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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Machinist's Mate
![]() Join Date: May 2005
Location: Copenhagen, Denmark
Posts: 129
Downloads: 12
Uploads: 0
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Standard 1.4, no mods (yet). Only change I did was to allow me to use the deck gun up to 9 m/s. Oh, and a few WW2 records for the Gramaphone
![]() When this career ends, I think I will try out RUB. If the Avon Lady says it's good, it must be ![]() BRGDS Sven |
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#17 |
Silent Hunter
![]() Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,515
Downloads: 110
Uploads: 0
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Until yesterday I played without any mods. "Installed" the harbour traffic and the commander, hope that notthing goes wrong.
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#18 |
Seasoned Skipper
![]() Join Date: May 2005
Location: South Africa
Posts: 711
Downloads: 44
Uploads: 0
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I play with patch 1.4 and no mods. Never had any problems with the game other than starforce messing with my d drive. In my humble opinion mods mess up the game. I have noticed that by far the most common denominator with those experiencing problems is that they have put mods onto their game.
I am dead against installing mods but did install the "commander" mod only because I read Berry's response to the Avon Lady where he wrote that it wasn't actually a mod. What happened after I installed it? My hull integrity went AWOL. Probably the most vital piece of information one needs. Unistalled "commander" and it was right back. So, if that is classified as not a mode in the true sense of the word and it still messes up the original, what lies in store for those who install full blown mods? Not for me thanks. |
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#19 |
Navy Seal
![]() Join Date: Mar 2000
Posts: 8,643
Downloads: 19
Uploads: 0
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I only use the reduced crew fatique mod, as I play in real time. Other than that, I use 1.4 only.
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#20 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
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I don't think I could play the game without mods. It has just got too routine and kind of boring. If it wasn't for the mods I'd be taking an extended shore leave. These are the mods I use:
Removed Intro Movies Tweaked TC Settings Bypass Naval Academy Changed Intro Screen Fixed IXD2 Torpedo Loadout Bug (Used Wolfie’s Tweak Pack) Changed U-boats to real life ranges and crush depths (Used SH3 Crush Depth V2 Tool) Hex Edit For Separate Type VIIB/C Skins Change Submarine Snorkel Depths SH3_Mod_CrewCheers_German SensorPak Flotilla Mod 1.40 Ail particles mod Harbour_Traffic_1.45b Radiologlite_PROOFREAD_-_For_Harbor_Traffic_1.45 Airpower 1.4c (Modified by me) Airpower_for_traffic_mod Float_planes_mod (Compatible with Airpower 1.4c) Southampton TranspTorpBackgScreen Fixed C-Class No DC Racks Aces_SH3_Hi_Res_Uniforms_Insignia_and_Medals_Mk2 Ail hi-res moon v2.5 mod Ail sky mod V2 FW200 Condor West front reskin HFMod_Battleships Hurricane Ju-87 Stuka reskin ms23_v2 Kriegsmarine_Capital_Ships_-_Corrected_Green_Hull Liberator Me-109_reskin MerchantMod-01_ExternalCargo_Juju modified_meat(1.4ready) Type VIIC Skin Type VIIB Skin Type XXI Skin Type IXC Skin Type IIA Skin Type IID Skin Type IXB Skin Additional_merchants_v2.0 Terrain_upgrade_v2 SH_HARBOUR_MOD2 SH-III_Flagmod2 Multiple_Skin_Ships_v2.0 |
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#21 |
Lucky Jack
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No "gameplay" mods here!
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#22 | |
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
Uploads: 0
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![]() Quote:
In my experience, mods are almost always more stable than the games they modify. The biggest problem with mods is that they don't automatically uninstall themselves when players insist on doing one of the many things that will cause problems.
__________________
"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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#23 | |
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
Uploads: 0
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![]() Quote:
The Newsmod (the SH3 Commander mod you're talking about) is built to work with RUb. RUb is a realism mod. Real U-boats don't have hull integrity percentage gauges, and the only way a real commander would know his hull integrity was when he had his boat repaired in dock - and even then he would not get an exact percentage reading. The disappearing hull integrity gauge is a feature, not a bug. Again, this is a user-instability issue. Bug reports also arise out of situations like this. The user assumes (wrongly) that a feature that he doesn't like is a bug.
__________________
"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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#24 |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
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Well its 2am here in New Zealand and ive just finished my First Patrol, Oct-Nov 1940 without mods, commanding a Type VIIB from Lorient with a very n00b crew i might say. Tonnage sunk 64000!!! (all cargos and one destroyer)wow right down to the last torpedo and sinking the last ship a C3 cargo made my day, i wasted 3 torpedoes all missed i had one torpedo left and 20 rounds for my deckgun. Fired the last torp which hit but she never sunk so surfaced and finished her off with the deckgun, all but 1 round left and she finally blew up. Very tense moment i might add. I then headed home to a glorious welcome. Yes the mission tonnage score was a bit over the top, im playing at 86% but hell i actually enjoyed it. I have never come across so many C3 cargos before. Happy times.
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#25 |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
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I got the fever, I think i might watch DAS BOOT
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#26 |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
Uploads: 0
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Yeah, the hostile conservatism of some users is a bit bizarre. Some people just don't trust anything unless they're actually paying money for it, which is quite funny and demonstrates an inability to understand capitalism.
(Just my opinion of course...) |
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#27 |
Dutch Sea Lord
![]() Join Date: Jan 2002
Location: Almost at periscope death !
Posts: 1,665
Downloads: 1
Uploads: 0
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In Dutch capitalism means greedy. I am quite happy of being accused not to understand that :P
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#28 |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Finland
Posts: 2,950
Downloads: 10
Uploads: 0
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Why dont you people use the JoneSoft Generic Mod Enabler,JSGME,if you are experimenting with mods???
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#29 |
Swabbie
![]() Join Date: Apr 2005
Location: Niagara Falls, Canada
Posts: 5
Downloads: 0
Uploads: 0
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No mods, patch 1.4. I have nothing at all against mods, but for me the game is already a lot of fun. I'm on the 17th patrol of my first career. It is mid-1941 and things are getting rather hairy. I don't need any more challenge or realism.
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#30 |
Navy Seal
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I had fun with the game out-of-the box for a while, it's definitely playable and has a lot of value in it. I played dozens of patrols that way.
But then I started adding realism-oriented mods to cater to my interest in keeping things as historically accurate as I could (not RUb - although my setup was very close to RUb, I did not start using RUb itself until a month ago - and even since then I made a number of personalized tweaks to RUb to keep it with my own preferences). And so... as much fun as I had with out-of-the-box, patched game, I nowadays cringe at the idea of playing SHIII without my beloved mod setup. Just the glowy, uber-transparent water makes me a little dizzy ![]() So yea, even if you love the game as it is with 1.4... try modding it - and if you have the time and will, try modding it intelligently. RUb is a great place to start. You'll love it even more that way. |
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