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Old 05-13-08, 10:26 AM   #916
101Dixie
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Quote:
Originally Posted by Wilcke
Quote:
Originally Posted by 101Dixie
Oops. Missed that bit Sorry

Thanks for the answer though
RFB 1.5 has changes to the crew on each sub. It reflects the actual amount of officers and other ratings on board. It also reflects the average crew numbers. So yes you will have open areas as crews were trained to complete multiple roles.

Credit goes to LukeFF who did a ton of research on this issue.

Now as I read your post, I am worried do you have empty spots besides the gun and AA? Post a pic that would be the best....please.
It works fine now that I have the correct version What I was getting was an empty boat apart from the 3 watch/lookout crews. Now that the proper combination of mods is installed there are empty spaces next to the guns with the other compartments fully manned.

The problem was a mistake on my part, all sorted now... It was a bit strange that it didn't seem to affect the other classes though. I can post a pic if you still need one.
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Old 05-13-08, 11:32 AM   #917
Wilcke
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Quote:
Originally Posted by 101Dixie
Quote:
Originally Posted by Wilcke
Quote:
Originally Posted by 101Dixie
Oops. Missed that bit Sorry

Thanks for the answer though
RFB 1.5 has changes to the crew on each sub. It reflects the actual amount of officers and other ratings on board. It also reflects the average crew numbers. So yes you will have open areas as crews were trained to complete multiple roles.

Credit goes to LukeFF who did a ton of research on this issue.

Now as I read your post, I am worried do you have empty spots besides the gun and AA? Post a pic that would be the best....please.
It works fine now that I have the correct version What I was getting was an empty boat apart from the 3 watch/lookout crews. Now that the proper combination of mods is installed there are empty spaces next to the guns with the other compartments fully manned.

The problem was a mistake on my part, all sorted now... It was a bit strange that it didn't seem to affect the other classes though. I can post a pic if you still need one.
Oh, good! Not a problem, looks like you have it all sorted no pic needed! Enjoy!
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Old 05-13-08, 04:55 PM   #918
lurker_hlb3
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Originally Posted by lurker_hlb3
To ALL

I may rehost the 1.4 versions of RSRDC in a day or so. I have other things going on right now. Will let you people know what I'm going to do shortly

Link to v14 versions of RSRDC are now up, see first post of this thread for the download link
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Old 05-14-08, 04:50 AM   #919
DrBeast
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Where's a "worship" emoticon when you need one? :rotfl:
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Old 05-14-08, 05:41 AM   #920
caspofungin
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thanks so much, mate. it's a fantastic mod, your dedication to details is self-evident, and your support for us poor non-1.5ers is heartwarming.
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Old 05-14-08, 05:44 AM   #921
DrBeast
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Just watch the fine print, lads: "unsupported". In other words, don't go hollering to lurker if something's wrong.
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Old 05-14-08, 03:52 PM   #922
punkmaster98
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When you get reports about convoys the message gives coordinates. i'm have troble marking them on the map. can somebody help? please pm me. thanks in advance.
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Old 05-14-08, 11:04 PM   #923
Charlie901
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Love the RSRD Campaign and the realism it brings to this game....

However it seems that many/possibly all of the ports have remained unchanged from the stock game.... :hmm:

Were the various ports updated, in the RSRD Campaign Layer, as far as making it harder to safely enter an enemy port and make enemy ports less of a Turkey Shoot for sub captains?

On a side note:
Would it be possible to add triggers to the Campaign that would launch, docked, subchasers/destroyers from within a particular port if docked ships started getting attacked/sunk?

Thanks
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Old 05-15-08, 12:24 AM   #924
lurker_hlb3
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Quote:
Were the various ports updated, in the RSRD Campaign Layer, as far as making it harder to safely enter an enemy port and make enemy ports less of a Turkey Shoot for sub captains?
no

Quote:
On a side note:
Would it be possible to add triggers to the Campaign that would launch, docked, subchasers/destroyers from within a particular port if docked ships started getting attacked/sunk?
I have no plans to make changes in these areas
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Old 05-15-08, 02:53 PM   #925
JoeCorrado
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Quote:
Originally Posted by lurker_hlb3
Quote:
Were the various ports updated, in the RSRD Campaign Layer, as far as making it harder to safely enter an enemy port and make enemy ports less of a Turkey Shoot for sub captains?
no

Quote:
On a side note:
Would it be possible to add triggers to the Campaign that would launch, docked, subchasers/destroyers from within a particular port if docked ships started getting attacked/sunk?
I have no plans to make changes in these areas
That should have been enabled in the stock version. Warships already react if action takes place nearby at sea, same should have been enabled in port. Just saying.
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Old 05-15-08, 04:54 PM   #926
Webster
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first off please forgive me for not reading through the 900+ posts because im sure you probably already answered this question before but here goes:

i read the read me but i got confused somewhat because i couldnt understand everything the mod was doing and what kind of compatability issues it might have with individual mods.

plus i was really confused where it says point blank:


"This is a required patch for all versions of RSRDC"


yet there is no RSRDC mod i can find to download before i use this "patch" to go with it.


so whats the deal? is this the mod or is it just a patch (as it says) for a mod that i cant find?


it also talks about changing things can cause CTD so is it going to have issues with small mods?


i play stock 1.5 with some mods that make things look or work better and while i like things to be more accurate, i dont worry about them being realistic so much.
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Old 05-15-08, 05:34 PM   #927
lurker_hlb3
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Quote:
Originally Posted by WEBSTER
first off please forgive me for not reading through the 900+ posts because im sure you probably already answered this question before but here goes:

i read the read me but i got confused somewhat because i couldnt understand everything the mod was doing and what kind of compatability issues it might have with individual mods.

plus i was really confused where it says point blank:


"This is a required patch for all versions of RSRDC"


yet there is no RSRDC mod i can find to download before i use this "patch" to go with it.


so whats the deal? is this the mod or is it just a patch (as it says) for a mod that i cant find?


it also talks about changing things can cause CTD so is it going to have issues with small mods?


i play stock 1.5 with some mods that make things look or work better and while i like things to be more accurate, i dont worry about them being realistic so much.

go the first post in this thread and read it carefully. You will find all related down links in the thread.
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Old 05-15-08, 05:40 PM   #928
THE_MASK
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If you are playing stock then download this http://files.filefront.com/RSRDC+V35.../fileinfo.html

Then download the patch
http://files.filefront.com/RSRDC+V35.../fileinfo.html

Enable all your other mods in JSGME first then RSRDC(the first link) then the patch(the second link) . I recommend a clean install . The game wont be a shooting gallery and you have to look for your targets . Early on in the war i dont find many targets . They are there but you have to know where to look (i dont look at the campaign layers as it would spoil it) . over .
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Old 05-16-08, 08:56 AM   #929
Charlie901
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Quote:
Originally Posted by JoeCorrado
Quote:
Originally Posted by lurker_hlb3
Quote:
Were the various ports updated, in the RSRD Campaign Layer, as far as making it harder to safely enter an enemy port and make enemy ports less of a Turkey Shoot for sub captains?
no

Quote:
On a side note:
Would it be possible to add triggers to the Campaign that would launch, docked, subchasers/destroyers from within a particular port if docked ships started getting attacked/sunk?
I have no plans to make changes in these areas
That should have been enabled in the stock version. Warships already react if action takes place nearby at sea, same should have been enabled in port. Just saying.

I agree!!!!

There has to be a way to mod this somehow!

Via either a trigger or making an escort for a docked ship...

Hmmmm, I will experiment with this.

What we really need is a ship that "appears" "Docked" to come to life after any other ship in port is torpedoed and start hunting, like an escort.
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Old 05-16-08, 12:05 PM   #930
Webster
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Quote:
Originally Posted by sober
If you are playing stock then download this http://files.filefront.com/RSRDC+V35.../fileinfo.html

Then download the patch
http://files.filefront.com/RSRDC+V35.../fileinfo.html

Enable all your other mods in JSGME first then RSRDC(the first link) then the patch(the second link) . I recommend a clean install . The game wont be a shooting gallery and you have to look for your targets . Early on in the war i dont find many targets . They are there but you have to know where to look (i dont look at the campaign layers as it would spoil it) . over .
thanks, i understood needing patches for TM or RFB but i just got very confused on why you would still need to install a mod patch if you were using the mod alone.
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