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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: Dec 2012
Location: North Carolina
Posts: 237
Downloads: 336
Uploads: 0
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You want to have more then one Super mod install you will need to download and use MultiSH3
![]() Get it Here: http://http://www.subsim.com/radioro...o=file&id=4411 Kelly621 Last edited by Kelly621; 09-14-18 at 10:55 AM. |
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#2 | |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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#3 | |
Officer
![]() Join Date: Dec 2012
Location: North Carolina
Posts: 237
Downloads: 336
Uploads: 0
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Kelly 621 |
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#4 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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#5 |
Officer
![]() Join Date: Dec 2012
Location: North Carolina
Posts: 237
Downloads: 336
Uploads: 0
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No problem...I have always had a bad habit of sometimes being brief and assuming that the reader will fill in the details
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#6 |
Ensign
![]() Join Date: Apr 2008
Location: San Diego, CA
Posts: 231
Downloads: 364
Uploads: 0
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Kelly,
I have occasionally run across cripples in CWX. The most generous one was in the Med. I ran across a Aquitania Class Liner going 0 knots and it's decks almost awash. I was afraid that if I didn't do something quick it would flounder. If the weather had been better my deck gun would have done the trick, but foul weather forced me to use a torpedo. She gracefully slid below the waves. 1 Torpedo for 36,000 tons really improves your tonnage for a patrol. David I |
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#7 | |
Officer
![]() Join Date: Dec 2012
Location: North Carolina
Posts: 237
Downloads: 336
Uploads: 0
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I am a little surprised that I have not run across this in GWX. I assume that they appear based on random chance. After playing GWX off and on over the last 8 or 9 years you would think I would have run into one....guess this is why I don't gamble on games of random chance...I always tend to lose. ![]() It is amazing how SH3 can still surprise you. It sure keeps me coming back for more. |
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#8 | |
Grey Wolf
![]() Join Date: Sep 2011
Posts: 979
Downloads: 256
Uploads: 0
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I would be interested in figuring out what individual mods went into each supermod to figure out how to modify a stock SH3 install to try and get the best features of each supermod. For example - A supermod that successfully combinrs Merchant Fleet Mod combined with Wise's uboats combined with a MaGUI F compatible with H.Sie and Stiebler fixes while keeping all of the existing commands and icons, combined with Thomsen's Sound Pack and WAC5's harbors and damage effects on ships, LSHv15's modeling of taking a new uboat through a training flotilla, and having *every* historical combat flotilla modeled accuractely. I imagine there are any number of smaller mods that would subsequently be included as well, such as the various mods to fix turms with improper placement of radars and RWRs, the WAC5 pseudodocking matched with H.Sie/Stiebler mids, etc. |
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