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Nuova Rub - 1.45 Ed Altre Cosette...


Mithrandir

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Udite udite,

è disponibile su http://www.beerymod.com/sh3.htm nella sezione download la nuova versione (1.45) del Real U-Boat... (ed io avevo appena finito di sistemare la 1.44)! :s06:

Attenzione però, non è ancora disponibile la HT relativa (Harbour Traffic).

Ecco la parte del ReadMe con le modifiche rispetto alla 1.44:

 

IMPORTANT NOTES:

 

This mod is to be used with Silent Hunter III version 1.4b. It may not work properly if you don't have the correct game version installed. It is also compatible with the similarly numbered "SH3 Commander" mod.

 

When using SH3 Commander, in order to avoid any potential file integrity problems, ALWAYS perform a rollback in SH3 Commander BEFORE enabling or disabling any mods either via JSGME or manually - this includes uninstalling and installing Silent Hunter III.

 

New ship mods: RUb includes as many new ship mods as we can gain access to. However, if new ships are added to SH3 BEFORE installing RUb they may cause crashes if the ships aren't included in RUb. If new non-RUb-supported ships are added after installing RUb, players must ensure that the EnglishNames.cfg and GermanNames.cfg files are properly updated with the new ship listing.

 

2nd Flotilla careers: the standard game's starting base for 2nd Flotilla is wrong, and it has been changed in RUb. This means that if you start a career in 2nd Flotilla using the regular game, and then switch to RUb after doing any number of patrols with the standard game, you will get that number of notifications about a base change as you start every patrol. You may also find yourself suddenly patrolling off the coast of Africa (in which case you have to exit the patrol and it will fix itself). These problems can't be avoided, it's not a 'bug' in RUb that can be fixed. The base change notifications issue can probably be adjusted in the career files after the fact, but this adjustment is so complex that it's never been attempted. In short, it's easiest if players simply end 2nd Flotilla careers before switching from the standard game to RUb.

 

Saved Games: there are never any guarantees that saved careers will work after installing a new mod or a new official patch. You have a better chance of getting them to work if you save them in base than if you save them in mid-patrol, but they still may exhibit weirdness or cause the game to crash to the desktop. It's best to finish up any old careers before installing a new mod.

 

Multiplayer: when playing multiplayer games, each player involved in the session must be using the exact same campaign files (Campaign_LND.mis, Campaign_RND.mis and Campaign_SCR.mis). This means that all players using this mod in an online game must play with people who are using the same mod.

 

1x Play: For players who play patrols all in 1x speed, a different Basic.cfg file is required. This file is called Basic1x.cfg and you'll find it in the SilentHunterIII\data\Cfg folder after the mod has been installed. Simply delete the Basic.cfg file and rename the Basic1x.cfg file to Basic.cfg and you'll be all set for a 1x career.

 

----------------------------

 

Recommended Settings

 

For the most realistic simulation experience, it's recommended that players leave "No Map Contact Update" UNCHECKED. In this version of the mod the map contacts are shown on the in a subdued way so that players only get a general idea of the contact - as much as the hydrophone operator would be able to give the commander.

 

----------------------------

 

Installation instructions:

 

Please, always install the Real U-boat mod over a clean copy of Silent Hunter III with the necessary official patch.

 

If you're using the JoneSoft Generic Mod Enabler:

Simply unzip the RealUboat mod into the SilentHunterIII\MODS folder. Then, run JSGME.exe and you should see the mod listed as an available mod. Simply select it, then press the enable button and the mod will automatically install. If you ever want to uninstall the mod, simply run JSGME.exe again and disable the mod. This will return the game to its previous state.

 

If you're not using the JoneSoft Generic Mod Enabler, first unzip the mod to the desktop. Then, open the folder that's been created. Inside you'll see a data folder and a readme file. Copy these to the SilentHunterIII folder (make sure you have the correct version of SH3 installed first). When you copy the files, Windows will ask you if you want to overwrite files: click on yes for all files.

 

----------------------------

 

Version 1.45

 

051003: Radio mod added for German version. Mod adapted from various sources. Modders: U-4, Fletcher_72, Purplehaze, Prien, JG400Pips, U-538, Irishred (data\Campaigns\Campaign\messages_de.txt).

 

051003: Radiologlite mod added for English version. Mod by Irishred and Sniper1 (data\Campaigns\Campaign\messages_en.txt).

 

051003: Fixed more U-boat reflections. Mod by Sergbuto (Turm2D_2_hd.dat, Turm9c_1_hd.dat, plus all the same files as the reflections fix in RUb1.44).

 

051007: Added Snorkel visibility fix. Mod by Jungman (data\Library\AI_Sensors.dat).

 

051002: Updated new dial graphics. Dials version 1.2 Mod by Pascal, Ripbud and OneTinSoldier (data\Menu\Gui\Layout\Dials1.tga, DialsFdb.tga).

 

051016: Added Hospital Ship mod. Mod by Iambecomelife and Sergbuto (data\Roster\various nationalities\Sea\NHOS.cfg, data\Sea\NHOS\All files, data\Sea\EnglishNames.cfg, GermanNames.cfg).

 

051016: Added ability to sail on the surface with decks awash (all player-controlled U-boat config files in data\Submarine\NSS_Uboat**).

 

051017: Added French language (all *fr* files plus Localization.cfg).

 

051107: Added new 'Speed of Sound' mod version 1.2. Mod by Average Joe (data\Sound\Depth charges exploding from submarine.wav, P05_@Depthcharge_explosion.wav, P06_#Splinter_explosion.wav, P09_$Gun_muzzle_flash.WAV, P10_#Shell_fire_explosion.wav, P11_@ref_torp_great_explosion.wav, P16_#oil_explosion.wav).

 

051020: Updated U-boat individual number info for Type VIIC. Mod by Beery (data\Roster\German\Submarine\SSTypeVIIC.cfg).

 

051020: Updated (8 October 2005) Improved Convoys mod added. Mod by Jasonb885 & Sergbuto (data\Campaigns\Campaign\Campaign_RND.mis, all files in data\Roster\American, data\Roster\British, data\Roster\Netherland, data\Roster\Norway, plus data\Sea\NDD_C&D\NDD_C&D.dat and NDD_C&D.eqp).

 

051021: Reduced renown requirement for Type XXI to 15000. Adjustment by Beery (data\Cfg\Basic.cfg).

 

051021: Added Cloud fix. Mod by Seeadler (data\scene.dat).

 

051024: Added new world map with text for all major ocean features. Mod by FLB sale U-999 (data\Terrain\Maps\Map1\4320_2160.raw). Also added a new zoom level (data\Menu\Cfg\Maps.cfg, data\Terrain\TerMaps.cfg).

 

051024: Fixed misaligned cables on some Type VII boats. Mod by Flakwalker (data\Objects\Turm7c_1_hd.dat, Turm7c_2_hd.dat).

 

051024: Fixed Radio/Repair Compartment fatigue bug. Bug fix by GouldJG (data\Basic.cfg).

 

051026: Adjusted realism settings to allow for bug in realistic sinking times (data\Cfg\GameplaySettings.cfg).

 

051026: Removed 'give away' "We've been detected" and "Torpedo Missed" messages (data\Menu\*_menu.txt).

 

051026: Fixed long range gunnery on KGV (data\Library\guns.sim).

 

051026: Added Officer Icon mod. Mod by Captain America (data\Menu\Gui\Layout\OfficerA.tga, OfficerB.tga).

 

051027: Fixed weather reports icons. Mod by Marhkimov (data\Menu\Gui\Layout\MainOrders.tga, data\Menu\menu_1024_768.ini).

 

051102: All new Campaign_SCR.mis file added. Mod & Bugfixes by Teddy Bar & Stiebler (data\Campaigns\Campaign\Campaign_SCR.mis).

 

051101: Fixed some incorrect town and port alignment colours. Adjustment by Beery (data\Campaigns\Campaign\Campaign_LND.mis, data\Roster\DefSide.cfg).

 

In più presso http://u-boot.realsimulation.com/ si trova la nuova versione della IUb (1.01) di OrgY (in pratica è la RUb con qualche add-on in più)...

ecco il suo ReadMe:

 

IMPROVED U-BOAT V1.01 (RELEASE)

 

What This Is:

Improved U-Boat is simply a comphrensive “all in one” mod that enhances Silent Hunter III visually, aurally and in gameplay terms. As such, it is a compendium of a large number of mods made by different people, thoroughly tested for consistency, reliability and quality. It incorporates all of the features of the “Real U-Boat” mod though makes some small changes for playability (which can be reversed; see below.)

 

Our aim is to bring you all the creativity and ingenuity of the Silent Hunter mod community without the hassle of having to find and configure lots of different mods.

 

Features at a Glance:

• Upgrades most ingame graphics – from fire and smoke to terrain, ships and the interior of your U-boat. Now, even the bananas look real!

• Enhances usability and aesthetics of the interface.

• New ships, planes, ports, historically correct convoys, and historical operations like the invasion of Norway and the sinking of the Bismarck.

• Visibility now extends out to the horizon – this means you can see 3 times further away than in the original version of the game.

• No more empty harbours – many ports are now bustling with historically accurate traffic! Radio traffic is also expanded and historically correct.

• Milk-cows (resupply boats) are now present.

• Many other tweaks and enhancements – the uncompressed size of IUB is over 600mb!

 

A full list of included mods and changes is at the end of this document.

 

Installation Instructions

If you're using the JoneSoft Generic Mod Enabler:

Simply unzip the Improved U-Boat mod into the SilentHunterIII\MODS folder. Then, run JSGME.exe and you should see the mod listed as an available mod. Simply select it, then press the enable button and the mod will automatically install. If you have other mods installed you will be warned that Improved U-Boat overwrites some files; this is normal and you should choose “Enable Anyway”. If you ever want to uninstall the mod, simply run JSGME.exe again and disable the mod. This will return the game to its previous state.

 

If you're not using the JoneSoft Generic Mod Enabler, first unzip the mod to the desktop. Then, open the folder that's been created. Inside you'll see a data folder and a readme file. Copy these to the SilentHunterIII folder (make sure you have the correct version of SH3 installed first) When you copy the files, Windows will ask you if you want to overwrite files: click on yes for all files.

 

Improved U-Boat should be fully compatible with SH3 Commander v2.

 

As this mod incorporates Real U-Boat 1.44 changes, it can be installed over it or after it in JSGME. You do not need RuB to be installed before using Improved U-Boat. Do not install RuB or any other comphrensive mod over Improved U-Boat unless you know what you're doing.

IMPORTANT NOTES:

Please read the following section carefully!

This mod is to be used with Silent Hunter III version 1.4b. It will not work properly if you don't have the correct game version installed. Improved U-Boat should be installed over a clean copy of Silent Hunter III. The best way to do this is to uninstall SH3, delete the “SH3” folder in My Documents, restart your computer, re-install the game, and apply the official 1.4 patch. Then, install Improved U-Boat.

 

Saved Games: There are never any guarantees that saved careers will work after installing a new mod or a new official patch. You have a better chance of getting them to work if you save them in base than if you save them in mid-patrol, but they still may exhibit weirdness or cause the game to crash to the desktop. You should finish up any old careers before installing a new mod, and do a clean install.

 

Time Compression: This mod makes big changes to time compression, allowing you to go up to 1024x in the 3d views, and up to 128x near land. This change to time compression settings also fixes an SH3 bug that doesn't spawn aircraft at the correct rates on high time compression settings. However, if you are upgrading from an earlier version of Improved U-Boat, or don't install over a clean copy, these changes will not be applied until you copy the file “main.cfg” from your /Ubisoft/SilentHunterIII/data/Cfg folder to your My Documents/SH3/data/Cfg folder. This folder contains your saved games and general game settings.

 

Milkcows: Improved U-Boat v1.01 includes Sansal's and Rubini's “Milk Cow” mod. This adds a missing feature to the game, that of refueling and rearming at specially equipped “Milkcow” U-Boats in 1943/1944. However this addition required a side effect – the minimum number of days required to spend in base has been reduced to 1, so you can actually start a new patrol the day after you returned from your last one! In real life, u-boat crews got about a months shore leave after a patrol. The workaround is quite simple – just upgrade your sub emblem until the correct time has passed – installing a sub emblem costs no renown but has been changed to take 14 days to complete. Alternatively, you can use “SH3 Commander v2.1” to change the number of days spent in base manually, you can acquire this useful program from www.beerymod.com - full details on the “Milkcow” addition are below.

 

Performance: As Improved U-Boat includes multiple higher-resolution textures, as well as a greatly expanded view distance, performance (framerate) will be degraded on less powerful computers, and loading time will be increased. If you have to turn on the low-res texture option or put up with low (5-15) fps in default SH3, then you should probably not install Improved U-Boat.

 

Multiplayer: when playing multiplayer games, each player involved in the session must be using the exact same campaign files (Campaign_LND.mis, Campaign_RND.mis and Campaign_SCR.mis). This means that all players using this mod in an online game must play with people who are using the same mod, and no others.

 

Minefields/Subnets: Historical minefields and subnets have been added to where they actually were, for both enemy areas and friendly ports. They are not marked on the default campaign map; this is accurate for enemy minefields (obviously) but maps of minefields in friendly ports are in the folder /documentation/FriendlyMineFieldMaps/ - print them out, study them, and be careful in enemy coastal areas! If your uboat suddenly explodes for no particular reason out of a harbour, then its probably a mine! You will notice that you've run into a subnet when you hear a grinding noise and your Bow torpedo room starts taking damage.

 

Friendly Traffic – The new harbour traffic in friendly and enemy harbours will cause your framerate to drop in these areas compared to the original game. Secondly, if you save and reload near these areas, ships may lose their waypoints and run aground. This is an SH3 bug and nothing to do with Improved U-Boat. To workaround this bug, make sure you're well out of your base before saving and reloading your game.

 

Enhanced Visual Range – The new visual distance allows spotting out to about 16km on a clear day, or about 9km on a clear night. In real life watch crews could spot smoke plumes out to over 20km on a clear day. This compares favourably to the standard SH3 visual range of only 8km (!). However users should bear in mind that the enhanced view distance may cause framerate drops near land. You may also find the odd crew spotting glitch in some weather/light conditions; this is possible because of SH3's complicated spotting system. Report any bugs to the Subsim.com mod workshop forum or email me (details at end of documentation.)

 

Fatigue Model – Your crew no longer become fatigued. This should greatly reduce the micromanagement of your crew. When attacking a convoy in the North Atlantic in 1943, the last thing on a commanders mind was on putting crew members to bed. If you wish to use the standard or RuB 1.44 fatigue model instead, then download SH3 Commander v2 from www.beerymod.com – this allows you to select several different fatigue models.

 

Map Contacts – With map contacts on, the contact/ship icons and tails no longer give you the colour (enemy/ally/neutral) or distinguish between merchant or warship. This is deliberate (Real commanders did not have the benefit of a satellite view of proceedings) and an attempt to find a good compromise between the Real U-Boat model of minimal map contact information and the games default 'no map contacts' option. With the IuB model, you'll have to visually identify ships first to tell if they're warship or merchant, enemy or neutral – just like a real U-Boat commander – but you'll keep a good degree of situational awareness.

 

Sonar Lines – As a side effect of the new map contacts, the sonar lines on the Navigation map view will no longer be red for warships but black, same as the merchants. Though unwanted (it will be changed in a future version of IuB if we find a way), it does mean you'll have to pay a little more attention to what your sonarman is saying rather than relying automatically on the lines.

 

Friendly Fire – A bug introduced by Ubisoft with the 1.4 patch means that your crew will open fire on any ship, friendly and neutral vessels included, if given permission to open fire. Your flak gun crew will also open fire on friendly and neutral aircraft. You should probably tell your crew to hold fire when around friendly or neutral vessels.

 

Dolphins – If you're lucky, you may see dolphins swimming around. Don't worry, no real marine mammals were harmed during the making of this game.

 

“Milchkuh” Resupply Boats:

Thanks to the work of modders Sansal and Rubini, “Milchkuh” Resupply U-Boats are now present and functional in the game. The “Milkcow” u-boats were large Type XIV submarines specially equipped to carry large amounts of fuel and torpedoes, and resupply other U-Boats, thereby extending their patrols. They were used heavily between 1942 and 1943, but due to their vulnerability (large, slow to dive, and compromised by heavy use of radio messages) were all sunk or retired from service by 1944.

 

You can now resupply at these boats in their historical locations at the correct dates, and you can also resupply at interned German merchant ships in the neutral Spanish ports of Vigo, Cadiz, El Ferrol and the Canary Islands, as in Das Boot, from 1940 up till 1943/44.

 

How does it work?

The resupply units will be marked on your navigation map as static blue text markers when they become available, just like a normal base location marker. You will also recieve radio messages telling you as and when milk cows or resupply ships become available. And a full list of their dates of availability has been added to the help (F1) screen.

 

The resupply blue markers in the Nav map are static and only show the expected area where you will rendezvous. The AI uboat milk units are in constant slow movement around the indicated area. (The interned merchant ships in Spanish ports, however, are stationary.) So sometimes you will need to "find" the milk cow uboat using your visual, hydrophones or radar near that mark, making the "milk" manouver a bit more challenging.

 

To complete the resupply procedure just press ESC when you are near the milk cow/resupply unit and after that just click 'Exit Patrol', then click in 'Dock at U-459' (for example). You will find yourself back in the “Office” screen, but you won't be able to access anything other than your crew files. After that restart the patrol and continue your mission.

 

Now when you finish the resupply duties and resume your patrol you will be side by side with the resupply unit!

 

Notes:

After you dock at a milk cow base and restart your patrol you receive a 'NULL' as a destination patrol grid. This is an SH3 fault. So just take note of your grid destination before docking at a milk cow unit or resupply ship. (this is true for any other Axis base; and happens even if you don't use the milk cow mod)

 

Note that your crew may be awarded medals, promotions or qualifications when you dock with a milkcow or resupply ship. This means that you must use your crew awards (medals/promotions/qualifications) in the milk cow base if you want them (or you will lose them). And don't worry about your renown/credits/tonnage and log. They will be with you when you dock at your home base.

 

OPTIONS

 

As some changes in IuB will not be to everyone's taste, there are options available for some features. These are located in the /Mods/ folder. To enable an option with JSGME, simply enable. If you don't have JSGME, copy the “Option” /data folder and subfolders into your main SH3 folder, overwriting the original files.

 

The options are as follows:

 

ClearWater – A clearer underwater view, closer to the original game settings. Not very realistic, but definately good for spotting mines/subnets!

(Mods/ClearWater)

 

RealUBoatDefaults – This restores the RuB 1.44 settings for the deck gun reload time, fatigue, crew AA range, u-marker, and map contacts.

(Mods/RealUBoatDefaults)

 

Heavy Harbour Traffic – This increases the amount of harbour traffic in certain friendly ports for those with more powerful computers.

(Mods/Heavy Harbour Traffic/)

 

No Minefields or Subnets – This removes friendly minefields and subnets from the game.

(Mods/NoMinefieldsorsubnets/)

 

Heavy Radio Messages – This overwrites the standard (English) IuB improved radio messages with a fuller version that includes reports of ship sinkings, BdU communications with other u-boats, etc.

(Mods/Heavy Radio Messages)

 

Pascal's Dials and Gauges – An alternative version of the dials/guages. Photorealistic in style.

(Mods/PascalsDials)

 

If you think that there should be any other 'options' in future releases, let me know.

 

Frequently Asked Questions

Q1: Why isn't my mod / my favourite mod included?

One of about 4 reasons – I don't know about it, I do know about it but didn't think it was good enough to warrant inclusion, another mod did a better job, or maybe it caused some incompatiblity with another mod. If you think I missed something or have been unfair, get in contact!

 

Q2: I'm the author of an included mod and I wasn't contacted/given credit!

I make every endeavour to contact all mod authors whose work is included in Improved U-Boat for permission to include their work and to credit them, as well as include their original readme files in the /documentation folder. However it's possible I may have overlooked someone or couldn't get in contact with them due to lack of information. If this is the case, sorry – email me and we'll sort it out!

 

Q3: I'm pissed off at something!!! How do I change back to the default?!

All changes are logged below – to restore the original settings, simply copy the original SH3 files from a backup folder (you did make a backup of your SH3/data/ folder, right?) or delete the relevant files if they're in /Textures/TNormal/tex. If that doesn't satisfy you, you can vent at the subsim.com SH3 mods forum and someone should be able to help you. :)

 

Q5: I'm getting strange crashes to desktop/weirdness that wasn't there before.

First, make sure you're running Improved U-Boat on a clean install of SH3. Second, make sure all your video, motherboard, and sound card drivers are all up to date. If you're still getting problems, report the issue to the Subsim.com SH3 Mod Workshop forum – it may be a bug that can be fixed in the next release. Also note that some bugs may be the fault of SH3, rather than any mod.

 

LIST OF CHANGES:

 

Graphics – Interface

Ailantd's Transparent Dials – Removes the ugly background of the dials when you call for report to the Chief Engineer. Also fixes the color of the compresed air dial (red to green). Overwrites RuB version.

(menu/Gui/Layout/Dials1.tga)

 

Ailantd's Interface Mod – Changes many loading and front-end screens. (data/menu/*.tga)

 

Transparent Torpedo Loading Screen by Sale999 - A small transparency modification for the TorpedoesLoading Screen, which increases visiblity.

(data/menu/Gui/Layout/Back00.tga)

 

Wolfies and Ripbuds Merged Guages - This mod changes the HUD dials to be better looking, and somewhat clearer to use. Overwrites RuB dials.

(data/menu/Gui/Layout/DialsFdb.tga)

 

Captain America's Officer Icon Mod (No Label version) - I changed the officer icons to images that portray the station of each officer rather than their portraits. I think its more practical this way and it blends in nice with the existing layout. The icons are modified screenshots from the uboat's interior.

(data/menu/Gui/Layout/OfficerA.tga,OfficerB.tga)

 

Camera Mod v2 by CCIP – changes to free camera to improve scale and control, removed rotation limits on position cameras.

(data/Library/Cameras.dat)

 

FABC Chief Engineer's Dials Rollout by Timetraveller – now moving your cursor to the left of the screen slides out a handy dial telling you the remaining fuel, oxygen, compressed air and co2 levels.

(data/Menu/menu_1024_768.ini,/data/Menu/Layout)

 

Menu Button mod by crull – Moves all command icons to the bottom left of the screen for usability.

(data/Menu/menu_1024_768.ini)

 

Chomu's Integrated Orders – Extra command icons for controlling your uboat.

(data/Menu/menu_1024_768.ini,en_menu.txt,de_menu.txt,/data/cfg/commands_en.txt,commands_de.txt)

 

Gods Eye View changes by oRGy/RuB – With map updates ON, the following changes are made: the hydrophone lines do not distigunish between warship or merchant, and on the surface, the ship icons no longer give you the nationality (neutral/allied/enemy) or type (warship/merchant).

(data/Menu/Gui/Units/*.tga)

 

Graphics – World

Ailantd's Particles Mod Part1 – Improves the fire, smoke and wave graphics. (Textures/TNormal/tex/cloub_blob_add.tga, Fire_add.tga, pierreE2.tga, pierreE.tga, pierreE_test.tga,Smoke_volum02.tga,Smoke_volum02_opt.tga,smoke_volum.tga,splash_

vert01.tga, splash_vert.tga)

 

Ailantd's Wake Mod v2 – Improves the wake of the Uboats and ships to a more correct shape.

(data/Misc/siaj_nave.tga,siaj_submarin.tga)

 

Pascal's Binocular Texture (Black) – Improves the appearance of the binoculars the watch crew use. Contrast and saturation adjusted by oRGy.

(data/Textures/TNormal/tex/01_binocular01.tga)

 

Pascal's Crew Faces - Improves resolution and appearance of the crew faces. (data/Crew/Head/POS,data/Crew/Head/OFF/ - too many to list)

 

Pascal's Crew Uniforms/Misc – Photorealistic crew uniforms, helmet, and rain gear, as well as the people in harbour and other details.

(data/Crew/Body/,data/Crew/Casket,data/Crew/Helmet/,data/Textures/TNormal/Tex/ - too many to list)

 

Insignia Cap Mod by Anren - This SHIII mod replaces the watch officer's distorted cap eagle device with a sharper, cleaner version.

(data/Crew/Helmet/OFF/01_OFF_Helmet01_B.tga,01_OFF_Helmet01_D.tga)

 

Beery's Sea Hurricane Skin - This file gives players a new Sea Hurricane skin for use in the game. This is a typical Royal Navy Sea Hurricane paint scheme for aircraft that were used to guard the Atlantic convoys.

(data/Air/AFB_HurricaneMk1/AFB_HurricaneMk1.dat)

 

Juju's Military Mod 2-6 – Upgrades the textures of guns/depth charges, the Fletcher, V&W, and Clemson class destroyers, the Elco PT-Boat, and the Flower Corvette for greater historical accuracy.

(data/Textures/TNormal/Tex/NCO_Flower512.tga,NCO_FlowerC.tga,NDD_Clemson2.tga,NDD_ClemsonC.tga,NDD_Fletcher

3.tga,NDD_V&W_Alpha512,NDD_V&WC.tga,NPTboat_Br.tga,PTboat_BrComplete.tga,Reflector.tga,Reflector_A.tga,v3

CompleteMap.tga)

 

Juju's Flagmod - All new Hi-res flag textures for Silent Hunter III to replace the cartoony looking default ones.

(data/Textures/TNormal/tex/ - too many to list)

 

Improved Meat/Vegetables by Anonymous – Improves the look of the hanging fruit and meat inside the sub. Modified by oRGy.

(data/Textures/TNormal/tex/haloi.tga)

 

Sean's Highres IIA Skin (No camo, Rusty) – A high-res skin for the IIA.

(data/Submarine/NSS_Uboat2A/NSS_Uboat2A.dat)

 

Sean's Highres IID Skin (No camo, Rusty) – A high resolution skin for the IID.

(data/Submarine/NSS_Uboat2D/NSS_Uboat2D.dat)

 

Fubar's VII Skin – A new skin for the Typ VII based on historical kriegsmarine colours. Modified by oRGy for performance reasons.

(data/Textures/TNormal/Tex/NSS_Uboat7c_coning.tga,NSS_Uboat7c_deck.tga,NSS_Uboat7c_hull.tga)

 

Fubar's Typ IX Skins – New skins for the Typ IXB,IXC, and IXD2 based on historical kriegsmarine colours. Typ IXC and IXD2 modified by oRGy.

(data/Textures/TNormal/Tex/NSS_Uboat9*.tga)

 

Ship Hunter's Sub Interior Textures – Higher resolution or improved textures for the interior of the subs. Some minor modifications by oRGy and certain textures (mainly dials) not included to maintain compatability or coherence with RuB/Bordinstrumente.

(data/Textures/TNormal/tex/7cIC_druck.tga,21IC_Druck.tga,cadrane2_2.tga,CR9C_2.tga,CR9C_3.tga,druck_2.tga,d

ruck_7.tga,druck_21.tga,druck_radio_7.tga,druck_radio_9.tga,uzat_7radio.tga,uzat_

9 radio.tga,uzat_9command.tga,uzat_21radio.tga)

 

Bordinstrumente 0.9 – much improved interior textures for dials, guages and the like. Edited by oRGy regarding co2 dials and other small changes.

(data/Textures/TNormal/tex/

 

Sergbuto's Multiple Warship Skins v2 – This mod includes modified model (DAT) files, which allow for multiple skin usage, for C&D- and V&W-type destroyers, Clemson, Tribal, Hunt I, Type 34, Evarts and River escorts, Flower, and armed trawler along with multiple skin textures. These vessels are the most often used in the SCR layer of the stock campaign in the game. C&D-class DD now also carries DC racks starting year 1939. In addition, as a bonus I have included a multi-skinned C3 cargo.

(data/Sea/NCO_Flower/,NDD_C&D,NDD_Clemson,NDD_HuntI,NDD_Tribal,NDD_Type34,NDD_V&W,NDE_Evarts,NDE_River,NKC3,NTRW_ - too many to list)

 

Kriller2's Landscape mod – Better textures for terrain.

(data/Terrain/Textures/*.tga)

 

WaveMod 1.25x by timetraveller – Makes the waves nearly 1.25x higher than in default game.

(data/scene.dat)

 

Blue tint to sky at night (Beery) – Now instead of being black, the background to the stars is a dark tint of blue. This is more realistic as it you can see the silhouttes of ships, land etc, against the night sky as real U-boat commanders did.

(data/Env/Skycolors*.dat)

 

Markhimovs Torpedo Textures - 2. All torpedos hulls are now colored in a "flat metallic silver." Electric torpedoes are no longer yellow. Silver metallic torps look way sleeker, not to mention they are much more realistic.

(data/Textures/TNormal/tex/TI_G7a.tga,TIFaTI_G7a.tga,TII_G7e.tga,TIIIFaTII_G7e.tga,TIV_G7es.tga,/data/Menu/Gui/Layout/TMSTor00.tga,TMSTor001.tga)

 

New Torpedo Textures by Markhimov - All torpedos hulls are now colored in a "flat metallic silver." Electric torpedoes are no longer yellow. Silver metallic torps look way sleeker, not to mention they are much more realistic. You can tell the difference between each torp by the color of the warhead.

(data\Menu\Gui\Layout\TMSTor001.tga,TMSTor00.tga,/data/menu/textures/TNormal/tex/TI_G7a.tga,TIFatI_G7a.tga,TII_G7e.tga,TIII_FaTII_G7e.tga,TIV_G7es.tga)

 

New Seafloor Textures by tankervi (64mb version) – Nice new texture for the seafloor.

(data/Terrain/Textures/Sand02.tga)

 

Per chi vuole provare... :s01:

 

In più, sempre su http://u-boot.realsimulation.com/ nella sezione SH3 downloads zona skins ci sono le splendide skin per tutti i tipi di U-Boat di FUBAR. Le ho provate personalmente e sono meravigliose.

 

Ciao a tutti, G.

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Grazie :s02:

 

ma una domanda: con il JoneSoft Generic Mod Enabler io posso mettere questo mod e poi per le partite online disattivarlo?o anche disattivandolo mi rimangono degli strascichi per cui in online faccio casini? nn vorrei foderare l'HD di copie di SH3...un conto era SH2 (800mb) ma i 2gb di SH3 nn sn un scherzo :s02:

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Ciao,

ovviamente puoi. Il JSME riporta ESATTAMENTE la situazione al punto di partenza quando dis-istalli un MOD. L'unico problema è che il processo è un po' lento (ci mette un po di tempo)...

Personalmente ti consiglio comunque di istallare SH3 pulito, patcharlo alla 1.4b e fare una copia della directory completa che chiami ad esempio SilentHunter3_Multi .

A questo punto incasini di MOD l'altra directory e, dato che il gioco lo puoi lanciare da dove vuoi, il Multi te lo lanci dalla SilentHunter3_Multi che avrai l'accortezza di mantenere nella configurazione corretta.

 

Lo so che riempi l'HDD con 2 GB, ma almeno non devi istallare / dis-istallare tutti i MOD ogni volta che vuoi giocare! :s04:

 

Salutoni, G.

Modificato da Mithrandir
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  • 2 weeks later...

Ciao a tutti,

ho scaricato ben 2 volte il nuovo Rub(da Subsim e da Beery) ,ma sia 7zip che zipgenius non

riescono ad aprirmelo... "Lists out of bounds" ....

Eppure il download è avvenuto senza problemi. Qualcuno di voi ha avuto lo stesso

problema ed ha una soluzione?

 

Grazie

 

Jah bless!

Modificato da ConteBlecio
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  • 2 weeks later...

Ciao ConteBlecio,

il file va bene, a me lo apre... Probabilmente hai avuto un'interruzione nel tuo download e ora che hai il file (corrotto) in cache, il tuo PC non lo scarica più ma attinge direttamente il file danneggiato dalla cache.

Dovresti svuotare la cache di Explorer del tuo PC e riprovare il download...

 

Ciao, G.

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