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Old 08-31-07, 12:57 PM   #1
Deerdiver
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Default So many mods... so little time

Being fairly new to forums, I am amazed by the number of posts about mods/upgrades etc. I have upgraded to V1.3, but can anyone advise me, of the many mods available, which would be the Top 10 that I definitely MUST HAVE.

Dive deep!
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Old 08-31-07, 01:02 PM   #2
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Greets and welcome to the forums! You might try the Supermods, RFB (Real Fleet Boat) or Trigger Maru, both are excellent and have a number of the other "single" mods incorporated. Each is different in it's own regarding realism, eye candy, etc. Use the forum search function and it's adviseable to read through the respective threads for installation etc

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Old 08-31-07, 01:10 PM   #3
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Heres a list of available mods with breif descriptions.

http://www.subsim.com/radioroom/showthread.php?t=118945
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Old 08-31-07, 01:10 PM   #4
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Make the time to check them out.

Read the thread(s) a bit to find out what they do. Not sure how much you have played, if not much, play Stock 1.3 for awhile, this will give you an idea on what you would like to mod. Use JSGME ( Mod Enabler ), a guide for it is on my sig.

Welcome to SUBSIM by the way.


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Old 08-31-07, 01:39 PM   #5
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I would advise playing with 1.3 unmodded first for a while. That will give you the flavour of the game and provide you with plenty of targets and enough of a challenge to get you up and running.

After that try out the mods that seem to suit your style of gamepplay.

Myself I am a TM 1.6 kinda guy (but I wish they could fix the "Environmental Effects" repeating seascape thing).

JCC
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Old 08-31-07, 01:40 PM   #6
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Quote:
Originally Posted by John Channing
(but I wish they could fix the "Environmental Effects" repeating seascape thing).

JCC
I saw something from LV regarding this, it is in the works I believe


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Old 08-31-07, 01:48 PM   #7
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Exxxxxxxxxxcellent....



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Old 08-31-07, 01:59 PM   #8
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Quote:
Originally Posted by reallydedpoet
I saw something from LV regarding this, it is in the works I believe
Cool ... you mean no more light beams above water level?
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Old 08-31-07, 02:05 PM   #9
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Quote:
Originally Posted by Snuffy
Quote:
Originally Posted by reallydedpoet
I saw something from LV regarding this, it is in the works I believe
Cool ... you mean no more light beams above water level?
This: http://www.subsim.com/radioroom/show...&postcount=424


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Old 08-31-07, 02:45 PM   #10
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TM has a patch btw. May as well call it version 1.6.1
addreses two things:

- enviormentals that bugged me. scene.dat, smoke, and the like.
(sorry, no repeat texture fix, thats a bit beyond me)

- Improved sinking mechanics.
To understand this, read here:
http://www.subsim.com/radioroom/show...&postcount=772


I now wash my hands of it! Good enough for goverment work!
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Old 08-31-07, 05:33 PM   #11
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Quote:
Originally Posted by Ducimus
TM has a patch btw. May as well call it version 1.6.1
addreses two things:

- enviormentals that bugged me. scene.dat, smoke, and the like.
(sorry, no repeat texture fix, thats a bit beyond me)

- Improved sinking mechanics.
To understand this, read here:
http://www.subsim.com/radioroom/show...&postcount=772


I now wash my hands of it! Good enough for goverment work!
Damn Duci.... we all owe you a great debt of graitidute !

Rock on dude !
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Old 09-01-07, 06:58 AM   #12
ReallyDedPoet
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Quote:
Originally Posted by Ducimus
TM has a patch btw. May as well call it version 1.6.1
addreses two things:

- enviormentals that bugged me. scene.dat, smoke, and the like.
(sorry, no repeat texture fix, thats a bit beyond me)

- Improved sinking mechanics.
To understand this, read here:
http://www.subsim.com/radioroom/show...&postcount=772


I now wash my hands of it! Good enough for goverment work!
Thanks Ducimus, for all of this


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