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Can't wait, I'll just have to go out and bag some more tonnage while waiting I guess :arrgh!:
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While things are being tested and fixed, here's a couple of screenshots for you.
THere's a lot of "under the hood" changes you won't see, but here are some visual changes thanks to AVGwarhawk, CapnScurvy, Oakgroves orginal work and Re@llyDe@dMe@ts chrono which was reworked some by me. LukeFF can post some screenshots of the work he's done Here's a daytime shot through the periscope (yes it was foggy that day) http://www.kickinbak.com/posts/newRFB.jpg Here's a shot at night. The crosshairs are a dark green that is visible night or day. http://www.kickinbak.com/posts/newRFB2.jpg Notice something on the compass people have been yelling for? :D Better scopes mod will be available as an optional install. |
Most excellent work on that interface guys; definitely 5/5. :up:
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I love the additions to the interface. It came together nicely:up:
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Just about all of my work has been "under the hood," as swdw noted, so here's what I've done:
-Very detailed torpedo performance mod. You will come to utterly hate the Mark 14 up to the end of September 1943. They will run deep, run off course, blow up prematurely, fail to detonate under the keel and fail to explode when they hit the target. It's a very accurate reflection of the real hassles faced by the submarine crews. -Overhauled crew configs for all boats. They are now set up as realistically as they can be, within the limits of the game's coding. Flak guns and deck guns will take a substantial number of crewmen to operate efficiently. Equipment repairs will take longer now. Equipment that in reality couldn't be fixed at sea is now non-repairable (propeller shaft, rudder transmission, dive planes). Crewmen will now suffer longer and more severely when injured. -Various graphics mods. These include updates to the career office and the National Flags mod. -Submarine performance parameters for all have been adjusted. You can run at decks awash in the fleet boats to pick up sound contacts. Speeds and ranges for all boats are all now very much in line with reality (including new info that puts the S-boats at their WWII performance capabilities, as opposed to their 1920s-30s details). Equipment availability dates have all been adjusted as well. You will now find the S boats to be the red-headed stepchild of the Silent Service when it comes to new equipment. Armor levels have been dropped as well. It's still a work-in-progress, but it's already an improvement over stock. -Submarine names now correspond to the date they began their first war patrol (as opposed to the past, where it was based on their date of commission). If you don't see a particular submarine name in RFB, it didn't go on at least one war patrol during the war. All of these features will eventually make their way into the U-boats, as I've already begun preliminary work on them. I have lots of good things in mind for the future of RFB. |
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I'm starting to lick my chops again! Can't wait:up: Keep up the great work:rock:
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Looks and sounds great!
I've been playing TMO lately and really like how the attack scope is almost useless at night forcing you to use the observation scope which lets in more light. Can this be worked into RFB? |
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Without a doubt that is the best looking HUD that I have seen for this sim. You guys knocked that one out of the park. Can hardly wait.:up::rock::up::rock:
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I have trolled this thread for several days without noting any new posts or updates.
Admittedly, I am enjoying the Uboat addon myself. I hope that is where you guys are as well and nothing heavy has fallen on the RFB Team.:D It will be worth the wait, but the suspense is killing me.:p Respectfully Submitted; CDR Resser |
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My feelings exactly!:yep: |
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sorry wrong thread
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What we try to do is a 2 stage release. The first goes out to the people who want to test it so we can kill any showstoppers, get feedback on changes and make sure all changes from all contributors are correctly rolled in. Some of the changes take a lot of testing to ensure the effect the modder is going for is what you actually see. A good example is LukeFF's changes that will allow crewmen to be injured easier than stock. Something like that takes a LOT of testing in different situations to make sure the results pan out. Sometimes, there's additional tweaking required. This type of testing is rather time consuming and takes a while. We know and understand we aren't going to necessarily get it "perfect" before the public release.:yep: Something like this will get better with more feedback. However, we do need to make sure it's playable / useablefor you guys so we only have to worry about fine tuning. So you know, the plan is to get the bugs/ changes needed for a public release taken care of with the 1.4 version before making it 1.5 compatible. We only want to be dealing with bugs from one source at a time so we don't end up :gulp: We'll probably add a couple of things to the 1.5 version that will be retrofitted to the 1.4 release. So pray for no more bugs, and if your prayers are answered:/\\k:, you should see it out in a few days. For a sample, here are some of the mini-mods rolled into the release. This list isn't complete yet, and these are in addition to all previous mods rolled into the earlier versions: Peto's extended evasion CapnScurvy's SCAF swdw's Draft and dive rate De@dMe@t's Night Hamilton22 Chrono Anvart's SD antenna mod Cap'n Cox's Airbase location mods Ducimus' tugboat and Kaikoban fixes LukeFF's Realistc Crew configs and National Flags SteveTRM's Sounds Changes to RFB by the team AI sensor changes Sub Hydrophone changes Sub radar changes Interior gauges HUD rework Range changes to boats Periscope crosshair colors Flags Hull damage Crew damage Crew roster changes Crew ability changes More realistic torpedoes Corrected dates for boat types, add-ons, torpedoes Decoys available when historically available Removal of texture files and scene files that conflict with either Kriller2's or W_Clear's environmental mods. Shell damage and reload times A number of addiotoinal sounds and alterations to sounds Other modifications and changes. |
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