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Old 03-22-06, 08:53 PM   #1
Pirate
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Quote:
Originally Posted by Rubini
CWorth,

For better FPS just use the Tankeriv's seafloor for 64mb cards...

Rubini.
Where can I download this mod?
realuboatsim.com sh3 downloads are down!

BTW GW devs great compilation of mods you have here!
Thanks for your supermod
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Old 03-22-06, 10:56 PM   #2
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Quote:
Originally Posted by Spectre-63
Phenomenal package, GW crew!

Two quickie questions (and apologies if they've been asked and answered elsewhere):

are CA's Uboat Instrument updates included in the package?

Are there any known 'incompatibilities' between patches? Ones I should avoid loading together because they conflict?

Thanks...just getting back into SH3 after a long pause and it's amazing how much the modding community has done with it. Nice to see some familiar faces from the FrugalsWorld/Falcon communities (Terrapin and Wazoo are two I've recognized so far)

Keep up the great work guys!


I can tell you that CA's Uboat Instrument updates are included yes
in this Mod, it comes on list of included Mods on the Reame file...

The other one I don't understand exactelly what incompat. do you refer to??!!


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Old 03-22-06, 11:01 PM   #3
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New FileFront GW DL links available.

FileFront seems to be running much faster now.

Refer to the GW Official Thread:
http://www.subsim.com/phpBB/viewtopic.php?t=50034
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Old 03-23-06, 04:05 AM   #4
Spectre-63
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Quote:
Originally Posted by jcwolf
The other one I don't understand exactelly what incompat. do you refer to??!!


JCWolf -

forgive me because the last heavily modded sim I was into was Falcon 4.0 and a lot of my expectations with regards to modded sims may come as a byproduct of that.

More to the point: with Falcon, certain mods were known to cause issues or be wholly incompatible with others. I was trying to get the lay of the land before I started installing anything. From Lehmann's post, however, I understand that JSGME will warn you if there are potential conflicts between mods and allow you to remove the mod you're trying to add before it causes problems.

I'm certainly open to any tales of mod-mixing issues if anyone has any...or is that simply less of an issue with SHIII???
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Old 03-23-06, 07:10 AM   #5
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i just spent 5 ingame days running away from destroyers at the gibraltar and i had not seen a single merchant ship. i hit a w&s destroyer with a direct torpedo hit and it didnt sink what the hell? wheres the fun fanctor in that? i dont see it!
what realism mod did you use to cleanse out the ocean? i want to get rid of it! and i dont want to uninstall the whole mod.
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Old 03-23-06, 08:54 AM   #6
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Quote:
Originally Posted by JDHartman
ihit a w&s destroyer with a direct torpedo hit and it didnt sink what the hell?
Realism my little friend, realism :|\
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Old 03-23-06, 10:51 AM   #7
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Quote:
Originally Posted by JDHartman
i just spent 5 ingame days running away from destroyers at the gibraltar and i had not seen a single merchant ship. i hit a w&s destroyer with a direct torpedo hit and it didnt sink what the hell? wheres the fun fanctor in that? i dont see it!
what realism mod did you use to cleanse out the ocean? i want to get rid of it! and i dont want to uninstall the whole mod.
This mod just like RUB is not for everyone...from my playing it is set for the realism and how it was to be a real Uboat commander.

The destroyers in the real war did not always sink with single torpedo hits.

From what I read the numbers of merchants are lowered to more accurate numbers for each year of the war and will get less and less as the war goes on making you have to find convoys for your tonnage.

Also the single merchants will not be marked on the map for you as often as they had it in the stock game...you have to rely on the hydrophones more to find your targets.This is made so you have to earn your tonnage the way the true Uboat captians had to..you have to find it yourself.This mod is set for realism not an arcadey shoot-em-up with tons of single ships and the map showing you where they are way to often.

Welcome to the life of a realistic Uboat captain.
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Old 03-23-06, 04:40 PM   #8
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But i don't have a problem with using the hydrophones.I like this mod.Everything about it is cool.Im in 1942,so thats probably why there werent any merchant ships or convoys reported. But the thing i dont like is this shio invincibility. That destroyer flew up in the air from the torpedo blow and sailed away.I doubt thats realism. If i replace the zones file with the original, will this take care of my problem? Btw, i hate arcade games!
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Old 03-23-06, 07:35 PM   #9
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On the subject of ship invincibility, I encountered a small merchant, so not wanting to waste any torps, I let loose with 60 HE at the waterline, nothing happened. The ship was dead in the water but nothing after that, I was waiting for the, "She's goin down!" but nothing! The deck gun may be a .22 compared to other guns on the water but after 60 shots, you'd think I would've drived a hole right through to the fuel bunker???
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Old 03-24-06, 12:24 AM   #10
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What a great Mod this is.I really like the gauges and over all look of this Mod. Thanks to all that worked on this.
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Old 03-24-06, 12:56 AM   #11
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Quote:
Originally Posted by Tonnage_Ace
On the subject of ship invincibility, I encountered a small merchant, so not wanting to waste any torps, I let loose with 60 HE at the waterline, nothing happened. The ship was dead in the water but nothing after that, I was waiting for the, "She's goin down!" but nothing! The deck gun may be a .22 compared to other guns on the water but after 60 shots, you'd think I would've drived a hole right through to the fuel bunker???
yeah man! thats what im talking about. today i tried to sink a fishermen boat and i wasted about 30 HE shots. Then a destroyer came and i sank him with a torp. Guess i got lucky this time. But still, i really want to remove this particular addon. its not real, its stupid.
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Old 03-24-06, 09:41 AM   #12
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Awesome project!!! You are heros !
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Old 03-24-06, 01:22 PM   #13
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Alright, question from a noob.

I'm running on an average of 38% realisim, enjoying the fact I don't have to search too much to find merchants. Will I be annoyed at this mod?

I don't have an issue with investing time, but I recognise that my skill level at finding lone ships sucks.

So to sum up, how much is finding ships changed, how commom are radio reports of ships and convoys?
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Old 03-24-06, 01:22 PM   #14
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Alright, question from a noob.

I'm running on an average of 38% realisim, enjoying the fact I don't have to search too much to find merchants. Will I be annoyed at this mod?

I don't have an issue with investing time, but I recognise that my skill level at finding lone ships sucks.

So to sum up, how much is finding ships changed, how commom are radio reports of ships and convoys?
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Old 03-24-06, 01:36 PM   #15
CWorth
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Quote:
Originally Posted by Ace Pace
Alright, question from a noob.

I'm running on an average of 38% realisim, enjoying the fact I don't have to search too much to find merchants. Will I be annoyed at this mod?

I don't have an issue with investing time, but I recognise that my skill level at finding lone ships sucks.

So to sum up, how much is finding ships changed, how commom are radio reports of ships and convoys?
I have only started an early war career so Im not to far in yet.

However finding the single ships and convoys is alot more difficult and requires alot of time spent at the hydrophones listening.The reports and ships marked on the map are not very often.This is to make it more realistic and makes you have to earn your tonnage instead of simply giving it to you like the stock game does.

From what I have read in the readme the single ships will become fewer and fewer as the war goes on as it should forcing you to rely on hitting convoys for your tonnage.

Now how realistic the number of single merchants is with this mod I dont know..but it has been debated that the Real Uboat mods 20/20 settings were to low to be realistic.Not sure what the settings are in Grey Wolves in terms of numbers.But I dont mind as I like the challange.
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