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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#331 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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In C:\Program Files\Ubisoft\SilentHunterIII\data\Sea Look in the cfg file for the ship you want ClassName=CLFiji UnitType=6 MaxSpeed=32 Length=169 Width=18.9 Mast=44.8 Draft=5 Displacement=10725 RenownAwarded=430 |
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#332 |
Planesman
![]() Join Date: Aug 2006
Posts: 189
Downloads: 2
Uploads: 0
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Thanks very much !
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#333 |
Nub
![]() Join Date: Aug 2006
Posts: 2
Downloads: 0
Uploads: 0
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Hi all. I've been playing SH3 vanilla for about 6 patrols now, and have really enjoyed it except for charting (map scrolling and zooming is very clunky), and the periscope (determining nationality and range is nearly impossible for me.)
So I thought I'd try GW since it's designed for high-realism players, hoping it'd at least help with these issues, and to see what else it offered. It does help ![]() On the other hand, when diving, I love hearing the tanks flooding! When blowing ballast, I hear the guy yell, "Blowing ballast", but I can't really hear that happening. In some ways, then, the sound is better than vanilla, and in some ways worse. Since so much work got put into it, I'm thinking that something may not be working correctly for me? I looked for other threads on this topic and didn't see anything too relevant. Installed into SH3 folder straight over vanilla 1.4B. Any tips or suggestions of things I might try, or is this just how the sound is? |
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#334 |
Swabbie
![]() Join Date: Aug 2006
Posts: 10
Downloads: 0
Uploads: 0
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In the file de_menu.txt I've found a glitch inherited after some previous mod - it's present in RUB v1.45 too. When you sink a vessel a message shows up, originally telling you if you destroyed an enemy, neutral or friendly unit. Some previous mod deleted information concerning allegiance but left redundant spaces. Nothing big but I thought it's worth correcting.
![]() is: Code:
4140= Einheit zerstört 4141= Einheit zerstört 4142= Einheit zerstört Code:
4140=Einheit zerstört 4141=Einheit zerstört 4142=Einheit zerstört ![]() Last edited by kaa; 08-29-06 at 04:04 PM. |
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#335 |
Soundman
![]() Join Date: Aug 2006
Posts: 143
Downloads: 75
Uploads: 0
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Ok, I am an old hand at SH3, been playing for years and modding and loving it - but I am new to these forums and my recent play has been interrupted by a year by my - er, real world deployments.
I absolutely play for max realism, on very low time compressions (rarely above 32, except ocean crossing) but I also play for the outstanding atmosphere and look of the game. So coming back, with IUB and RUB long gone - looking at Grey Wolves and NYGM - both seem to be very good mods. Can they be used together? I know Grey Wolves has had the insight to take some very good NYGM concepts (ala the Damage Model) and incorporate them. But the manual at NYGM is very good and describes some of the realism concepts to the base game. Specifically, has GW addressed "hovering" submarines, or premature detonating and deep running torpedo's? I also saw a question in one of the links concerning an explanation of GW 24 and 8 hour fatigue mods, are they imported from the ole Real Fatigue (I think I saw that in the readme. At any rate, both mods are worlds above where we were a year ago - well done!!! Can you mod NYGM with JSGME over GW's without crashing it? Would that be redundant? I have searched the forums and haven't seen a good compare/contrast thread - or maybe that would be inappropriate given the amount of really hard work put into each. I would like to close by saying, if you know the answers to any of the above, please help an old salt out. I am sure all of the above should be known to me, and is somewhere in these forums, but after several hours of searching, I thought I would just ask! |
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#336 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Try a dual instal and have them both ![]() |
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#337 |
Soundman
![]() Join Date: Aug 2006
Posts: 143
Downloads: 75
Uploads: 0
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Did you dual install? What are the relative strengths and weaknesses - or is it just a matter of atmospheric preference? I am trying for a low/no TC realistic campaign. Please advise.
Last edited by Notewire; 08-30-06 at 04:37 PM. |
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#338 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Both have thier merits NYGM claims to be the more realistic one and many see GW as mere eye candy but its much more than that believe me To get an honest feel for both mods there is nothing better than to try them both Every body has an opinion to which is the best but the only one who can make your mind up is you ![]() Good hunting |
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#339 | |
Watch Officer
![]() Join Date: Aug 2006
Location: Abu Dhabi
Posts: 338
Downloads: 46
Uploads: 0
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Personally I prefer GW though
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Some men are born great, some achieve greatness, and some will always be total gits. |
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#340 |
XO
![]() Join Date: Jul 2006
Posts: 401
Downloads: 10
Uploads: 0
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It's been said a lot of times:NYGM and GW are "real" from a subjective point of view.Everyone sees reality in a different way.Some may consider GW as being "Real" and some would consider NYGM as being "real" .I preffer to have dual installs and support both teams in what they do.
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Came back after a long time ...ahoy mates! |
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#341 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Somewhere in the Atlantic
Posts: 849
Downloads: 25
Uploads: 0
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#342 |
Captain
![]() Join Date: Apr 2002
Posts: 530
Downloads: 12
Uploads: 0
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I'm on my first patrol using GW. Early on, I received a message saying not to attack any capital ships so as not to embarass the British. What happens if you do anyway? I also noticed it's much harder to intercept convoys. I got a report and intercepted in the general direction only to find out later the convoy had taken a hard turn and were way off my position. Another time, I was close enough to get some spot sightings and when I moved to a better intercept point, they were gone!
scrapser |
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#343 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Yes you will have to search for your convoys - they do make turns - not only to change course but to avoid uboats Track the convoy from a distance - dont let it leave your vision\hydraphone range while trying to outflank it If you see a capital ship sink the sucker and let BDU deal with it You wont run into them that often so make the most of it |
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#344 | |
Eternal Patrol
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I try to always obey them...for flavor only. ![]() |
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#345 |
Captain
![]() Join Date: Apr 2002
Posts: 530
Downloads: 12
Uploads: 0
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Good, because I still like taking a trip down to the Gibraltar Straits and knocking off a couple BB's or carrier. So far I like this mod but still getting used to the contacts being all black and having to identify ships before attacking them (hard to do at night). The erratic convoy movement is a pain but does add to the challenge.
In a previous stock campaign, I was lucky enough to sink 5 BB's and a carrier in one patrol. I know that's not realistic but it was a hell of a lot of fun. Capital ship encounters is something I'm looking forward to in SH4. scrapser |
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