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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
Uploads: 0
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Looking for the HardCore Torpedo patch. (Yes--I am a glutton for punishment). I tried the Filefront link but can't find this particular mod. I think it was created by CCIP.
Thank You! Peto |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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http://www.subsim.com/radioroom/show...light=hardcore
I think the latest version link is buried down in the later pages. |
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#3 |
Captain
![]() Join Date: May 2006
Location: Niskayuna, NY
Posts: 482
Downloads: 103
Uploads: 0
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#4 |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
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Is it compatible with 1.3?
PD |
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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It's not based onj the 1.3 file, no. It doesn't crash though, it just wouldn't have any changes made from 1.2 to 1.3 in the base file.
tater |
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#6 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
Uploads: 0
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Thank You Gentlemen (a little assuming on my part
![]() Salute! Peto |
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#7 | |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
Uploads: 0
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So that said, i have to play like dying in the game is very real. Shallow water attacks are very serious business. No DD Dueling allowed. Destroyers have a huge advantage when they get a sub running away underneath them in -200 feet water. So i only shoot from afar now in shallow seas if a DD is around. Had to learn that the hard way. Shoot and skulk away from a great distance. Outside their scan range. That's why i still am forced to us MK14 torpedoes in the early game when they are so prone to duds. (i'm going to mod that down 50% in the near future). On a recent cruise in a Salmon Class i think i had 9 duds. In my current mod set i have now, if i sit on the seafloor in under 200ft of water a DD can always eventually ping the exact location. So getting an injured sub in the shallows is a huge serious problem with even just one DD if you cannot fire at him anymore due to whatever reason. They stay on you forever if they still get pings. Statistically it's all over once it begin after being crippled. Odds become zerop unless by some act of God a friendly Task Force or bomber passes by. ![]() |
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#8 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
Uploads: 0
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I couldn't agree more
![]() And I play like you do--when I get sunk my carrer is over. Lately I've been playing with external view disabled which really makes it a buggar. Raises the pucker factor by a factor of 10 though! ![]() Downloading TM 1.4 now and will start a new career using that. Tater's campaign scripting is exceptional (and looks like it's included with TM 1.4). I used to be a modder but these guys make me look cheap and used (not that I would have it any other way ![]() Happy Hunting! Peto |
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#9 |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
Uploads: 0
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I'm using Tator in my MOD collection. That must be why i'm running into the veteran or elite DD's. I like to duel so i've been killed in the past couple weeks since the 1.3 patch around 12 times. They say you learn from experience. :rotfl:Fortunately it's just a game or my education would be brief.
I've created my own battery and crush depth MOD. With both increased a modest amount. With a slight increase in sub hitpoints as well. I guess because i play so seriously when having fun i want to have a solid 25% boost in everything as well to match my greater aggressiveness as a sub captain. Keeps the game the most fun for my style, but i'm guessing most other players are aggressive as well. I'd prefer to have all warships be given elite crews for instance. I've found the AI in most games is most interesting when given a full set of brains to work with. |
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#10 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
Uploads: 0
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I agree in all points but one. I'm a coward at heart and when the DD's are coming I'm almost always heading deep LOL. I bet my crew likes me more than your's likes you :hmm: .
Happy Hunting! Peto |
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#11 | |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
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thanks, PD |
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#12 | ||
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
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PD |
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#13 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Bumpdabump
I'd like to get an updated version of this mod as well. |
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#14 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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I thought i saw a post of CCIP yesterday.
Hope he's kicking with a new rig.....
__________________
Regards, Bando |
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#15 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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The only changes made in the "Library" for 1.3 are
AI_Sensors.dat Cameras.dat Materials.dat Sensors.dat In "ShipParts" guns_radars.sim guns_radars.zon guns_radars_03.dat guns_radars_03.sim guns_radars_03.zon Towers_Colorado.dat In "USSubParts" Sensors_sub_US.dat Sensors_sub_US.sim Sensors_sub_US.zon As far as i know the Mod from CCIP, uses the "Torpedoes_US.sim in data/Library" And is not affected by 1.3. |
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