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Old 12-01-09, 11:15 AM   #3106
swdw
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Originally Posted by Hitman View Post
I have the new binocular ready now

The viewhole has exactly the same size as the periscopes and the TBT, in order to keep the coherence and proportions for the user (And as in real life is when pressed against your eyes).
Since most people haven't used binoculars, they aren't aware that you adjust the distance between the exit pupils until you have a single circle. You did a great job on this, but I feel a prediction coming on . . . .

Some people will complain that it isn't what looking through "real" binoculars is like.

Send them here
http://www.nikon.com/products/sporto...g/using_01.htm
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Old 12-01-09, 01:04 PM   #3107
JackAubrey
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Quote:
Originally Posted by swdw View Post
Some people will complain that it isn't what looking through "real" binoculars is like.
If this happens, i would be pretty surprised to say the least. Well, at least in this Forum.
In another Forum, months ago, i read a thread about how unrealistic the AK-47 and the M4 Carbine are modeled in ArmA II, because these weapons feel completely different in Counterstrike, which features the most realistic gun simulation around...

But I think that there are people who think, that looking through binoculars is like Hollywood told them for years. Unfortunately, there are also enough people who would not rescue persons trapped in car wrecks, because in the movies, cars that crash also explode.

Brilliant work on those binocs!
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Old 12-01-09, 03:02 PM   #3108
Hitman
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Thanks guys,

being used to real binoculars myself from the days I sailed and still owning a pair of them, it felt pretty annoying to see the stock ones.

I also made a plain circular view TBT, which will hopefully also make its way into RFB 2
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Old 12-03-09, 02:54 AM   #3109
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Originally Posted by Hitman View Post
I also made a plain circular view TBT, which will hopefully also make its way into RFB 2
It's in there.
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Old 12-03-09, 02:56 AM   #3110
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Originally Posted by JackAubrey View Post
With my install of RFB, the ships that sink tend to first stop dead in the water and then sink perfectly leveled. Regardless where i hit them. Stop your submarine, go to outside view and order periscope depth, you'll see what i mean. With RFB, no more sinking bow or stern first or listing.
Are you sure you have the mod installed correctly and that it isn't conflicting with any other mods? TBH I've never seen this type of sinking behavior exhibited in RFB.
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Old 12-03-09, 11:10 AM   #3111
JackAubrey
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Originally Posted by LukeFF View Post
Are you sure you have the mod installed correctly and that it isn't conflicting with any other mods? TBH I've never seen this type of sinking behavior exhibited in RFB.
I am pretty sure i have it installed correctly. I downloaded the Archive, extracted it to my MOD Folder and activated it using JSGME. After starting the game, i see that the start screens and menu screens are altered, as is my UI in the boat.

The Folder structure is: MODS --- RFB_1.52 --- Data

I don't use other mods.
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Old 12-05-09, 09:48 AM   #3112
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That is odd that RFB should seem to behave in that way regards sinking. I've been playing it quite intensively since installing it about three weeks ago and the main thing I've found is the varying degrees types of tactical decisions I've had to make depending on how a target ship behaves after being hit. I like others have had to hang back to finish off a crippled ship once the escorts have left the area and yesterday I had to admit defeat and let a damaged ship go. Scenario was, October 1942 off the northern coast of Papua in the USS Skipjack on my way the drop some troops off on the coast of the Phillipines. I got a contact to my north heading south west at a fairly high speed. I tried to get ahead but had to submerge sooner than I would have liked to avoid being spotted. I kept my engines at flank to try and close the range as much as possible. I could by then see my prey was a large euro passenger ship escorted by three destroyers doing about 12 knots. I became clear due to the geometry I was going to have to take my shot at around 2800 to 3000 yds as after than the range was going to start to open. I prepped all four forward tubes open and ready to shoot as I refined my solution. I fired all four torps adjusted to try and ensure at least one hit. Shockingly I managed to get four solid hits BUT the first three were all duds, thank you BuOrd! The last torp did detonate on the port side forward of the stern but it just wasn't enough. By that point two of the escorts were making life interesting for me and I had to accept that there was no way I was going to be able to finish her off. Very frustrating but satisfying too much better than the stock SH4 experience. Hope you get the mod working properly soon.
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Old 12-05-09, 02:17 PM   #3113
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Thanks Tarnish,

it seems i am having more problems with the game than i thought. Or maybe my mind is failing me.

The Story so far:

I preordered SH4, played for months after release and hat quite some fun with it. Then, due to RL issues and a shift of interest, i deinstalled it.

Now, as i regained interest in Uboat-Sims again, i reinstalled SH4 and also the U-Boat Missions Add-On i bought from a Garage Sale for a mere Euro.

The Add-On gives me an Installation error, as it says that it can't read 3 or 4 .dds files. If i ignore the error, it finishes the installation.

As i understand it, the DDS Files represent Textures or Graphical Stuff, so they should not mess up the Game Mechanics.

Now, what happens is, besides the sinking mechanics "phenomenon" of RFB, that i hardly hit anything at all with my torps. The Ships that are hit seem to be hit out of pure luck.
When i try the Tutorial Mission, where you have to sink the Mogami coming from the West, i never hit the darn thing with any solution i punched in.
If i thumb it and fire away when i think it's right, i get about 2 out of 4 torps into the ship.

If i try it the way it's described in the Videos and Threads regarding Manual Targeting, i am out of Luck.

Example:

There is one Mission where you have to sneak into a harbor and sink the Yamato.
I manage to get into position and have the Yamato in the scope at about 350°. I identify the Yamato, get the range and set the AOB to about 90° and the Speed to Zero. Everytime "sending" to the TDC.
When i fire, the torps leave the ship and run straight on. No turning to Yamato.

What i will try is, i will deinstall SH4 completely and reinstall it, patching it to 1.4 and see, if my problem persists without any mod.
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Old 12-05-09, 02:34 PM   #3114
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Jack don't forget to delete the SH4 folder in my documents and any other files left behind by the uninstaller
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Old 12-05-09, 05:32 PM   #3115
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Originally Posted by Gato76 View Post
Jack don't forget to delete the SH4 folder in my documents and any other files left behind by the uninstaller
Thanks for the hint. I did delete everything SH4 related and reinstalled it, patched to 1.4 and seemed not to have any problems.

Could not resist and installed the Add-On (which again gave me read-errors on those few DDS-Files), activated RFB with JSGME and everything seems to work out just fine so far.

Maybe something went totally wrong the first time.

I tried the "Torpedo Attack" Mission, tried to put in a solution and had 4 out of 4 Torps hit the Mogami, which sank as i would expect a ship to sink with 4 large holes punched in the side - listing more and more until she capsized.

It seems i got it right with the install.
The only thing that would be great is, if somebody could tell me which files i have to alter, to be able to lock onto ships i see through the scope. This is still frustrating to me, sometimes not being able to lock on despite having the ship clearly in my sights.

Well, i am the captain, i suppose. I want to shoot at ships that I see, what do i care what my crew sees?
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Old 12-05-09, 09:28 PM   #3116
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Just wondering when the v2.0 might be available?
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Old 12-06-09, 10:07 AM   #3117
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Hi fellas--

After a long break, I'm having a blast once again in SHIV--and am trying out RFB. I've tried to find a solution to an issue I'm having, to no avail--

My crew will report a visual contact--and I'll verify it, and then submerge to 70 or 80 feet to start gathering data via wernersobe style. However, the hydrophone isn't picking anything up at the bearing! It can hear my own engines when I point to 180 degrees--but the sonar operator won't report any contacts, and I myself can't hear anything at the verified bearing. Are there any special requirements, depths, etc. that I need to be aware of to use it?

Thanks in advance--good to know this community is still going strong! Also, VERY much looking forward to SHV!
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Old 12-06-09, 11:13 AM   #3118
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hey guy's/gal's

was wondering if any of ya could help...

am using FRB.1.5 and OM705

INSTALLED in this order via JGSME

RFB.V1.52
RSRDC_RFBV15_V421
" "_V401_patch2
" "_V411_patch2
" "_V421_patch2
opsMonsun_V705
OMV705_to_V715A
OMV715_patch1
OMV715_hotfix1

oh and am running websters no plankton mod too.

and am experiencing problem's with entering the museum?

and i can't find the "attack map" to be able to adjust my torpedoe depth etc etc, via the german sub's, as the american one's have it built in with the periscope..

any feed back would be greatly recieved..

R !!
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Old 12-06-09, 06:43 PM   #3119
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Quote:
Originally Posted by Oberleutnant nederlander View Post
hey guy's/gal's

was wondering if any of ya could help...

am using FRB.1.5 and OM705

INSTALLED in this order via JGSME

RFB.V1.52
RSRDC_RFBV15_V421
" "_V401_patch2
" "_V411_patch2
" "_V421_patch2
opsMonsun_V705
OMV705_to_V715A
OMV715_patch1
OMV715_hotfix1

oh and am running websters no plankton mod too.

and am experiencing problem's with entering the museum?

and i can't find the "attack map" to be able to adjust my torpedoe depth etc etc, via the german sub's, as the american one's have it built in with the periscope..

any feed back would be greatly recieved..

R !!
First, All your versions of RSRDC and OM are obsolete. You need to check the first post of both RSRDC and OM for the latest versions

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Quote:
experiencing problem's with entering the museum
This problem happens with OM and RSRDC combined



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Quote:
i can't find the "attack map"
Use the fifth icon from the left
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Old 12-06-09, 07:47 PM   #3120
LukeFF
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Quote:
Originally Posted by cdrsubron7 View Post
Just wondering when the v2.0 might be available?
Soon.
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