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Again, within the limits of the game engine, it was a fantastic job by the Mod's designers. Unfortunately, submarines are limited in their ability, with only a usable anti-aircraft gun, and no ability to dive. AI submarines and ships coming and going from, as well as docked in ports to give real world ambiance. Lightships for navigation around hazards. This includes the German ships that were doing covert supply from Spanish ports. Covert supply ships (the Python, for example) are available in historic locations. The system for refueling isn't perfect, but given the game's limits, it's a spectacular job. Milk Cow refueling submarines are available on historic dates.
#SILENT HUNTER 3 WARSHIP MOD MOD#
Silent Hunter 3 Merchant Fleet Mod 1.7.10įriendly ships will hunt and attack convoys, which I have not seen.
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Friendly aircraft will attack convoys within range of their bases. Gunboats and Anti Submarine Warfare boats patrolling harbors. These can get annoyingly heavy late in the war, but that's the way it was. With enemy harbors, it's a guess as to where the openings are, but the nets appear in the various ports on historical dates.īarrage balloons from land and ship against low flying aircraft. Charts of friendly harbors to show you where these are. New things: Anti-submarine nets and minefields around harbors (both enemy and friendly). This option increases the radius of the 3D world to 16km. 16km Atmosphere - the radius of the 3D-rendered world in stock Silent Hunter 3 is 8km: objects beyond this distance are invisible to the player although the game still tracks their movement and status. Silent Hunter III Type II Silent Hunter (series) Fall of the Rising Sun Ultimate (FOTRSU). But then, SH3 isn't, either, so give GWX a try. If you want a shoot-em-up game, GWX probably isn't. If realism is your thing, GWX is for you. In short, it makes SH3 a whole lot more realistic. There are some modifications of sub ranges, to account for inaccurate distances shown on SH3 map. I have modded them a bit myself, to bring it to a more real-life level, according to Uboat books. Hunter-Killer groups in late war, which are DEADLY.ĭD's are deadly too, often unfairly so. Each convoy has a% chance of these appearing.
![silent hunter 3 warship mod silent hunter 3 warship mod](http://qentrancement.weebly.com/uploads/1/2/3/9/123975746/929509906.jpg)
Convoys actually zigzag now.Ĭonvoys escorted by a light cruiser sometimes, sometimes a battleship or carrier. Scapa Flow now has the real-world small entrances 'sounds', so you can recreate Prien's attack on the Royal Oak. The visual effects are great, sounds are awesome. It makes SH3 a new game, to put it mildly. Additionaly, repairs to systems seriously damaged (but not destroyed) which makes more sense, as some types of repairable damage was not nessecarily repairable at sea. Other features include clickable interiors, new uniforms, visual and sensor adjustments, a new AI, revised ship rosters and new weapon sounds for surface guns. This will make surface assults on armed merchants as small as fishing boats and challenging of aircraft to carry more risk than stock. Additionaly, a new sub damage model has been added which allows your sub and crew to incur negative effects as the result of enemy fire as light as 20mm. Small arms fire wont damage things larger than small coastals like tugs, as was historicly correct. You must actualy damage the ship at or below the waterline in a manner that actualy causes flooding, and large merchants may required dozens of shells. Plus, the deck gun cannot be simply aimed at one spot on the ship and repeatedly fired. This creates more uncertanty in the way a ship will sink and how fast and how many hits. Reliable 'split in half' ship damage feature that exsists in stock, and changes tot he ships damage model that prevents torpedoes hitting the same area of the ship multiple times from casuing anything other than flodding in that area to become fast.