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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 6 75.00%
All In one 2 25.00%
Voters: 8. You may not vote on this poll

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Old 04-23-10, 07:01 PM   #1
SloppyMk27
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SH3 UltraSub Status

SH3 UltraSubs is nearing completion. I've started a thread in the SH3 Mods Workshop with all the information for it. It's been an interesting challenge that I have no regrets taking on. All further progress for the SH3 UltraSubs mod will be posted in it's thread below.
http://www.subsim.com/radioroom/show...28#post1371528

I thank everyone for their patients with me in the development of this mod.
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Old 04-24-10, 04:32 AM   #2
Paulus von Rayburg
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Thanks Sloppy, will look there. Great stuff, appreciated
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Old 05-08-10, 08:53 AM   #3
photographerguy
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Perhaps i´m to stupid - but this great Mod doesn´t work with OM for SH4 1.5 - or?
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Old 05-20-10, 10:20 PM   #4
SloppyMk27
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Quote:
Originally Posted by photographerguy View Post
Perhaps i´m to stupid - but this great Mod doesn´t work with OM for SH4 1.5 - or?
Not sure what you mean by OM. There are actually 2 UltraSub mods I have for SH4

1: UltraSubs v4.31 - Designed to be compatible with SH4 v1.4
2: German UltraSubs v1.0 - Includes UltraSubs 4.31 but also adds the same bonuses to the German Playable Submarines and some of the special abilities have been tweaked.

I am actively still playing with these mods (not only for the purpose of employing them, but to find areas of improvements on them) to make and release updates for these mods.

SloppyMk27
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Old 05-29-10, 05:19 PM   #5
SloppyMk27
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UltraSubs v5.1 in Progress

Just to give everyone a heads up, I am working on UltraSubs v5.1.

The biggest change of this mod is how it is provided. All parts of the mod have been individualized for more flexibility.

This Mod Currenly will consist of several individual mods. 5 are listed below. More will follow in time

1. US51_Armor - Changes the Armor Level of the all the playable submarines to 255 from their original value - 15-25 only modifying the zon files of each submarine.

2. US51_BFGs - This will change the ammo capacity and firing rate of all the playable deck guns and AA Guns modifying only the sim files of each of the playable weapons

3. US51_Extremely_Powerful_Ammo - This will change the damage values of the shells fired from the playable weapons modifying only the shells.zon file.

4. US51_Extremely_Powerful_Torpedos - This mod will change the damage values and torpedo speeds of some of the torpedos modifying the torpedos.zon and sim files and the torpedosUS.zon and sim files.

5. US51_Upgrade_Unlocker - this will make all upgrades to all submarines available at all times and all for free.

More additions to this will surface until I feel this mod is complete. I intend to make all these mods for this mod TMO1.9 compatible. For example with the Armor mod, I've included the changes for the additional subs added by TMO1.9

I will keep this updated thread updated as I get closer to finishing this mod.

SloppyMk27
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Old 05-31-10, 02:38 PM   #6
chebonaparte
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many times ive reached targets or mission goals with lack of torpedoes or reload times that seem broken or take forever to reload torpedoe tubes, that with few crashes and invisible reefs can fustrate game so much you leave it be for while.


awesome setup


Q. How do i install them into SH4? so many folders where do i start?
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Old 05-31-10, 07:10 PM   #7
SloppyMk27
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Quote:
Originally Posted by chebonaparte View Post


many times ive reached targets or mission goals with lack of torpedoes or reload times that seem broken or take forever to reload torpedoe tubes, that with few crashes and invisible reefs can fustrate game so much you leave it be for while.


awesome setup


Q. How do i install them into SH4? so many folders where do i start?
I understand what you mean completely. I hate running out of torpedoes on the way to my destination where I'm supposed to be sinking ships. and having no torpedoes for the trip back. That and also needing a torpedo while it's loading is also painful.

Anyway As far as how to use these mods, you'll want to do the following:

1. Install JoneSoft Generic Mod Enabler (JSGME)
This can be found here: http://www.users.on.net/~jscones/sof...cts-jsgme.html
Install this Program into your C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific directory

2. Run JSGME and It will create a MODS directory in your Silent Hunter Wolves of the Pacific directory

3. Extract a downloaded Mod into the new MODS directory.

4. In the JSGME program, click Tasks then Refresh List.

5. Click on the mod you want to apply and hit the > button

JSGME will automatically find the files that are changed by the mod and makes a backup of them. Then copies the modded files into the game data directory structure. When you disable a mod, it copies the original files back to their original location.

Most of the mods on here are JSGME compatible and often come with a readme explaining installation.

I hope this helps explain how to make the most of the mods you choose to make use of

SloppyMk27
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