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Old 01-04-23, 09:35 AM   #1
Onkel Neal
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Default Best of SUBSIM noms - Mod/Modder of the Year in General

Thread for Mod+Modder noms. This is for someone who made a quality mod for a game not in the other categories (SH3/4/5, Cold Waters, DW).

Last edited by Onkel Neal; 01-04-23 at 09:59 AM.
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Old 02-05-24, 03:30 AM   #2
1Patriotofmany
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1Patriotofmany has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
Mod/Modder of the Year in General
Nomination basis: Looks to be the best of best mods for this year!
Forum: SH4 Mods Workshop

Nominated Member: iambecomelife
Nominated Post: [WIP] Wolves of the Kaiser:1914-1918 Mod
Quote:
































[IMG]https://i.postimg.cc/MKzMSqqp/Silent-Hunter4-12-10-2022-9-15-33-PM.png
[IMG]https://i.postimg.cc/vZzvs3pp/Silent-Hunter4-1-27-2023-10-07-15-PM.png
[IMG]https://i.postimg.cc/k4VNW9Bm/Silent-Hunter4-1-27-2023-10-09-32-PM.png
[IMG]https://i.postimg.cc/mrgy274h/Silent-Hunter4-1-27-2023-10-10-36-PM.png
[IMG]https://i.postimg.cc/cLZc2V5R/Silent-Hunter4-1-27-2023-10-14-21-PM.png
[IMG]https://i.postimg.cc/JhYcyt7x/Silent-Hunter4-1-27-2023-9-56-55-PM.png
[IMG]https://i.postimg.cc/VsCB6Yx9/Silent-Hunter4-1-28-2023-12-43-04-PM.png




https://i.postimg.cc/fLbzrrDB/AAAA-Image-No00.jpg









Autumn 1914. Europe is in turmoil; idealism and glory are dying with the Continent's youth in the trenches. Your nation is in the grips of its enemies' deadly blockade. Desperate for victory, Imperial Germany's Navy has turned to a barely tested mode of warfare to counter the Grand Fleet's might. Likewise, a public weary of slaughter in the trenches looks to its undersea pioneers for tales of gallantry.

Lead your submarine and crew against the might of Britain's Grand Fleet. Stalk enemy battlecruisers and pre-dreadnoughts as they sail into your crosshairs. Scout out "Neutral" freighters carrying contraband using an all-new Prize Warfare system. Blast holes in enemy craft from a distance with torpedoes or close in for the kill with small arms, shells, flares, and explosive charges. Cringe as explosions send shells, wood, men, and metal hurtling towards your conning tower. As the conflict drags on, war weariness sets in and more nations turn against the Kaiser. Sonar, depth charges, mine barrages, and the infamous Q-Ships make war at sea the same nightmarish struggle found on land and in the air. The last embers of prewar chivalry flicker and die; desperation to survive is paramount. Will you survive the "War to End All Wars?" Or will a cold steel hull be your only tomb?

++++++++++++++++++++++++++++++++++++


CORE FEATURES

-Choose from at least six main WWI U-Boat types, with more to come.

-A complete campaign from 1914-1918. Start at multiple points in the war. Single missions, both generic and historical.

-Authentic WWI weapons ***8211; torpedoes modified to be identical to historical counterparts. Use high calibre deck guns, flares, and explosives charges in attacks on the surface.

-Prize warfare rules for attacks on merchants. Neutral and enemy ships may choose to respond to your presence and reveal their shipping manifests. Examine cargo & itineraries to determine if a ship may be sunk. Renown penalties early in the war for sinking ships without contraband or ships sailing to neutral destinations.

-Both ballasted and loaded variants of the same merchant ships.

-Supply, sabotage, and rescue missions add to the variety of your patrols.

-Warfare spanning the North Sea, Channel, Arctic, and North Atlantic Approaches (Mediterranean & US Theatres in future expansion packs)

-Unique shipping routes & patrol routes for vessels. Grand Fleet battleships will sally out from their bases for target practice. Early in the war, cruisers & gunboats will be used as patrol ships in the Channel & North Sea. Troop convoys, groups of trawlers, and lone merchants will be present, and cargo manifests will correspond to the location a ship has sailed from.

-Historical upgrades & revisions to your U-Boat. Get larger & better craft as your reputation improves.

-Historically Correct uniforms for officers and crew.

-Win medals & awards for your feats of daring. Get unique items from your superior officer or the Kaiser himself. A ***8220;swapping out***8221; system to get around the 8-medal limitation of SH4.

-Improved allied countermeasures overtime. Depth charges, sonar, bomb throwers, increased convoying, aircraft patrols, and, of course, Q-Ships in a variety of sizes and configurations.

-Entente submarines and escorts with working torpedoes.

-Supporting raids by German cruisers, submarines, and commerce raiders.

-Historical tonnage totals by famous captains, including Schweiger, Rose, and Valentiner.

-Neutrals that may or may not be carrying contraband. Choose to risk closing with a enemy merchant to ID it, or attack without warning/inspection and risk a renown hit when you get back to base.

-Models of famous U-Boat victims, including "HMS Pathfinder", "Aboukir", "Cressey", "Hogue", "Drake", etc.

-Hospital Ships, refugee ships, Belgian Relief Commission steamers, and other protected craft.


-Dozens of different merchants, from 12,000 ton tankers to sailing ships to coastal launches. Hundreds of new skins representing major combatants and neutral countries. New, more detailed cargo ship models ***8211; the Merchant Fleet Mod ships will not be used. Appropriate changes to ships over time. Merchants will gain camouflage schemes, dazzle paint, armed guard contingents, extra lookouts, and weaponry.

-Vast minefields in the channel. Mines may be partially marked on your maps depending on intelligence information. Mine barrages with multiple mines linked together. Antisub nets, obstacles, blockships, and hydrophone stations add to the hazard. No more "turkey shoot" harbor raids.

-For the first time, ship names painted on the hull. Neutrality hull flags, lettering, and home ports. Historically accurate funnel colors depending on vessel nationality.

-New port buildings & bases. High-res terrain tiles based on Google Earth photos.

-Historical differences in weaponry. British armour-piercing shells will do less damage than German ones. British torpedoes will have a higher dud rate.

-Signal flags, rockets, and semaphore men on merchants & warships.

-Diverse passengers and crew on board ships. Observe them to help decide if a ship is a legitimate target.

-Better maritime ambience. Lightships, lifeboat stations, new lighthouse models, shoals, and reefs. Marine life, including fish, whales, & sharks. Debris in harbor and flotsam from sunken merchants.

-More lifeboats, rafts, and survivors following sinkings. Groups of survivors & wreckage randomly spawned in midocean.

-Period aircraft, including torpedo planes and zeppelins. Scouting reports from friendly airships.

-New interface screens, menus, and music to reflect a WWI ambience.


POSSIBLE FEATURES


-British campaign for the North Sea & Atlantic region

-Limited surface warfare, including Pacific operations circa 1914


-Austro-Hungarian campaign with appropriate medals, ranks, & uniforms

-German campaign off the US coast & in the Dardanelles


-Major warships from France, the US, & possibly other smaller navies

-Shore bombardment missions, with destructible buildings

-Troop columns, trains, barracks, and other objects ashore

-Internal cargo nodes on merchant ships; cargo & passengers will be visible if a vessel breaks up or if its cargo hold is damaged.

-Unique items for the interior of your craft. For instance, a photo of the Kaiser, the ensign from a sunken merchant ship, etc.



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Old 04-25-24, 06:45 AM   #3
fitzcarraldo
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fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
Mod/Modder of the Year in General
Nomination basis: Best modder: NYGM FiFi Edition , must have for the old great SH3. A new game.
Forum: SHIII Mods Workshop

Nominated Member: Fifi
Nominated Post: Link
Quote:
NEW VERSION 5.5 IS OUT!
(Download in my signature spoiler, or first page of this thread)

Few changes that come to mind:

- Leigh Lights repaired, should be fonctional when date is reached (at night!)

- New flags (and some ships may have more than one!)

- New Ships (from Ccom12 & AlexB and adapted)

- Old ships completely re-worked and optimized

- Campaign files configuration dates adjusted, so units have latest equipment

- Campaign files waypoints adjusted & corrected

- Campaign files convoys units adjusted, so units are same at save reload!

- Campaign files harbor units adjusted

- Roster & roster definition sides corrected

- Black Sea campaign files also adjusted

- VIIB type have now handrails!

- Escorts burning in bad weather SHOULD be fixed (if not, try to play WITHOUT seasonal waves activated in Commander options)

- Loading times are even shortned due to optimization

- Etc etc (i don't recall all the changes :haha:)

Forgot to say I was unable to repair the Kiel kanal waypoints plotting … so until I find out a solution, I deleted the waypoints.

Hope you will enjoy it!
To me, it's my best version ever!

:Kaleun_Cheers: :Kaleun_Salute:
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Old 05-10-24, 03:21 PM   #4
GrenSo
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GrenSo has made a Best of SUBSOM nomination.
Category:
Quote:
Mod/Modder of the Year in General
Post: What can I say... It's currently the best mod for SH3 and that with regular updates and bugfixes.
Forum: SHIII Mods Workshop

Posted by: Fifi
Nominated Post: Link
Quote:
NYGM IS BACK AND RUNNING!
V5.8 IS OUT NOW!


Best is new clean install, and new career !

- CTD when loading career from 03/41 to 12/41 has been fixed
- Naval Bases present in SCR file have been moved to LND file as it should be (exept U-Milkcow of course)
- Adjustments in plenty harbors (docked ships)
- Salamis available for refueling in Med, but is still not playable German base
- Minors adjustments

Med Air threat has been checked...all air bases are present, and some air patrol around Malta present in the SCR file too.

Have fun :ping:

:Kaleun_Salute:
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Old 07-08-24, 04:08 PM   #5
fitzcarraldo
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fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
Mod/Modder of the Year in General
Nomination basis: Great 3D mods for SH5. Must have...
Forum: SH5 Mods Workshop

Nominated Member: GrenSo
Nominated Post: Link
Quote:
Quote:
Originally Posted by sossenbinder View Post
In TwOS I am missing the possibility to send the watch crew to deck and send it back. Stormys DBSM brings this two controls into game, but there are happening some strange things with DBSM and I now do not use it anymore.

Is it possible for you to add these two commands for watch crew into your mod and map it to unused keys?
I'm not sure if I can do it. I have to test it first.
Quote:
Originally Posted by sossenbinder View Post

One thing on your last update.. the black gradient within the attack periscope is perhaps a little bit to dark and it is hard to read the scale now. On the observation periscope - it would be looking much better when you add a shadow at the border of the optics (glas), cause the edges of the border are not smoothed enough.
The reason to revise the optics was that I could see almost nothing with my new monitor (EIZO EV2740X) due to the attack periscope and the lens shadow at night was overly blue.
So it may well be that you perceive everything differently than I do. So if the old variant of the attack periscope was better, then you would have to take the older variant from the periscope again.

As for your suggestion with the shadow of the OBS, I can do that with the next update.
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Old 08-23-24, 10:36 AM   #6
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Smeghead has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
Mod/Modder of the Year in General
Nomination basis: These men are the backbone of the subsim community, many of us wouldn't be here without them and the fact they are still going strong even now is nothing short of inspirational.
Forum: SHIII Mods Workshop

Nominated Member: Kpt. Lehmann
Nominated Post: Link
Quote:
Hi everyone.

I know it has been a long time since I've had anything to say about our work.

Naturally, I don't speak in any detail about our work, but I will give you some general insight about where we are, and what has been going on around that.

Firstly, I am happy to say that I believe that in relation to distance traveled, we are at what I believe to be the 85-90% mark of reaching our conversion to the Beta phase of operations. We have set internal deadlines for when that conversion to Beta is to happen. (I define our "Beta Phase" to mean and/or be, when the hatches are dogged tightly shut against any new/risky modification integration and the included material is basically finished with some 'safe' material being polished.)
We are running at ahead standard to get there, and must be careful of the engines. We are not young anymore, and we aren't as quick as we used to be for that reason. If you think of the rock bands of the 1980's and 90's.... and then look at them now.... you get the idea. Very skilled, but not as agile or flexible, so care must be taken.

A bit of honesty here. Without looking, I believe that it was following the construction of our eleventh Alpha, we ran over and past the 4gb (3.86gb actual) memory budget that ALL modders must tolerate and accept. We had to pull back from that cliff after grabbing fistfuls of cactus to arrest the fall, ... AND make even a little more breathing room for safety.
Guys, this was painful. Very VERY hard decisions had to be made, and some elements we had hoped to bring, had to be canceled.

Even using new optimization methods that the community here has not instituted in any sort of global way, and even if we could open that memory budget (which we cannot) it would be fair to say that we modders would fill it to the brim. We would, even then, be left in the same position.... fighting to not overstep the memory budget.

We are currently working with our THIRTEENTH Alpha version, and it is proving to be rock solid STABLE in line with the performance of the old GWX 3.0 title!
(Tastes like good chocolate, this! Even when we know things are quite good, we sometimes hold our breath and forget to breath.... because KC transforms SH3 in so many ways. It feels like we are sometimes handling explosives that become more powerful with each passing day.)

I also want to say something important about the Grey Wolves Knight's Cross edition development team:

It has been an honor to work with this crew to resurrect the title... The level of dedication to that mission has been astounding, and I want to recognize that right now. During the course of development, this crew has overcome deaths in the family, natural disaster resulting in months-long displacement to alternative housing, multiple life-altering ailments, multiple surgeries, heavy workload, difficult conversations, dark weeks of tedious problem-chasing, painful decisions requiring cuts, necessary course alterations, and a small horde of real life responsibilities that work against us. Though we have had some individuals give us some great help and move on.... the core team of heavy lifters.... has taken many punches to the face and have kept going.... very notably, WITHOUT PAY. Additionally, no one signed on to run for this long. They are the best of the best, and when release day arrives, you will see just how voluminous body of work they have produced.

We know that it is taking a long time, but it takes as long as it takes.

This is a work of passion, and it will be ready when it is ready.

That is enough for now. I'm going back to work. Periscope down.


< I decided to be shameless and copy the text of my update post here, as it was immediately buried in the last page. >
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Old 10-20-24, 07:38 AM   #7
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fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
Mod/Modder of the Year in General
Nomination basis: For the new update NYGM Steel Coffins. Best for SH3.
Forum: SHIII Mods Workshop

Nominated Member: Fifi
Nominated Post: Link
Quote:
Forgot to say that sometimes, a whole plane squadron (6 planes or more) can bomb you if you are spotted … can be a good idea to NOT engage a single plane :yep:
Also sometimes at certain dates, you can encounter German planes in Biscaye gulf… not only British ones.

:Kaleun_Salute:
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Old 11-10-24, 06:09 PM   #8
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fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
Mod/Modder of the Year in General
Nomination basis: For NYGM Steel Coffins edition (FiFi).

Best mod of the year 2024.
Forum: SHIII Mods Workshop

Nominated Member: Fifi
Nominated Post: Link
Quote:
Quote:
Originally Posted by Fifi View Post
- Re-adjusted U-Boats sensors (radar warning distances have been decreased to more historical values)
About radar warnings, now when clear weather (yellow cloud) the Metox does not warn you before crew sight.
With later war others radar warning upgrades, it could warn you before watch crew.
When some mist (pink cloud), Metox should warn you just before planes appearing (at 90%)
When heavy mist (grey & orange cloud), Metox and others radar warning will warn you of course.
This applies for playing X256 max!… otherwise no planes encounter.

About Fumo 29 radar, it’s useful when heavy mist AND at night! (When vision is restricted). Same for Fumo 30…


:Kaleun_Salute:
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Old 11-19-24, 04:24 PM   #9
fitzcarraldo
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fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
Mod/Modder of the Year in General
Nomination basis: More improvements for the mod of the year: NYGM Steel Coffins Edition.
Forum: SHIII Mods Workshop

Nominated Member: Fifi
Nominated Post: Link
Quote:
VERSION 6.8 IS READY!

Special thanks to Astvitaliy for his Bathymetry mod!:up:

SHOULD BE GOOD FOR INSTALL IN BUNKER… BUT IF ANY DOUBT, RESTART CAREER!

Version 6,8 :
- Added AlexB coastal freighter (type 104), and AlexB new LST model in replacement of old one ;

- Adjusted type IX diving times ;

- Changed the pilot 3D of Seversky P35 ;

- Added British destroyer blocade in Skagerrak from December 44 ;

- Adapted & included awesome Astvitaliy bathymetry mod (physical map final);

- Moved Fastnet rock lighthouse to appropriate place & added the Rockall bank rock ;

- Added few villages on coasts ;

- Deleted the deck gun plug buggy animation & reverted back the gun barrel ;

- Added wonderful VonDos CA Exeter & campaign files inclusion ;

- Changed all british watch crew for VonDos accurate new ones ;

- Added Plymouth harbor (that was still missing) & ships ;



:Kaleun_Salute:
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Old 12-10-24, 04:38 PM   #10
fitzcarraldo
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fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
Mod/Modder of the Year in General
Nomination basis: Another improved version of NYGM Steel Coffins and another great job by FiFi.

Modder of the Year 2024, for sure.
Forum: SHIII Mods Workshop

Nominated Member: fitzcarraldo
Nominated Post: Link
Quote:
Quote:
Originally Posted by Fifi View Post
NEW VERSION V7.0 IS OUT!

ABSOLUTELY NOT COMPATIBLE WITH OLDER SAVES!...You must make a clean install & start new career:03:

Version 7,0 (huge work) :

- Revised all planes equipment (added rockets to Swordfish etc) ;

- Gave new textures to bombs/rockets/air depth charges & new 3D model to air depth charge ;

- Repaired the Kiel Kanal autoplot ;

- Added Kiel Kanal schleuses (from Ccom)

- Added new Kiel harbor (from Ccom)

- Added new St Nazaire harbor (from Ccom)

- Radical ships, submarines, planes & crew optimization to reduce game memory load (so to avoid memory issue with new harbors & schleuses)

- Added Fort Louis Fortress from Ccom ;

- Added wonderful VonDos Graf zeppelin ;

- Enforced slightly planes rockets damage ;

- Numerous adjustments

:ping: It is recommanded to play no more X64 TC when close to Kiel & St Nazaire harbors (30Km) :ping:

Hope you will enjoy it!
This is my Christmas gift to the community :)

:Kaleun_Cheers::Kaleun_Salute:
Many thanks for this gift, FiFi! Downloading now...:Kaleun_Cheers:

Best regards.

Fitzcarraldo :Kaleun_Salute:
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Old 12-10-24, 04:40 PM   #11
fitzcarraldo
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fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
Mod/Modder of the Year in General
Nomination basis: Another improved version of NYGM Steel Coffins and another great job by FiFi.

Modder of the Year 2024, for sure.
Forum: SHIII Mods Workshop

Nominated Member: Fifi
Nominated Post: Link
Quote:
Quote:
Originally Posted by HW3 View Post
I know, just want to finish it before I clear everything out and start over fresh.
:Kaleun_Thumbs_Up::Kaleun_Cheers:
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Old 12-21-24, 01:23 PM   #12
fitzcarraldo
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fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
Mod/Modder of the Year in General
Nomination basis: 2024 Modder of the Year.

A lot of work and the best mod for SH3.
Forum: SHIII Mods Workshop

Nominated Member: Fifi
Nominated Post: Link
Quote:
VERSION 7.2 IS OUT!

Absolutely compatible with bunker saves:03:

Version 7,2 :

- Fixed overcast layer for better accurate nights (when overcast);

- Changed Alborg city for more accurate place ;

- Now we can cut Northern Denmark via Alborg ;

- Added some life to this kanal ;

- Made some adjustments

- ARB Gui lighter included with rec manual fix

:Kaleun_Salute:
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Old 12-29-24, 05:03 PM   #13
fitzcarraldo
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fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
Mod/Modder of the Year in General
Nomination basis: Best modder of the year. All 2024 updating NYGM Steel Coffins and transforming SH3 in a new game.

Hands down!
Forum: SHIII Mods Workshop

Nominated Member: Fifi
Nominated Post: Link
Quote:
LAST UPDATE VERSION 7.3 OF THE YEAR IS OUT!

Should be bunker save compatible, but if any trouble, restart career! (not tested with previous saves)

Version 7,3 :

- Replaced old static crew on deck by new Kermit animated crew on deck ;

- Added Kermit new animated helmsman for type VII, IX & II ;

- Added Kermit new animated control room crew man for type VII & IX ;

- Added Kermit new deck gun animated crew & AA gun crew ;

- Revised all AA sim (fire rate, rotation speed etc) ;

- Adjusted type II control room crew position & light render ;

- Adjusted some conning deck crew position & watching surveillance ;

- Kiel base docked starting will be now backward, so our deck crew saluting people will be always the correct side (exiting & entering dock) ;

- Added new better La Spezia harbor with locks ;

About new animated crew:
- Helmsman sometimes (rarely) stands up!
- Deck crew saluting all stopped, but when U-Boat is moving, they salute & agitate caps! (Maj/Ctrl + D for crew on deck/crew inside)
- Dive planes men are appearing when ordering diving, but with delay for both. They will desappear again only when you are surfaced & completely all stopped with delay!
- Deck gun crew will appear with delay, and when firing the shells are ejecting!
- AA guns crew will appear with delay at the end of the sound animation...


HAPPY NEW YEAR TO ALL!! ... AND A BIG THANKS TO KERMIT FOR HIS HARD WORK! :Kaleun_Cheers:

:Kaleun_Salute:
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Old 12-29-24, 09:45 PM   #14
propbeanie
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propbeanie has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
Mod/Modder of the Year in General
Nomination basis: Dressing up an old favorite in 'modern' threads... sorry, bad pun.
Forum: SHIII Mods Workshop

Nominated Member: Fifi
Nominated Post: NYGM Enhanced Hardcore « Steel Coffins edition »
Quote:
NYGM ENHANCED HARDCORE STEEL COFFINS EDITION - The Challenge

LATEST DOWNLOAD V7.3 :https://www.mediafire.com/file/7xqdg...N_V7.3.7z/file


Also available in my signature (spoiler). Readme pdf included in Documents for installation!

For planes encounters, I highly recommend to play this mod with no more than X256 time compression in day time, up to X1024 in night time for the starting years 1939/1942… and all time X256 for last years 1943/1945!
HIGHER THAN X256, YOU WILL NOT SEE PLANES

IMPORTANT: when playing any type IX career, to avoid the well known type IX cables misfit, you should upgrade your conning tower as soon as it’s available in bunker. In NYGM the cost is zero.


It is not an official megamod release, it is only my own game I have modded for myself… and I wished to share with the Subsim community :yep:
Beginners should pass the way because it’s Not for Your Grand Mother! (NYGM)

You need a clean SH3 installation! (not provided by my download)






———> Game already patched Hsie & Stiebler with selected options for best gameplay!

———> If you want to get the "ship spotted" annoucement even for friendly/neutrals when sailing TC X1024, make sure in your Time Compression settings, the Character Animation is set to 1024 (the same time compression as your maximum) and of course the Ennemy Ship (s) Detected is set to 1.





Others settings as « When in 3D View », « Sound Effects », or « Particle Rendering » are set to 32.

———> At first mission career launch, save your game in high seas and exit game…reload and continue mission. It should be good to avoid all well known SH3 saves bugs.

———> Always save from the Nav map! You can save anywhere anytime, even underwater!

———> Do not use any other mods than the ones provided! So many files have been modified to get precise gameplay …This way you won’t brake the game.

———> This megamod is requesting good PC…with good graphic card!

———> Best is only 1 megamod at a time installed on computer! This to avoid potential corrupted saves…

———> https://www.subsim.com/radioroom/sho...postcount=1222

:Kaleun_Salute:
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Old 12-31-24, 06:32 PM   #15
FUBAR295
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Join Date: Mar 2002
Location: Decks awash in the North Atlantic
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FUBAR295 has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
Mod/Modder of the Year in General
Nomination basis: This is the best Crew on Deck mod ... a animated crew both inside and outside the Uboat for SH3.
Forum: SHIII Mods Workshop

Nominated Member: a-kermit
Nominated Post: [REL] Animated Crew on Deck V 1.0
Quote:
Moin ... :Kaleun_Salute:
So, here I have created an “animated” version of the “CoD Mod”.


I think it's better / nicer / more realistic than the old static version.


https://www.mediafire.com/file/p519p...D+v1.0.7z/file


Readme is included.


Have a nice WH-Fest and a happy and healthy new year ....


Kermit-68
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