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Old 08-12-14, 04:43 AM   #16
Fish40
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So to be clear, it's good to go with RFB 2.0 campaign?
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Old 08-12-14, 06:21 PM   #17
avers
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so is this mod ment to add in realistic dive times for subs or just realistic diving physics? I feel like that the s boats dive a little to fast for realisim.
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Old 08-14-14, 01:17 AM   #18
TorpX
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Quote:
Originally Posted by Fish40 View Post
So to be clear, it's good to go with RFB 2.0 campaign?
If you are asking if ISP v1.1 is compatible with RFB 2.0, the answer is yes. I intend to release new version soon.



Quote:
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so is this mod ment to add in realistic dive times for subs or just realistic diving physics? I feel like that the s boats dive a little to fast for realisim.
The mod is intended to give realistic physics overall. It is very hard to get arbitrary dive times and have everything else good. I used quoted dive times as a guide, but consider that they are not the final word. Details about the circumstances and methods are lacking, and it is unlikely that procedures used before the war, were still used during the war.

It isn't just about diving, but also turning, acceleration, speed, sea-keeping, and range.

In any case, I have been reworking the diving behavior of the subs for the next version. It is the most complicated aspect of the subs' physics, and there are problems within the game that make an ideal solution impossible.


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Old 08-14-14, 11:17 AM   #19
ceutermark
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Default ship physics

would the mod work with surface ship mods
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Old 08-14-14, 10:22 PM   #20
TorpX
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ISP should work with most ship mods. Playable ships are another matter, as they are actually 'submarines' in the game. You should pay attention to what JSGME says when you enable mods. It will warn you when files are overwritten and this will help you understand what is changed.

ISP v1.1 doesn't change anything about the surface ships; only the subs. It also changes some the crew roster and special abilities elements.
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Old 09-19-14, 08:46 PM   #21
TorpX
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I have released v 2.0.

There is a link in the 2nd post.
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Old 09-20-14, 10:00 AM   #22
dom111
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Great news!!!

But I've one question: this mod is intended to work only with RFB + RSRDC, right? Is there any TMO + RSRDC version in the works???

Best regards.
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Old 09-20-14, 03:27 PM   #23
TorpX
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You are correct.

The sticking point is the crew roster/abilities. TMO and RFB are very different, and the mod will not work with TMO.

I intend to come out with a TMO-friendly version, but not right away. I consider it prudent to wait awhile and get some feedback on it, before any further versions, so I only would have to fix the one version.

I forget to add, there is a detailed readme, and the suggested mod order explained.

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Old 09-22-14, 02:09 AM   #24
dom111
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Ok, thank you TorpX, I'll wait for your TMO friendly version to start a new campaign
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Old 09-28-14, 09:31 PM   #25
fitzcarraldo
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Dear Torpx: I ' m trying ISP v2 in my RFB installation. I use ISE for RFB with ISE realistic colours. Your scene.dat alters my ISE environment and I have wrong reflections and a not so pretty blue sea. Question: scene.dat is undeletable in ISP or I could eliminate it? I tried this and I could see in the crew management the special super sailors are missed. Is there some way to use your mod without the scene.dat or could you tell us how to tweak it for ISE environment? There are many RFB users with ISE installed.

Many thanks and all the best.

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Old 09-28-14, 09:58 PM   #26
TorpX
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Quote:
Originally Posted by fitzcarraldo View Post
Question: scene.dat is undeletable in ISP or I could eliminate it?
Yes, you can delete it, but you will loose the stormy seas and sea-keeping effects. I don't know why any of this would change the special abilities crewmen, though.

I am not familiar with ISE, is it in the downloads section?


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Old 09-29-14, 05:51 AM   #27
fitzcarraldo
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Quote:
Originally Posted by TorpX View Post
Yes, you can delete it, but you will loose the stormy seas and sea-keeping effects. I don't know why any of this would change the special abilities crewmen, though.

I am not familiar with ISE, is it in the downloads section?


Yes Torpx. It is in the download section:

http://www.subsim.com/radioroom/down...o=file&id=3589

Many thanks for the answer. I continue to do test with your mod.

ISE is - for me and for others - a best optional environment for RFB and TMO. Not so blue seas, better clouds and realistic colours.

All the best.

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Old 02-13-15, 09:34 AM   #28
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Looks good. Real sailing feel, I hope. I'll try it
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Old 06-10-15, 02:42 PM   #29
treblesum81
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Not sure if anyone is paying attention to this anymore, but I've got an issue with the Sargo in conjunction with this mod. When operating at 2/3, I'm getting 13kts with a range of ~7000nm, at standard, I'm getting 16kts and ~5000nm rand, and then pushing it to flank only gets me to 17kts at a range of ~3000nm. I'm not ruling out the possibility that I'm doing something wrong here, but having such a small difference in speed between standard and flank at such a large cost in fuel seems odd. Is this an issue, or did I miss something important in the documentation?
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Old 06-10-15, 10:30 PM   #30
TorpX
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To get your maximum speed you have to have a high efficiency level in your engine rooms; usually this means going to GQ.

See what you get at 'battle stations'.
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