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Old 08-24-05, 04:09 PM   #1
cunnutazzo
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Old 08-24-05, 04:44 PM   #2
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Actually, come to think of it, pretending that realism isn't a factor in simulation games is far more 'Taliban-like'. It's a complete refusal to accept reality.
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Old 08-24-05, 04:48 PM   #3
Takeda Shingen
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Woah.

I applaud the realistic efforts of Beery and the other mod creators, as I am a realism nut myself. My internet connection rarely runs over 26k, and therefore, given the mod size, I do not have the time available to download them.

I downloaded SCXIIc (27MB) at work, with their broadband connection. They yelled at me. It was still worth it, but I am not going to try it again.
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Old 08-24-05, 04:57 PM   #4
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i use 1.4 no mods when im on multiplayer it works for me
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Old 08-24-05, 05:20 PM   #5
joea
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Quote:
Originally Posted by Beery
Pretending that the only realism is reality is a favourite sophistry that the arcade fans like to indulge in.
Yes but there are always differing interpretations of realism, just as there are different perceptions of reality? Isn't that so?
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Old 08-24-05, 05:41 PM   #6
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Quote:
Originally Posted by Beery
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.
I must say,
This is the first game I have every modded in my 28 years of life, I have had no troubles with any of the mods I have installed. Except when I was learning how to do it.
But to mod or not mod is every individuals decision, it comes down to basically what gives you the most satisfaction out of the game.
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Old 08-24-05, 06:53 PM   #7
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sh3 needs mods and more mods
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Old 08-24-05, 08:01 PM   #8
Beery
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Quote:
Originally Posted by joea
Quote:
Originally Posted by Beery
Pretending that the only realism is reality is a favourite sophistry that the arcade fans like to indulge in.
Yes but there are always differing interpretations of realism, just as there are different perceptions of reality? Isn't that so?
Sure, but what Cunnutazzo seems to be saying is that realism is simply not possible in a game. He attempts to support this by saying that games can't be real (even though reality is not the same thing as realism), and by calling me 'The Taliban'. His argument is totally wrong and misleading, and the hyperbole he uses in an attempt to cloud the fact that he's been caught with his trousers down shouldn't have a place in a forum such as this. Even if his argument (which is based on a complete misunderstanding of grade school English) had any merit, to equate any member of the forums with the Taliban is not only ludicrous, ham-fisted and disrespectful to the thousands of victims of the real Taliban (who would rather spend their time figuring out ways to decapitate women than participate in internet forums), but it's blatant trolling.
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Old 08-24-05, 08:22 PM   #9
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In many cases the players dont know what is realistic in a ww2 subsim..I personally have been interested in ww2 since i was small,but i didnt know much about the u-boats before i bought this game..But i have studied and looked for the mods that try to get it as real as possible.In this Beery and the modders behind Rub have done a great job for this game and its fans This is the way i get most enjoyment out of this game..The people that play simulations of any kind usually think like this.And this is SubSIM.com
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Old 08-24-05, 11:43 PM   #10
kiwi_2005
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Quote:
Why dont you people use the JoneSoft Generic Mod Enabler,JSGME,if you are experimenting with mods??? D'oh! http://sh3essentials.realsimulation.com/
Quote:

I did, i still got crashes. I enabled all my mods this way. I use alot of mods in alot of games, UT2004, Lock On, Falcon 4, Enigma Rising tide, Warhammer Dawn of War to name just a few. And i never have trouble with the mods installed. Hell my UT2004 is modded to DEATH!

Now when i mod SH3 all i damn well get later on is Crashes, The mods for SH3 are bloody good, but I beleive SH3 shouldn't be modded, otherwise ubisoft would of left out the starforce.
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Old 08-25-05, 12:15 AM   #11
cunnutazzo
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Sorry for my poor English, sometimes I have communication's issues with nerds.
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Old 08-25-05, 12:18 AM   #12
kiwi_2005
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And no we wont get into an argument with that staforce issues, so i'll change the subject:
Maybe the people whos computers crash when they mod SH3 we dont have powerful enough computers! Cos most of my errors are about memory could not be read etc., I even got it when trying to play multi. Now though without mods no errors are coming up.

My Specs
AthlonXP 2600
786 of RAM DDR400
WINXP dual boot with Linux mandrake
GeforceFX 5700, 128 ram graphics.
NU Dual DVD writer/reader
Anitvirus, Zonealarm pro turned off when i play SH3.

Maybe i need like 2gigs of ram to play this game when modded? :hmm:
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Old 08-25-05, 05:37 AM   #13
Von Tonner
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[Berry wrote]"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."

That is not quite true. Yes, there were no "integrity" guages, but visual inspections of hull damage, both internal and external, even sending someone under the hull once surfaced to inspect it would give a captain a pretty shrewd idea what strain his boat could endure given the damage it might have incured and the quality of repair work his crew carried out if they were able to. This would assist him in assesing to what depth he could dive to in an emergency without being suicidal.

In the game we cannot visually inspect any hull damage and it is therefore my understanding that that is what "hull integrity" is all about. I am under the belief (maybe wrongly so) that in the game, if your hull integrity is, say, 2 or 5% then diving to maximum depth is tickets for you and your crew.

Oh, and by the way, far from being an "instabilty" player (your words, not mine) I did read your "read files" that came with commander and unless I missed it, nowhere does it say that it is meant as an add-on to Rub or that once installed one would lose hull integrity notification or crew would not refresh. But hey, maybe I missed that.
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Old 08-25-05, 08:25 AM   #14
Beery
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Quote:
Originally Posted by Von Tonner
Yes, there were no "integrity" guages, but visual inspections of hull damage, both internal and external, even sending someone under the hull once surfaced to inspect it would give a captain a pretty shrewd idea what strain his boat could endure given the damage it might have incured...
That is, as far as I can tell, a wildly optimistic view. What evidence do you have to support your assertions? At sea, as I understand it, there was absolutely no way to judge a hull's integrity apart from by diving the sub to test depth. Even if the commander had metallurgists on board, they could not adequately inspect the boat while at sea, and even if they could have done so, they had no way to make repairs to the pressure hull at sea. What you're suggesting seems so far beyond what was possible that it seems to me a fantasy.
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Old 08-25-05, 10:46 AM   #15
rik007
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1.4b and three graphical 'mods'- improved bow spray and improved smoke and the low contrast ship recognization. Never had a CTD.
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