Has always been the closest to an 'officially approved' super-mod for SH3. LSH - Living Silent Hunter III - Discussion-Thread - Download-Link. PRO: LSH does the most to expand the 'look & feel' of the game (sometimes appears lost in eye-candy however). PRO: developed by people who went to sea with German U-Boote; CON: does not work on older. 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. This option increases the radius of the 3D world to 16km.
Silent Hunter 3 Mods Downloads
- Silent Hunter III Mode Schnellboot Mod 2 is a stand-alone total conversion for Silent Hunter III. Schnellboot Mod 2 builds upon years of work from the Silent Hunter III Modding Community and takes out the “Silent” from the game title to put the player in the boots of a World War II German Commander.
- Bismarck features 3 paint schemes - the sea trials scheme which Bismarck used until March 1941 (scheme by Macstu23), the Operation Rheinubung scheme which was used from March until May 1941 (scheme by Beery), and the final scheme which was used when it sailed into the Atlantic (scheme by Type941). Merchant Variety Pack by Iambecomelife.
- Silent Hunter 3 Mods » Silent Hunter 3 - Mods (Moderator: Phoenix. MERCHANT FLEET MOD. Started by Carotio. 6 Replies 17494 Views November 19, 2011, 02:32:33 AM.
Silent Hunter 3 Mods Pc
![Silent hunter 3 merchant fleet mods Silent hunter 3 merchant fleet mods](https://vignette.wikia.nocookie.net/silenthunter/images/7/70/2020-05-25_01_52_55-SilentHunter4.png/revision/latest/scale-to-width-down/340?cb=20200525223931)
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. This creates more uncertanty in the way a ship will sink and how fast and how many hits. Plus, the deck gun cannot be simply aimed at one spot on the ship and repeatedly fired. 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. Small arms fire wont damage things larger than small coastals like tugs, as was historicly correct. 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. This will make surface assults on armed merchants as small as fishing boats and challenging of aircraft to carry more risk than stock. Other features include clickable interiors, new uniforms, visual and sensor adjustments, a new AI, revised ship rosters and new weapon sounds for surface guns. 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.