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Tons of stuff for the Virtual Skipper! Mousepads, T-shirts, beer steins....
The Store is open, come on in!
Here you will find all the old stuff that WPL has ever made. If you want to go back to the newer downloads (like current STAT missions), go back there: Go back to Downloads
Wolfpack League Campaign missions
These scenarios are needed to play the Wolfpack League Campaign.
Silent Hunter III Campaign missions are included in this installer. Thanks to the Campaign Design Team for the hard work. Be sure to direct the files to your Silent Hunter III directory.
SH3 Commander Release 2.4 (15 January 2006)
Written by Jaesen Jones
Copyright (c) 2005-2006 JoneSoft
Web: http://members.iinet.net.au/~jscones/software/
2007 STAT Missions Version 1.01
Above install is with out any modifications only in some missions the DD's have no torpedo's.Both Destroyer Command and Silent Hunter II stat missions are included in this installer. Thanks to MataHari, the OSL Team and the STAT Design Team for the hard work. Be sure to direct the files to your Silent Hunter II and Destroyer Command directories.
This program is needed to play STAT games with the Pilot Program
STAT Pilot program version 14.1
Version history 14.1 : 12/08/2006Previous Month STAT missions
Pack de misiones Stat del mes de Julio traducidas al español. Traducción de la 24 Flotilla.
Pack de misiones Stat del mes de Junio traducidas al español. Traducción de la 24 Flotilla.
January 2006 STAT OSL Missions Version 1.01
November 2005 STAT OSL Missions Version 1.01
October 2005 STAT OSL Missions Version 1.01
September 2005 STAT OSL Missions Version 1.01
April 2005 STAT OSL (with only the units and system) Missions
April 2005 STAT Missions Version 1.01
March 2005 STAT OSL (with only the units and system) Missions
*******January 2005 STAT Missions addon with Italian units.*******
Dec 2003 STAT Missions - ver.2
MAY 2002 STAT Game missions - 32 Lite/VeryLite missions, By Xebec.
April 2002 STAT Pack 1b - 5 missions
April 2002 LITE STAT Pack 1 - 32 missions, for dialup players and 2-man and 3-man games. By Xebec.
April 2002 STAT Pack 1c - 6 missions
Xebec Convoy missions - three big honking convoy battles for broadband players
SUBSIM Review's
SILENT
HUNTER II
HI RESOLUTION PATCH
This patch will
increase the game's screen resolution to
1024x768x32.
Visibility is enhanced for more realistic convoy hunting and defense. It also
allows you to select a historic flotilla emblem and add a custom hull number to
your in game control panel. Masterfully created by Covet, Xis, and Samurai for
WPL. This modification uses modified code and graphical images developed by
Ultimation, Inc. All rights reserved.
DOWNLOAD NOW!
PACIFIC ACES
Conversion mod for Silent Hunter II

Patrol in the Pacific during WWII
Seeing
is believing and when you see the Pacific Aces artwork, you believe you’re at
sea with the US Navy. And the differences are more than skin deep; each sub
class has its own diving and sailing characteristics and weapons loadouts. To
top it off, the PA conversion includes the rain and water mod so your new subs
sail in superior seas.
SUBSIM Review's
PROJEKT
MESSERWETZER SH2/DC MULTIPLAYER PATCH
messerwetzer (mes-r-vet-zr-) n. [German] - A craftsman who sharpens old knives.
No longer are SH2/DC battles crash-prone affairs limited to four players. Subsim Review's Projekt Messerwetzer upgrades the multiplayer engine from rTime to Microsoft's DirectPlay. Stability is improved--with a fast host, eight to ten players can wage war without drops. It also fixes some features and adds others. We have tweaked certain elements of the sims that greatly improve gameplay, as well. The games are better and more realistically balanced now. Our thanks to Ultimation and Ubi-Soft for enabling this project to succeed.
Now Silent Hunter II and Destroyer Command players can look forward to these new features.
Maximum number of players increased from 4 to 10
Larger AI convoys, up to 30 ships
Drops reduced by over 97% with good host
DDs get HF/DF contacts if the sub players talk on TEAM, but the contacts fade over time and do not follow the sub.
Silent running is now working and reduces detectability of U-Boat by 50% under certain conditions. A sub can go into silent running and make it very difficult for a DD player to find him. Of course, the sub isn't going anywhere at 2 knots! And he cannot reload torpedoes or effect repairs in SR.
A DD can elect to go ALL Stop and listen--it improves the chances of getting an acoustic contact. However, he's a big fat target to a U-boat, sitting all pretty and still in the water.
Subs that are picked up on sonar are marked on the map but there is an indefinite margin of uncertainty on the contact. He may be right where the mark is, ... or me may be 500 yards to one side... you never know for certain.
Players can now drop Map Notes that only their side can see.
DDs can now lay down smoke!! It's just eye candy but it sure looks cool.
Resupply feature working (with supported scenarios)
Manual dive planes are now functional. Player can change depth more rapidly but it comes with a price--if the player is not careful he can exceed crush depth or breech.
Enhanced time compression--now up to 128x allowed.
Peer-to-peer system, meaning if host disconnects, game continues with another player automatically enabled as the new host
Periscope is automatically lowered at 40 meters or deeper and cannot be raised until U-boat is at a depth of 40 meters or less.
Torpedo camera is disabled when external view is disabled in the MP realism settings.
Damage to ships may grow worse over time, as in real life this happens to all units in the game, including the player’s ship.
Secondary explosions are now enabled.
Magazine explosions are now enabled.
If game is paused by a player who quits or is disconnected, remaining players can now unpause the game and continue to play.
Torpedoes are now armed at the appropriate times and ranges originally set in the game code.
Deck Gun and AA gun stations are unavailable during heavy seas or when running with decks awash.
When a DD goes to All Stop, he fades from the sub's sonar!
It has been found that faster host computers (700 MHz or faster) with fast internet connections and memory in excess of 256 megabytes produce the highest quality multiplayer games. We recommend that the computer of a player who is NOT the host be NO SLOWER than a PIII-550 with 256 megabytes of ram.