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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Bosun
![]() Join Date: Sep 2011
Posts: 64
Downloads: 173
Uploads: 0
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Hello,
I'm going to start a campaign, but first I'd like to know what you think are the best mods to play as realistically as possible. I played a lot on SH5 with The Wolves of Steel mod. See you soon ![]() 29/10/2024 : My Mod list for the moment. I've had a very good gaming experience so far. I'm playing on 100% difficulty and I'm getting a very good feel for submarine simulations (like SH5 The Wolves of Steel). If you have any other ideas for the list, please don't hesitate https://steamcommunity.com/sharedfil...?id=3344602125 Better Orchestra No Spoilers World War Radio Stop buzzing on gear change [2024.1] Eraser Enhanced A Rudimentary Sound Enhancement [2024.1] Dials and gauges graphical update Historical Torpedo Failures v1.2 (Full Release Compatible) Accurate Warship Artillery Usable Time Compression [2024.1] Auto Sub Lights UBOAT SOP: Turn On Compressor [2024.1] Realistic Ammo Capacity No Auto-Alarm Accurate Aircraft (1.0 FULL RELEASE COMPATIBLE) Torpedo...Los! More Accurate Bearing Markers Breathe Easier Kitchen Capacity Adjusted Bigger Crew Limit [2024.1] Variable Ship Speed HARDscope Keep your periscope wet! Grey wolves texture pack GHG 360 Historical loading screens (2024.1) Nerved Deckgun Timestamped Markers - 2024.1 Decimal Speed Display [2024.1] Functional RDF antenna Bearings for Map Tools - 1.0 CourseLine+ - 2024.1 [2024.1] Sounds Of War Sinking Physics Overhaul 2 [2024.1] Enhanced Identification Book Authentic Goods Attack Disc Compass Navigation Last edited by jibouil; 10-29-24 at 04:10 PM. |
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#2 |
Officer
![]() Join Date: Apr 2005
Location: Lytham UK
Posts: 244
Downloads: 169
Uploads: 0
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Heres what I currently use on hard settings except medium AI difficulty and Automatic Upgrades
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#3 |
Bosun
![]() Join Date: Sep 2011
Posts: 64
Downloads: 173
Uploads: 0
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thank you for this answer I'll look into it
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#4 |
Seaman
![]() Join Date: Nov 2017
Posts: 31
Downloads: 15
Uploads: 0
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+ mods
Accurate aircraft Accurate warship artillery Historical torpedo failures Keep your periscope wet Real navigation + game options 100% simulation, stabilization disabled, no enemy map contacts, darker nights, manual torpedo solutions. Last edited by hombre al agua; 10-10-24 at 03:36 PM. |
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#5 |
Canadian Wolf
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Nice thread
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#6 |
Seaman
![]() Join Date: Dec 2023
Location: Indiana
Posts: 33
Downloads: 77
Uploads: 0
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Is there any mod that adds a u jagd to the game? The current speed tool seems way too convenient for my liking. Was it even historical?
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#7 |
Bosun
![]() Join Date: Sep 2011
Posts: 64
Downloads: 173
Uploads: 0
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unfortunately I haven't seen a mod like this
I added this mod to the list [2024.1] Dials and gauges graphical update Last edited by jibouil; 09-30-24 at 02:56 AM. |
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#8 |
Nub
![]() Join Date: May 2013
Posts: 3
Downloads: 31
Uploads: 0
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I do assume that more or less that list would put the game into wolves of steel level. To be honest. I still reluuctant to take the plunge into this new concept. Dunno if really makes the bar for all of those comming from real nav, sober and wolves of steel mod package.
Really worth it? |
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#9 |
Ace of the Deep
![]() Join Date: Feb 2006
Posts: 1,163
Downloads: 38
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Only you can answer that question.
I think it's great. But its still early, and this transformation to rivet-counter level of detail is yet to happen. Give it time. Probably best for you to wait a while if this is your requirement. All in time. In some ways, UBOAT has already surpassed Silent Hunter , and certainly stock versions. For it to match the top supermods of SH in terms of fidelity it needs more time. I suspect it will get there. But then, I don't need that to find it worthy already. I like it more than any Silent Hunter game, version or mod, but that's subjective, isn't it? It has a lot going for it, and brings things that SH never had, like boardings, inspections, friendly boats, proper awards system, food and provisions, Courts Martial, mine laying and more. I think it's worth it, and let the game grow to where you want it rather than wait until it gets there. Up to you.
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#10 | |
Canadian Wolf
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#11 | |
Seaman
![]() Join Date: Nov 2017
Posts: 31
Downloads: 15
Uploads: 0
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I think they are very similar in that aspect if you choose the correct options and mods. Some aspects have more fidelity in one sim than another but overall are on par. For example the TDC(s) and torpedo systems (also the echosounder) are way more high fidelity in uboat, to a level that rivals study sims *btw A new person will take care of updating the Real navigation mod , so it won't take too long to be released |
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#12 |
Ace of the Deep
![]() Join Date: Feb 2006
Posts: 1,163
Downloads: 38
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Navigation. Ships don't use zigging. Ship roster is pretty barren. More bases (St Nazaire, Bordeaux, Salamis, Penang). More U-Boat types. Just to name a few. There's scope for improvement, increasing fidelity, which just means faithfully reproducing something, in this case a U-Boat simulation.
Another area might be the tech research which the player can exploit to get way out in front. For example when I recently started a new career with the intention of doing the Norway campaign, I researched acoustics and had them in March 1940. Was in a VIIC/41 in December 1940. An option or two here to limit this for example can be good. I can use house rules, sure, but again if we are talking about historical fidelity, as most supermods strive for, a different tack here is needed.
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#13 | |
Seaman
![]() Join Date: Nov 2017
Posts: 31
Downloads: 15
Uploads: 0
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More bases but specially more ships could be good, but currently there are 3 mods that expand the ships, adding more than 70 ( [2024.1] Ship-Bundle ) and also more than 30 new aircraft. ( [2024.1] German Aircraft Bundle, [2024.1] Allied Aircraft Bundle ). There is a mod that added more bases (and a lot more things) but is not yet updated ( Uboat expanded UBE ). In the options when you start a new career you can select "automatic research" This means that technologies are only learned in their historical stage and without player input. I use the semi-automatic option , i like to do minor things like to construct submarine pens, and aerial exploration while i let the game IA research the tech at the historical datas. Last edited by hombre al agua; 10-05-24 at 11:52 AM. |
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#14 | |
Ace of the Deep
![]() Join Date: Feb 2006
Posts: 1,163
Downloads: 38
Uploads: 0
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And it is a reaction to the player being detected. What I want are unalerted ships and formations (convoys and task forces) sailing irregular zig patterns to complicate targeting and interception. Not every ship should be zigging, but some should.
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What? Behind the rabbit? Last edited by Threadfin; 10-05-24 at 12:22 PM. |
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#15 | |
Seaman
![]() Join Date: Nov 2017
Posts: 31
Downloads: 15
Uploads: 0
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The AI of the convoys is something that is continuously being improved, and I don't think they will stop doing so. In any case, the AI of Silent Hunter is not particularly better. At high difficulty levels, the AI of Uboat is quite decent, though it could still be improved. |
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