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

CDR Resser 03-19-08 07:17 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by CDR Resser
If I could be impertinent enough to suggest what you might borrow from TMO. After having played with it for a while, his career mod to go to new construction with sea trial missions was really interesting. Also, knowing that Bungo Pete is out there is really neat.
He's a tough one, that Pete.

Campaign layers are a totally separate issue from RFB.

So if someone might be interested in doing such a thing, would it simply involve adding the appropriate file to the campaign layers. As for Bungo Pete, I wouldn't really even know where to start to add him in as well.

Forgive my ignorance, but if its something that wouldn't be included in the release, it would be some thing that I might be interested in doing myself.

Realism with just the slightest touch of undersea whimsy-- sounds pretty good to me.

Respectfully Submitted;
CDR Resser

swdw 03-19-08 10:47 PM

Quote:

Originally Posted by CDR Resser
So if someone might be interested in doing such a thing, would it simply involve adding the appropriate file to the campaign layers. As for Bungo Pete, I wouldn't really even know where to start to add him in as well.

Realism with just the slightest touch of undersea whimsy-- sounds pretty good to me.

Respectfully Submitted;
CDR Resser

RFB includes Peto's Prolonged evasion mod. The reports from people using it mentioned they were running into everything from the DD's that are rank amateurs to some that seem to be as nasty as Bungo Pete.

We want to keep RFB working with RSRD so we can concentrate on other areas and utilize lurker's great work for the campaign end. You may want to ask lurker if Bungo Pete is in or can be added to RSRD.

One thing you'll find is the sounds in RFB getting better and more realistic. The team has 3 ex submariners on it, and a couple more that we can ask questions of.

Sound isn't the only thing that will be affected by such input. As time goes by RFB will reflect this influence as it strives more towards the "real" part of RFB (within the limits of the game engine).

One thing too, we are looking at this as a marathon, not a sprint, so you'll see incremental improvements in RFB instead of waiting moths for a huge amount of work to be done. This allows you to take advantage of improvements and for us to include suggestions as development continues.

Fish40 03-20-08 04:00 AM

Sounds good SWDW! I can't wait for the 1.5 release:yep: About the new sounds, how dose this fit in with the ROW sounds? Will RFB overwrite a good portion of them?

M. Sarsfield 03-20-08 08:19 AM

Fish40, as with TMO, I recommend just using what's in the super mod. If you really think someone else has a better sound pack, then install it after RFB. Usually, these guys borrow ideas and files (with permission) from each other. So, it may eventually become a moot point as to which mod you use.

LukeFF 03-20-08 06:46 PM

Quote:

Originally Posted by Fish40
About the new sounds, how dose this fit in with the ROW sounds? Will RFB overwrite a good portion of them?

It overwrites all of the sounds in ROW and with the 1.5 release will add a new one for German torpedo hydrophone sounds. RFB uses Version 8 of the ROW sounds (since I compiled it) and builds off of that base.

Fish40 03-21-08 03:34 AM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Fish40
About the new sounds, how dose this fit in with the ROW sounds? Will RFB overwrite a good portion of them?

It overwrites all of the sounds in ROW and with the 1.5 release will add a new one for German torpedo hydrophone sounds. RFB uses Version 8 of the ROW sounds (since I compiled it) and builds off of that base.



Thanks Luke, that sounds good enough too me. I'll pretty much still basicly have the ROW sounds, then some.:up:

CDR Resser 03-21-08 10:24 AM

Thanks for the information. I am really looking forward to the release of the next installment of RFB.

Respectfully Submitted;
CDR Resser

Unhealthy 03-23-08 01:56 AM

Hi,

I would like to give it a try, but it's a bit confusing because there are many versions of the mods... I'd like to try what the post suggests : ROW, NSM, RFB, RSRD...

I'd like to know which versions of each one I should use, and if any mod patches are required... Also I want to be sure that the installation order on the 1st page of this thread is still valid.

Thanks a lot

kylesplanet 03-23-08 03:00 PM

Is there a way to add the directional tails back to RFB? I tried the method that TM uses to get them back but it didn't work. Thanks for any help.:yep:

swdw 03-23-08 04:48 PM

Quote:

Originally Posted by Unhealthy
Hi,

I would like to give it a try, but it's a bit confusing because there are many versions of the mods... I'd like to try what the post suggests : ROW, NSM, RFB, RSRD...

I'd like to know which versions of each one I should use, and if any mod patches are required... Also I want to be sure that the installation order on the 1st page of this thread is still valid.

Thanks a lot

The order listed at the beginning of this topic is still good. When Pacific environment is released by kriller, we'll put up a quick patch and the install will still be the same.

There is only one RFB file you can donwload. Grab the one at the beginning of the topic.

The only thing that's changed in the install order is adding the RSRD patch.

So it still should be
ROW
NSM 1.4 version modified for ROW
RFB
RSRD
RSRD patch

swdw 03-23-08 04:51 PM

Quote:

Originally Posted by kylesplanet
Is there a way to add the directional tails back to RFB? I tried the method that TM uses to get them back but it didn't work. Thanks for any help.:yep:

They are removed in different ways.

The idea is to use your nav tools. Place an x where the ships are at. Wait a couple of minutes, or zoom in and wait a shorter amount of time, and place another x over the now current position. Then draw a line between the 2 marks.

That's how it was done in real life.;)

one_t 03-27-08 07:44 AM

:up::up:A Very Big Work

JackMaga 03-27-08 09:43 AM

Hi!
I recently downloaded this mod, and I'm thoroughly enjoying it!

Just one question though.. I see mentioned in the list of changes a "LukeFF's Realistic Crew configs" and when I start a career my Sargo has 6 officers assigned to it: two Lts, three Lt. jr, 2 Ensigns...
Is this intended?
I admit I'm not very informed about the actual crew of a ww2 submarine, but 6 commisioned officers seem a lot!
Did you also change the number of officers required for each compartment so that, for example, the control room requires 4 commissioned officer to function at 100%?

swdw 03-27-08 09:44 AM

Quote:

Originally Posted by JackMaga
Hi!
I recently downloaded this mod, and I'm thoroughly enjoying it!

Just one question though.. I see mentioned in the list of changes a "LukeFF's Realistic Crew configs" and when I start a career my Sargo has 6 officers assigned to it: two Lts, three Lt. jr, 2 Ensigns...
Is this intended?
I admit I'm not very informed about the actual crew of a ww2 submarine, but 6 commisioned officers seem a lot!
Did you also change the number of officers required for each compartment so that, for example, the control room requires 4 commissioned officer to function at 100%?

Depending on the boat and the year of the war, there were anywhere from 5 to 9 officers on board. So- Luke did it right.:D

JackMaga 03-27-08 10:16 AM

Quote:

Originally Posted by swdw
Depending on the boat and the year of the war, there were anywhere from 5 to 9 officers on board. So- Luke did it right.:D

Obviously! Shame on me for doubting Luke :oops:
Now back to sinking Tojo! :ahoy:

And of course... THANK-YOU for this awesome mod!!! :up:


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