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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Oct 2005
Posts: 222
Downloads: 48
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This may be a silly question and I don't have the read me in front of me right now. But does RUb get rid of the starshells? Heck, is that what they are even called?
If Rub does not then, ummmmmmmm, how do you use them? I tried it for giggles one day (well technically night) and nothing happened. I thought I would see a pretty light gently floating down until it hit the water. All I got was what appeared to be a regular round (HE or AP) fly out of the barrel of the deck gun. I'm almost positive RUb takes away AP shells at least they never seem to drop below 40 no matter how many I fire so I stopped firing them. So The only other thing I can think of is that the SS where taken out of the game. Not really important but Enquiring minds want to know!
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You can never put too much water on a nuclear reactor... |
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#2 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
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The deck gun loadouts are unchanged in RUb if I recall correctly. What you get in RUb should be what you get in the standard game.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#3 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Gettysburg PA
Posts: 845
Downloads: 38
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I use RUB and SH3 Commander and I would like to change the deckgun loadout to realistic loads.
That would be HE shells only and their proper amounts per boat. IS this possible as they did not carry AP or Starshells on UBoats as far as I can see from UBoat.net and other sources I have seen.And where would I make the changes? |
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#4 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
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Changes can be made in basic.cfg, though I will leave it up to the individual to make the his or her own changes.
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#5 |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,537
Downloads: 129
Uploads: 0
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I am an IUB user but I swapped in a few of RUB changes because I liked them better. I want to include "Decks awash" and I'm entirely certain which files these are. It says all "all player-controlled U-boat config files in data\Submarine\NSS_Uboat**". Which files are these exactly? ANd also if I use these will they change anything else that is already being done by IUB?
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#6 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
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Making the snorkel being invisible by 1 meter minimum height works well but does not over do it. Using the Radar nerfs is not realy an issue I find. I tested that alot with planes combos. Radar with visual, test planes with no radar; test planes with only radar and no visual.
It seemed the radar was not the problem, it was the visual size. 1 meters helps to hide from visual, but you will still be spotted up close. So it is not a cloak. As for radar, it did not really seem to matter too much for radar, though at 2.5m I would not go any higher. It is hard to mod balance the early and late war radar together. I once made a mod for that, early war radars was set for 2.5m, middle 1.5m ending in 0.5m for late war '3cm' radar. But it really did not seem to make any difference in gameplay. So I left it alone never published. ASFAIK it does not hurt the game. ----------------------------------------------@Rulle34 My fix is only the Visual minimum height of 1 meter which mattered quite a bit. If they added a minimum height to the enemy radar, and it works. that is fine; I tried that once, it was no conclusion that it caused it, or hurts it really. Who knows? I removed test planes radar, or visual, no visual/radar combos. My conclusion was it was not the radar.. I think the radar nerf is a bit big at 2.5m, but in my testing it was not the radar so to speak. It really does not matter much, as long as it 'works' in the game as if it is correct. Alot of stuff in SH3 is not correct. ----------------------------------------------------------------- @Berry: I agree with leaving it at 8 km world (actually it will work to 10 km spotting). The bigger Visibility world mod is great, but the game is set for the smaller world, and alot of wierd stuff is going on with sensors, DD behavior, night spotting, etc. Until we can get a SDK to realy fix this, I too would stay at the 8-10km world. |
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#7 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#8 |
Sea Lord
![]() Join Date: Feb 2004
Location: San Francisco, California
Posts: 1,633
Downloads: 1
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Just keeps getting better and better!
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U.Kdt.Hdb B. I. 28) This possibility of using the hydrophone to help in detecting surface ships should, however, be restricted to those cases where the submarine is unavoidably compelled to stay below the surface. http://www.hackworth.com/ |
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#9 |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
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I'm having CTDs if I try to transfer to some of the new flotillas (i.e. 30th). I have added Rub 1.45 after starting the carreer in 1.44, which might explain it, but...have you guys experienced this before? Before it crashes, it sometimes says - base changed to NULL, and I can't click past that screen, have to alt-tab and kill sh3.exe.
? KB |
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#10 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
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30th Flotilla? There is no 30th Flotilla in RUb. I think you may be using a mod that is incompatible with RUb. I know there's a mod out there that models 30th Flotilla, and I think if you had it and RUb installed it might well cause crashes. In fact I'd be very surprised if it didn't.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#11 |
Subsim Diehard
![]() Join Date: Jan 2002
Location: Southwest , Indiana USA
Posts: 380
Downloads: 36
Uploads: 0
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Installed Rub 1.45 and running SH3 Cmdr Left Kiel. Question are
the mine fields and sub nets still there? And about night vision? All of a sudden I can't see as well at night ? Is there something in RUB 1.45 that has changed the night vision from the Bridge? All the other changes are working fine? the new icons ![]() Thank's for any info Lane ![]() |
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#12 |
Watch
![]() Join Date: Mar 2005
Posts: 16
Downloads: 23
Uploads: 0
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Is Unrealuboat 1.43 compatible with RUB 1.45 and SH3 Commander?
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#13 |
Swabbie
![]() Join Date: Apr 2005
Posts: 12
Downloads: 132
Uploads: 0
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Good Question Carolus Rex!
I would like to have contacts show as they did in Unrealuboat1.43. Since Jason885 stopped updating this package I am not sure of the impact of using the old package. Anyone know? |
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#14 |
A-ganger
![]() Join Date: May 2005
Location: Poland
Posts: 80
Downloads: 82
Uploads: 0
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Actually, Beery, why can`t Harbour Traffic mod be included in future RuB versions ? RuB, SH3Cmdr and HT are 3 key mods for this game, with milk cow element in HT being a much more spectacular solution than the milk cow used in RuB. Can`t you and Rubini agree on some common approach ? Sry, but to me it looks like some personal animosity that is simply not allowing to get the most out of this game...
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#15 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
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The problem is not one of personal grudges - far from it, but rather that a lot of people felt that Rubini's traffic mod contained a bit too much traffic. I went back and forth on the matter, but eventually I agreed with them. Rubini has done me the honour, and done the community the service, of keeping the Harbour Traffic mod compatible with RUb. I hope he will continue to do so, as there is only going to be one more version of the RUb mod. As for the milk cow mod, I have great misgivings about it because it won't work with SH3 Commander (it screws up the patrol logs and the commander history). Anything that goes in RUb must work seamlessly with SH3 Commander, because RUb is configured specifically to work alongside SH3 Commander. Thus, it works best if HT and the milk cow mod are kept separate so that players can mix and match based on their preference.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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