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D/L
:up: |
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AFAIK, moveing the officers to the CT, and the bridgecrew to Hogan's Alley is all that's needed. If you leave them in position while submerged with an attack from escorts, they are vulnerable to DC attack even though they seem to be safe and sound below decks. |
Thanx for the response on that one Fish, now I have another one for ya.
My RFB 1.52 102408 works great and when I tried to patch it with this latest 111608 now after the mission loading screen and just prior to "shipping off" it crashes. I'm installing the patch with JSGME and have no other mods installed except for 102408 and this one which is the patch. Thx again CD |
i had a crash to desktop when i tried to reload a savegame on patrol
after unloading the mods and reloading them with the patch it's probably no surprise that the save was messed up :) loading a save while in port went fine though, if you have a port save you should be ok :) |
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This is the RFB thread however, so it would be simply polite to take the discussions on other mods to other threads.
What comes to the damage model, personally I haven't found much problems with it. The only thing I can think of is ships going on and on and on with hits in screws(completely removed them once without any effect) or machinery spaces, but even that is should be taken care of by the patch. Good job RFB team :up: |
the patch runs smoothly :up:
but the binoc view is still unobstructed. this is not in the patch, then. Am i the only one who wants the crew and boat to be in the way of the view? if so, can anyone help me fix the clipping distance for myself? I can't get it done and i'd hate to mess it up cheers |
Really exalted
This is the screen for a thing i always waited for. I never could beleave that the explosion of so much torpex had any influence on the propulsion of a freighter neither in stock game nor in any mod.
RFB this is really great. :up::up::up: Fired 4 torpedoes at this guy, all hits, and my sonar officer told me: http://img388.imageshack.us/img388/1063/lostyo2.jpg :lol::lol::lol: From the first moment i knew he would not escape anymore. Next lame duck !! Greetings, kwbgjh2 |
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And my Subnuclear Weapons break it worse than anybody's, so don't paint me as an RFB goon.:arrgh!: |
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I get it. This attitude is :down:. No matter, I wasn't going to hang around much anymore. If sharing opinions on how mods combine is something so bad that some people overreact in such a way, then excuse me for being. |
2:30 -medium old european composite, 3 premature detonations on first salvo, sent a fourth fast runner after her with magnetic switched off, it struck between the funnel and the aft mast
target seen to have a slight list, maintaining 6,5 knots. shadowed for well over an hour and lined up again (target had resumed a straight course by then) 3:55 -2 more shots on impact trigger, both hits. one struck near the forward mast, the other struck just behind the funnel. target seen to be on fire and stopped dead in the water. 4:15 -target sunk @RFB team: thank you :rock: |
I am also disappointed with overreacting persons. Thus Webster's mod is only an ad hoc remedy for bad in my view sinking model.
As for new patch: this is good that steaming up ships with destroyed machinery are gone but what about amount of torps to sink merchant and sinking times? Kwbgjh2 is now amazed because he was able to sink small merchant with FOUR torps. It is very sad... :-? |
RFB Team--great work! Thanks for the patch! D/l now.
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