SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 12-21-07, 09:11 AM   #1
DavyJonesFootlocker
The Old Man
 
Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
Downloads: 138
Uploads: 0
Default Sober's Super Mod questions

This is my very first mod installed and I love the sounds and the foam. However, why is it so hard to sink targets? I had a small merchant as one and had to use almost all of my deck gun ammo and it still didn't sink. Prior to this I had sent a volley of four tops at 2,000 m and the ship magically swerved. Two torps simply went under the keel and passed harmlessly by. Perhaps the Mod is realistic but I personally find it overly frustrating. So, my other question is: Can I take out things like the hard gameplay and the map icons? BTW I'm playing on a customized Normal setting. Have fuel, power, oxygen and CO2 enabled.
DavyJonesFootlocker is offline   Reply With Quote
Old 12-21-07, 12:44 PM   #2
DavyJonesFootlocker
The Old Man
 
Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
Downloads: 138
Uploads: 0
Default

Ok, no takers I guess. I think I'll disable the mod for the time being and use individual mods. Sober compiled some neat mods in it. It's just the hard gameplay I'm not used to.
DavyJonesFootlocker is offline   Reply With Quote
Old 12-21-07, 01:14 PM   #3
Snuffy
XO
 
Join Date: Mar 2007
Posts: 420
Downloads: 5
Uploads: 0
Default

Werner's natural sinking mechanics no longer takes hitpoint damage into primary account now when sinking a ship.

It takes much longer for a crippled ship to go under with the mod. Just cuz yer prize is floating doesn't mean she's not sinking and needs to be pummelled until she does.

You will spend more time sitting and waiting for the verification of a kill than with the stock game.

The way I play NSM is to pop a couple caps into a target and move on to the next one. I always check back on the ones I pop to see how they are doing.
__________________
-----------------
Snuffy!
Snuffy is offline   Reply With Quote
Old 12-24-07, 12:47 PM   #4
DavyJonesFootlocker
The Old Man
 
Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
Downloads: 138
Uploads: 0
Default

Well, I stuck with Sober's Mod and I found out the best way is to get real close like about a 1000m to a target I usually send three torps, since some are duds. I'm on a career with S-18 sub (small, but they could dive fast) although slow and getting warships is next to impossible when they're going 15knts and more. Just one more thing- The waves are indeed bothersome during rough weather. Waves so high that at times you might as well be at periscope depth. I installed the Living Sea (although it replaced the scene file with Sober's) it's much better. Is there a way to regulate the wave height or a way to have the wave physics and still keep the scene in Sober's Super Mod?

Last edited by DavyJonesFootlocker; 12-24-07 at 01:32 PM.
DavyJonesFootlocker is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:28 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.