View Full Version : [INFO] Mods compatible with RFB
Uber Gruber
04-25-07, 09:56 AM
If this isn't the right place to post this question then please feel free to move it. As RFB (Real Fleet Boat) is my first mod of choice then would anyone know which of the popular mods are compatible with RFB ?
I know there'll always be MENU_1024 or whatever its called conflicts that i'll have to change manually and I also know that JSGME will tell me which mod files are conflicting but it would be most helpfull if some people could save me the pain of reinventing the wheel by trial 'n error.
Thanks, Hans.
I use 'Dark recognition manual', '360 bearing tool' and 'Realistic S-class crew configs' (<- a must have!) with success.
Careful using either 'Campaign fix' or 'Better escorts'. While I haven't been able to determine exactly what is going on, the combination seems to trigger the air compressor bug where the compressed air drops twice to three times as fast as the battery level, making it impossible to stay submerged for more than two hours.
U-Bones
04-25-07, 10:31 AM
I use 'Dark recognition manual', '360 bearing tool' and 'Realistic S-class crew configs' (<- a must have!) with success.
Careful using either 'Campaign fix' or 'Better escorts'. While I haven't been able to determine exactly what is going on, the combination seems to trigger the air compressor bug where the compressed air drops twice to three times as fast as the battery level, making it impossible to stay submerged for more than two hours.
The campaign layer (and fix) only determines what else is spawned in the world and has zero effect on your sub.
Careful jumping to conclusions before you are "able to determine exactly what is going on" !
Careful jumping to conclusions before you are "able to determine exactly what is going on" !
Which is why I pre-fixed it with "I haven't been", which you conveniently 'forgot' to quote. I also mentioned that the combination of mods could trigger the problem. All I know is that if I do not include those two mods, I don't have the air compression problem. If I do include them, I have the problem. I am just warning people. If you can prove me wrong, fine. If you can determine what causes it, even better. But, until then, I have wasted a good number of hours before discovering this bug and I want to prevent other people from running into the same problems
U-Bones
04-25-07, 02:40 PM
Careful jumping to conclusions before you are "able to determine exactly what is going on" ! Which is why I pre-fixed it with "I haven't been", which you conveniently 'forgot' to quote. I also mentioned that the combination of mods could trigger the problem. All I know is that if I do not include those two mods, I don't have the air compression problem. If I do include them, I have the problem. I am just warning people. If you can prove me wrong, fine. If you can determine what causes it, even better. But, until then, I have wasted a good number of hours before discovering this bug and I want to prevent other people from running into the same problems
It was not neccessary to quote it - it was a conceeded point. I was simply -agreeing- with your statement that you had not yet determined the cause.
I was disagreeing with your premature conclusion, not criticizing you for not having solved it.
As for proof, I take you at your word - and I offered:
"The campaign layer (and fix) only determins what else is spawned in the world and has zero effect on your sub. "
This would make it logical that any sub symptom that appears to come from running this mod is probably co-incidental. I think that was a good start ?
My campaign fix really adds nothing to playability except adding hunter killer groups to late 42, easily unnoticed, so don't use it if you think it is causing you issues. Another alternative is to use the campaign tweaks in FFT 2.3, which are pretty good, and will affect playability for the entire war. I recommend them actually.
Anyway, no biggie, I just though you were overstepping your evidence. I hope you get the compressed air issue worked out.
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