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Old 08-24-05, 06:28 AM   #16
svenks
Machinist's Mate
 
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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

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Old 08-24-05, 06:49 AM   #17
Rhodes
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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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Old 08-24-05, 07:58 AM   #18
Von Tonner
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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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Old 08-24-05, 08:02 AM   #19
Takeda Shingen
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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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Old 08-24-05, 08:14 AM   #20
Syxx_Killer
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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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Old 08-24-05, 08:20 AM   #21
Dowly
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No "gameplay" mods here!
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Old 08-24-05, 08:41 AM   #22
Beery
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Quote:
Originally Posted by Von Tonner
I have noticed that by far the most common denominator with those experiencing problems is that they have put mods onto their game.
Usually the mods aren't to blame. Mods get a lot of bad press from folks who don't install mods correctly. In my opinion 99% of mod problems come from stacking mods that aren't meant to be stacked together, or from using mods with versions of the game they weren't built for. I hate to say it, but as far as I can see, the vast majority of 'mod problems' are caused by user instability. So far, RUb has had one bug that required attention (and it only had a single bug report associated with it), but the mod has had hundreds of bug reports from players who simply installed it incorrectly, or who tried to use it with other mods that modified it in ways that created instability. It has also been blamed on many occasions for bugs that exist in the standard game. The fact is, players tend not to trust mods, so they will blame anything on them - from bugs in the standard game, and from players' own unwillingness to read a mod's readme file, to players' insistence on mixing and matching incompatible mods.

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.
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Old 08-24-05, 08:46 AM   #23
Beery
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Quote:
Originally Posted by Von Tonner
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.
SH3 Commander isn't a mod. It's basically an install program. But it contains mods.

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.
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Old 08-24-05, 09:06 AM   #24
kiwi_2005
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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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Old 08-24-05, 09:07 AM   #25
kiwi_2005
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I got the fever, I think i might watch DAS BOOT
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Old 08-24-05, 10:36 AM   #26
oRGy
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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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Old 08-24-05, 10:40 AM   #27
Drebbel
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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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Old 08-24-05, 10:46 AM   #28
Happy Times
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Why dont you people use the JoneSoft Generic Mod Enabler,JSGME,if you are experimenting with mods??? http://sh3essentials.realsimulation.com/
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Old 08-24-05, 10:51 AM   #29
Gollan
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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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Old 08-24-05, 11:15 AM   #30
CCIP
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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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