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Old 09-04-10, 05:22 AM   #781
Liberatus
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If the RFB will be developed more? Sorry my english is weak.
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Old 09-12-10, 08:38 PM   #782
Stoli151
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I was also invisible at night. Half moon, calm seas, no clouds or fog. I cruised right into a task force at night. I cruised right along side an escort at 100 yards no reaction also decided to bump into him no reaction. Finally I opened fire on him with my deck gun then he stupidly looked around with his searchlite and returned fire. I was playing a US campaign with 1.5 installed and RFB 2.0 and april patch only. I know you RFB guys are getting burned out on this mod. But I think this mod is really great. If you could look at this issue and find a fix that would be awesome. Thanks for the good work.
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Old 09-13-10, 05:49 AM   #783
LukeFF
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Quote:
Originally Posted by Liberatus View Post
If the RFB will be developed more? Sorry my english is weak.
Not much more at this point.
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Old 09-14-10, 05:45 AM   #784
Cukier
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Default AI visual at night is UNREAL in RFB 2.0

Quote:
Originally Posted by Stoli151 View Post
I was also invisible at night. Half moon, calm seas, no clouds or fog. I cruised right into a task force at night. I cruised right along side an escort at 100 yards no reaction also decided to bump into him no reaction. Finally I opened fire on him with my deck gun then he stupidly looked around with his searchlite and returned fire. I was playing a US campaign with 1.5 installed and RFB 2.0 and april patch only. I know you RFB guys are getting burned out on this mod. But I think this mod is really great. If you could look at this issue and find a fix that would be awesome. Thanks for the good work.
Yes, its ANTIREAL MOD, stock is better, damage system sub, ships is ok, but AI visual is ANTI REALL (MAYBE MODERATORS CAN SEE it). Put sim.cfg from stock and now you have REAL.
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Old 09-14-10, 09:43 PM   #785
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Quote:
Originally Posted by Cukier View Post
Yes, its ANTIREAL MOD, stock is better, damage system sub, ships is ok, but AI visual is ANTI REALL (MAYBE MODERATORS CAN SEE it). Put sim.cfg from stock and now you have REAL.
The proper response to thinking that a given mod has some problem or other here is simple. The trouble is that the USUAL simple response is to whine about it.

The actual, simple solution is to fix it.

Sounds simple, but it takes work. Saying stock sim.cfg works better is OK, but you really need to test that statement, and demonstrate it. Release the mod, then get feedback. Set some good test missions that show that attacks work properly, but also that the ASW assets actually respond.
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Old 09-15-10, 07:18 AM   #786
Hitman
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When I did the revised sub watch sensors for RFB I noticed already that something was not working well. Thinking about it, I came to the conclussion that the excellent NYGM visual sensors mod was introduced before the environmental mod, and since this last one will affect the sensors, that's probably the reason why they have been further toned down in RFB.

As tater says, the job is not much difficult but requires a lot of testing, as I did for the sub watch visual sensor revision. May be in the future, when I'm free of other tasks I will take a look at this, but if someone steps forward and does it instead ... the better then
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Old 09-15-10, 05:59 PM   #787
Stoli151
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Can a person that is not a modder disable the environment portion of the mod and test to see if that's the case? The stock environment was fine with me anyway. I just like the damage model and general gameplay. I have no idea how to go about doing this or if it can be done. If its simple can somebody explain to me? If not I certainly don't expect somebody to waste their time trying to explain. Sorry for my ignorance.
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Old 09-16-10, 01:15 AM   #788
Hitman
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It's very easy, you just need to copy from the stock game the file scene.dat found in "Silent Hunter 4/Data" and all the "Env_Colors ... dat" (3 files) and "Sky_Colors ... dat" (3 files) from "Silent Hunter 4/Data/Env".

Make a back-up!

The only problem is that this will screw the own submarine watch sensors I revised.
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Old 09-16-10, 07:12 PM   #789
Stoli151
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Okay I will try that and see if it seems to make things work better. Also see if I can change back those sensor settings for the watch and see what happens. If I get any positive results I'll post it here. Thanks
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Old 09-30-10, 03:40 PM   #790
Treetop64
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Just DL'd the new April Patch. Love the new diesel engine sounds; much more real and really puts you on the boat. That muffled grumbling is how I remember the USCGC Courageous (WMEC 622), which had a pair of diesels.

Also "appreciate" the adjustment to the alarmingly high dud rates for the early war Mk14s. They get sorted by mid '43, but I have a long way to go until then!

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Old 10-01-10, 06:17 AM   #791
LukeFF
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Quote:
Originally Posted by napdev View Post
Would it be possible to use your damage system on a different mod setup? Would be really great, been hoping for a new natural sinking mechanics mod since 1.5 was released
No, it would be too much work. Too many files related to one another that would have to be changed.
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Old 10-01-10, 01:31 PM   #792
Stoli151
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Okay. I seem to be getting very positive results by disabling the environments mod. I just removed the scene file and env file right out of the mod and the sensors file from the april 23 patch then reenabled using JSGME. Now when I get within what seems to be a reasonable distance on a well lit night escorts react to me.Unfortunately, if you liked the environment mod, doing this will revert the environment back to stock, obviously. If anyone else is having the issue where the AI is not detecting you on the surface at all at night this seems to fix it. I don't know if i did this properly but it seems to work for me. It also seems to have cleared up the issue of no PPI contacts that some people were reporting because I have them now although the dot on the PPI is tiny, so you really have to look for it.Unfortunately I lack the modding skills to make the environment portion work better but this is a quick fix for anyone else out there having similar issues but doesn't care about or prefers the stock environment. I am really loving this mod now so thanks to the RFB team and thanks to Hitman for his advice.

Last edited by Stoli151; 10-03-10 at 04:56 PM.
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Old 10-16-10, 09:11 PM   #793
TheBrauerHour
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Ok I am getting back into SH4 after a year long break. Just so I am on the right track, I need to download:

RFB 2.0
RFB 2.1 patch
RSRD For RFB v575
and the v5xx_patch1

Is that all the most current stuff so I can have a great immersive experience?

I am really looking forward to playing this game again.

*edit* I loaded these up. Very nice work! I really like the feel of this mod.

Last edited by TheBrauerHour; 10-17-10 at 06:16 AM.
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Old 11-07-10, 09:42 AM   #794
Forensicman101
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Default dials to big

I tried out RFB, but the dials at the bottom right side of the screen were so large that they obscured all but one of the AA gun crew positions, which means that I'm unable to man the AA guns. Is there a fix for this?
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Old 11-07-10, 12:10 PM   #795
fitzcarraldo
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I´m a newbie with RFB (I use TMO 2 plus RSRDC now), and I´m trying RFB 2 with RSRDC. I want to know if RFB plus RSRDC is compatible with Pouls sounds and EAX sounds.

I´m reading the Manual of RFB now and the damage model seems a great work.

The mod- I´m seeing- has and environment submod included. What is it: Real Environment?

Many thanks and best regards.

Fitzcarraldo
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