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-   -   [REL] RFB/Real Fleet Boat for 1.5 (https://www.subsim.com/radioroom/showthread.php?t=125529)

AkbarGulag 02-09-08 09:16 PM

I'm runing out of places to ask, but here goes. Does anyone in the RFB team, understand how the Airstrike.cfg allows the "Night Modifier" to determine when "Night" actually is? Clearly the game has the ablilty to pull the clock (or something as basic as a day/night changeover 1/0 or 0/1) time to determine when this line is active.

I guess the answer is in the 'Airstrike.cfg' file somwhere.... (but maybe or more likely, the resource is initiated somehwere else, then the airstrike.cfg is called into action with the information already in play)

Any ideas here?

swdw 02-10-08 03:10 AM

We haven't looked into the airstrikes yet. Your best resource would be tater and anyone that wrote an old mod dealing with airstrikes.

CDR Resser 02-10-08 10:52 PM

ETA on the new RFB
 
Without sounding like an impatient kid waiting for Christmas, would it be possible to inquire about the release date for the newest version of RFB. I read all the stuff on the thread about all the new features, and I almost can't wait to try it.

Respectfully Submitted;
CDR Resser

LukeFF 02-11-08 12:23 AM

Quote:

Originally Posted by fireship4
So were magnetic detonators removed then in 1943?

BTW will this be compatible with NSM? It has special requirements for the magnetic influence range...

1. Yes, they were. The order was given on July 24, 1943 by SubPac to deactivate the magnetic exploders from the Mark 14s. However, in Australia, the magnetic exploder (officially) remained in use until the spring of 1944, because their commander, Admiral Christie, had been a key player in the exploder's development and was very slow to let it go. In RFB it will "deactivate" at the end of September 1943, due to the way the file is configured (and since it was still partially in use).

2. Yes, it will be compatible with NSM.

swdw 02-11-08 08:46 AM

Quote:

Originally Posted by CDR Resser
Without sounding like an impatient kid waiting for Christmas, would it be possible to inquire about the release date for the newest version of RFB. I read all the stuff on the thread about all the new features, and I almost can't wait to try it.

Respectfully Submitted;
CDR Resser

Working on it- the sub draft and dive rate mod took more time than expected. LukeFF had some changes he was working on that needed to be completed first, Cap'n Scurvy had an update for his SCAF that needed to be rolled in.

Ducimus is providing me with a tugboat he did that stops the CTD's caused by the current model (totally new nodel, not a clone).

Of course we have to draw a line and say anything after this point goes into the next release, but these changes were some key changes that we had targeted for the next release.

Please be patient, target date is a couple of weeks, but real life can interfere at times.

Schultzy 02-11-08 07:06 PM

Quote:

Originally Posted by swdw
Please be patient, target date is a couple of weeks, but real life can interfere at times.

I'm just glad you guys are doing this at all. I'm looking forward to the next release and a couple of weeks sounds good to me, i've got a patrol to finish!

Thanks for all the hard work, it's appreciated! :up:

CDR Resser 02-12-08 10:53 PM

Thank you for all your hard work on this. I look forward to the next release. I'm very grateful that you are continuing to work on this package.
Please don't mistake anticipation of the next step for impatience.

Respectfully Submtted;
CDR Resser

399nkov 02-13-08 05:20 AM

I'm looking forward to this release also.

Thanks, Team RFB :)

LukeFF 02-13-08 05:23 AM

You guys will like what we've done for this next release, and there will be more to come after that. I personally have several projects that I'm working on for the mod that will carry on past this next release.

AVGWarhawk 02-13-08 08:47 AM

Yep, good stuff coming. Got a taste with Swdw sub draft mod:up:

CDR Resser 02-13-08 09:54 PM

Quote:

Originally Posted by LukeFF
You guys will like what we've done for this next release, and there will be more to come after that. I personally have several projects that I'm working on for the mod that will carry on past this next release.

So, can you give us a hint. I've seen the mod altering submarine "ride height". These seem to be the most accurate representations of the subs that I have seen.
Can't hardly wait.

Respectfully Submitted;
CDR Resser

LukeFF 02-14-08 01:29 AM

Quote:

Originally Posted by CDR Resser
So, can you give us a hint. I've seen the mod altering submarine "ride height". These seem to be the most accurate representations of the subs that I have seen.

  • Radar, visual, and hydrophone sensors adjusted
  • All-new and overhauled crew rosters
  • Changes to audio files
  • Submarine and crew member damage adjusted
  • More realistic torpedo performance
Other stuff is being worked on and may or may not make it into the next release.

CDR Resser 02-14-08 08:06 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by CDR Resser
So, can you give us a hint. I've seen the mod altering submarine "ride height". These seem to be the most accurate representations of the subs that I have seen.

  • Radar, visual, and hydrophone sensors adjusted
  • All-new and overhauled crew rosters
  • Changes to audio files
  • Submarine and crew member damage adjusted
  • More realistic torpedo performance
Other stuff is being worked on and may or may not make it into the next release.

Thanks !!!!!:D I have been trying out TM for several weeks now. While it is an enjoyable mod, I am really anxious to try out the new RFB. Thanks for all your hard work here.

Respectfully Submitted;
CDR Resser

AVGWarhawk 02-14-08 08:20 PM

Quote:

Other stuff is being worked on and may or may not make it into the next release.

I have faith it will make it:rock:

LukeFF 02-15-08 01:05 AM

Quote:

Originally Posted by AVGWarhawk
I have faith it will make it:rock:

Just being cautious, y'know. ;)

nimitstexan 02-17-08 02:23 AM

Is this mod compatible with NSM?

LukeFF 02-17-08 06:09 AM

Quote:

Originally Posted by nimitstexan
Is this mod compatible with NSM?

Yes

V.C. Sniper 02-18-08 03:45 PM

Suggestion - More realistic torpedo wake. The current one looks cheap and seems like it was created by a periscope going @ 30+ knots, rather than streams of bubbles from the torpedo coming to the surface. Also what annoys me is how the torpedo wake seems to magically and suddenly vanish when it impacts a ship, maybe make it so that the torpedo wake will stay up for a while after the torpedo detonated and then slowly fade away?

LukeFF 02-19-08 02:59 AM

Quote:

Originally Posted by V.C. Sniper
Suggestion - More realistic torpedo wake. The current one looks cheap and seems like it was created by a periscope going @ 30+ knots, rather than streams of bubbles from the torpedo coming to the surface. Also what annoys me is how the torpedo wake seems to magically and suddenly vanish when it impacts a ship, maybe make it so that the torpedo wake will stay up for a while after the torpedo detonated and then slowly fade away?

Kriller is working on that.

Wilcke 02-19-08 10:53 AM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by V.C. Sniper
Suggestion - More realistic torpedo wake. The current one looks cheap and seems like it was created by a periscope going @ 30+ knots, rather than streams of bubbles from the torpedo coming to the surface. Also what annoys me is how the torpedo wake seems to magically and suddenly vanish when it impacts a ship, maybe make it so that the torpedo wake will stay up for a while after the torpedo detonated and then slowly fade away?

Kriller is working on that.

Its going to be a pretty tall order to make the torpedo wake look like a trail of bubbles. Kriller has his hands full with PE. You never know.


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