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Old 12-31-09, 08:45 PM   #3166
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Please note: the file and link for RFB 1.52 has been removed from the server, due to RFB 2.0 being released. All further support and discussion about RFB should be directed to this thread:

http://www.subsim.com/radioroom/showthread.php?t=159709

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The RFB team is an open group and our work is open to anyone. Although we have a separate forum for development and testing, it is not a private forum, so you can drop in and see what's going on or contribute. The forum is open to other developers that need a place to exchange ideas too.

http://forum.kickinbak.com/index.php...647a9120c08614
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Old 10-20-10, 02:44 AM   #3167
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bump because someone dug up an old thread instead of this one

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Old 12-13-10, 07:40 PM   #3168
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Default german periscope wiew

Not sure if doing this right, hope i ,am in the right forum. Question: Can a change the german periscope wiew back to vanilla, whith the grades and lines, as in sh3, still keeping rfbf which i think is a great mod.
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Old 12-14-10, 11:04 PM   #3169
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Quote:
Originally Posted by keltos01 View Post
bump because someone dug up an old thread instead of this one

keltos
actually THIS is the old thread for RFB v1.52 which was replaced by RFB v2.0 (1yr ago) and a brand new thread was started for it so all the old issues from the previous versions wouldnt need to be rehashed to confuse people over what issues has or hasnt been resolved.


the thread for the RFB mod v2.0 that is in use today can be found here: http://www.subsim.com/radioroom/showthread.php?t=159709
 
Old 02-06-11, 07:23 PM   #3170
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Can anyone tell me why it takes a minute and a half to reload the deck gun in RFB 1.4??? I'm trying to figure out if this is a historical reload time or not. Thanks everyone!
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Old 02-07-11, 10:36 AM   #3171
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Quote:
Originally Posted by gi_dan2987 View Post
Can anyone tell me why it takes a minute and a half to reload the deck gun in RFB 1.4??? I'm trying to figure out if this is a historical reload time or not. Thanks everyone!
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RFB is now in version 2.0. Is there a reason you are running RFB 1.4?
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Old 07-24-11, 01:52 PM   #3172
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this mod is one of the bests
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Old 07-25-11, 05:05 AM   #3173
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Quote:
Originally Posted by gi_dan2987 View Post
Can anyone tell me why it takes a minute and a half to reload the deck gun in RFB 1.4??? I'm trying to figure out if this is a historical reload time or not. Thanks everyone!
It's based on a number of factors which the SH4 engine does not simulate directly. And yeah, RFB is at version 2.0 now.
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Old 09-10-11, 09:07 PM   #3174
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How deep are the IJN a/c supposed to be able to spot you and bomb you accurately?

I keep getting sunk at about 190' while cruising during daylight submerged.
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Old 09-11-11, 10:02 PM   #3175
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RFB 2.0 has this setting way off.

Here's TMO 2.0's air plane visual setting for depth capabilities:




TMO 2.1 and 2.2 decided to return to the stock game parameter of zero:





Here's RFB 2.0 setting for air plane visuals:





If you haven't figured it out yet, the greater the figure below zero (in the minus range) the better the planes will spot you. Just how far into the depths -75.0 takes it, I don't know. As you pointed out 190 feet isn't enough.
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Old 09-12-11, 12:13 AM   #3176
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Wow. I wonder if that was maybe supposed to be -7.5 instead.
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Old 09-12-11, 08:19 AM   #3177
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-7.5 would still be over 3 times the setting TMO use to have (which is one of the reasons many gamers called the TMO planes "wicked"). It's certainly conceivable that a decimal point was placed wrong. Who knows?


I should point out that this modifier (MinSurface=) is not referring to the amount of depth below the surface of water an object can be seen.


No, no, this modifier refers to the minimum surface area size an object must be, in order for "whatever" it's modifying (in this case visual detection) to trigger the event. This modifier appears in several other possible "events" that set off an AI response, so it's not just for planes visual attributes. Since were talking about the problem of having a sub detected at unbelievable distances while underwater, I can see where a person may get the wrong idea about this modifier. You have to relate the function of the event (visual detection) to a default occurrence (visible/invisible). Once that default threshold is met, different modifiers can change the event (visual detection) either one way or another. In this modifier, an object meets the threshold point for the event by setting the minimum size, or surface area it needs to be (in this case it's -75.0 smaller than what the stock size would be to trigger the event).


Does water play a factor in the ability/inability to be visually detected? My personal belief, it doesn't at all. Water isn't the deciding factor. The object size and distance between objects plays the deciding factors that will trigger the event. Think of it this way, the sub can't fly, and the planes don't swim. There's a point in vertical height that neither will cross. To "see" an object beyond this barrier requires knowing what size an object must be to be detectable and the distance between one and the other.
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USS Chesapeake Captain James Lawrence lay mortally wounded...
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.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 09-12-11, 08:22 PM   #3178
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Thanks for educating us, CapnScurvy.
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Old 09-16-11, 12:13 AM   #3179
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I play RFB 2.0 and recently came across a juicy convoy at night coming out of Semarang. I hit a couple of freighters on my first attack and then waited for the onslaught by the destroyers- which never materialised.

One of the two freighters continued on with the convoy, the other was incapacitated and slowly sinking. One of the two destroyer (there may well have been more) escorts continued with convoy, now zig-zagging, the other remained behind with the sinking ship, stationary. Neither destroyer appeared interested in locating me.

It occurred to me that the second destroyer may have been acting as a rescue vessel for the sinking freighter. I can think of no other reason for the destroyer sitting stationery like that.

I was a little surprised that I could make the attack with no repercussions.

And yes, I did sink the stationery destroyer
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Old 09-16-11, 08:36 AM   #3180
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Quote:
Originally Posted by LukeFF View Post
It's based on a number of factors which the SH4 engine does not simulate directly. And yeah, RFB is at version 2.0 now.

this thread is closed in the interest of causing less confusion so please go to the current RFB thread

http://www.subsim.com/radioroom/show...eal+fleet+boat

link has also been updated on the mod lists page
 
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