works. - That by itself is my first functional graphics mod. When you equip a Twin Barrel 20mm AA Gun it will have 40mm barrels and use 40mm ammo. Another Graphical issue changed - on all the US Subs. Topside mounted Hydrophone in the way of the view finder on the deck gun. This has pissed me off multiple times so I moved it to behind the deck gun. So many ships I wanted to blow to pieces looking thru the scope have been behind the view of that damn hydrophone ![]() ![]() There is a lot more yet, but I will have all the details listed when the mod is complete for release. Thank You for your interest and support ![]() |
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#2 |
Mate
![]() Join Date: Nov 2009
Location: Wisconsin
Posts: 59
Downloads: 82
Uploads: 4
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[REL] - American UltraSubs v4.31 Is Here
Untitled Document
American UltraSubs v4.31 [REL]
SloppyMk27 |
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#3 |
Watch
![]() Join Date: Mar 2010
Location: England, UK
Posts: 20
Downloads: 71
Uploads: 0
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Sounds very nice Sloppy. I play SH3, would you consider developing this mod for SH3? I think that would appeal to a lot of people, thanks.
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#4 |
Mate
![]() Join Date: Nov 2009
Location: Wisconsin
Posts: 59
Downloads: 82
Uploads: 4
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UltraSubs for SH3
I believe I should be able to make that possible. Thankfully with the Silent Hunter game series is the consistency (for the most part) of the development structure. I will look into that and post my findings in the very near future. Thank you for your interest in this mod
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#5 |
Watch
![]() Join Date: Mar 2010
Location: England, UK
Posts: 20
Downloads: 71
Uploads: 0
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Thanks Sloppy , I look forward to that
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#6 |
Mate
![]() Join Date: Nov 2009
Location: Wisconsin
Posts: 59
Downloads: 82
Uploads: 4
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SH3 UltraSubs Progress
As by request I've started working on the SH3 UltraSubs project. A mod to releive the player of realistic damage and provide additional support to the player such as increased radar range, a deadly deck gun, for when you get stuck and many more features to assure a more successful patrol. The true nature of this mod is to be a safetynet while learning how to go into and get out of battles alive. Once a completed version of this mod is released I intend to make a similar but scaled down version of this mod. This mod is not complete yet. To give an approximation I am about 1/4 of the way done with it. It's been a long time since I've done anything with SH3, but I am intrigued by this challenge. I will post again on this subject when I am closer to completing this mod.
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#7 |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
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Is this released yet?
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