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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Officer
![]() Join Date: Feb 2011
Location: The Pampas
Posts: 239
Downloads: 27
Uploads: 0
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I just would add Critical Hits for Torpedos as a must have so you won´t need 3/4 torps to sink a single merchant, usually 2 wil suffice and be much more imersive.
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#2 |
A-ganger
![]() Join Date: Oct 2005
Posts: 78
Downloads: 44
Uploads: 0
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Hey all
I'm in the same situation here a bit slowly getting back into sh5 myself. So far I've already went a bit mod happy but will try the ui mods above since I have yet to find a ui mod that I like. So my main question is this: Has anyone ported over any longrange IX type ships yet? Id love to take the new fx engine over to the gulf of mexico or even down around the cape and into the indian ocean. Or do I have to go into shIV UBM for that fix? |
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