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Hello RFB team,
Quick question. Are trying the new mod. However all Jap DD I encounter sofar have lost their stern DC equipment, only the side launchers left. Now they straddle without damage mostly, up to almost harmlessness. In the stock game the DD/DC had stern rollers and were more deadly, making an more dangerous foe. Are my observations correct? If yes, I suppose they were removed out of historical reasons? Thanks, Trebb. Mods: NSM4 Light 1 PE3 install 2c PE install 3a PE 4 PE 5 PE ROW sea foam ROW sun flair RFB 1.5_051408 RSRD RFBv15 v395 RC5 Destroyer in attack run Sound man fix 1.01a Depth charge drop wrn 1.01a wartime tonnage aces Captain M More CBS news 1.2 |
I see this was lightly touched upon in post #616, but is there a more detailed description on how to get an unobstructed view from the TBT. I'm familiar with altering or modifying some things, but I'm kind of clueless for this. Thanks for any help.
Gus |
The Antenna Bearing Indicator above the A-scope is not really usable due to some overlapping parts:
http://img215.imageshack.us/img215/7...gindicads2.jpg Would be great if that could be fixed, as it is very helpful for taking bearings while using the A-scope. |
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If you want the binoculars to have an unobstructed view, do the same for dummy cam binoculars. I used 3 for the clip distance value there as TMO does. |
Hi, I'm haveing this stange problem in my career, basicly my Deck gun and one of my 3 flak guns have no ammo ever, even when I leave port at the start of a mission. All I have installed is the base game and u-boat xp and your awesome mod for 1.5, is there anything I can do to fix this and keep my current career?
Thanks in advance :) |
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I've started using this mod and I love it so far :). I always prefer my sims realistic, so I'm using this and RSRD.
I have a question about this part, from the readme: "Reduced incidence of SH4's torpedo gyro angle bug (the one where all of your sub's torpedoes veer off by 20 degrees to port) back to standard SH4 levels". I'm using RFB 1.5, and I have this problem something horrible. It seems to happen mostly when I shoot at slow or stopped targets. I can hit fast moving targets OK, but *every* *time* I shoot at a stopped target my torpedoes go about 20 degrees off to port (with manual aiming). On my first patrol (I'm a new player) I found a lone merchant ship going 11 knots. I launched 3 torpedoes. Two hit, and one of the two was a dud. The good one slowed him down to 2 knots, but from there I launched every other torpedo on the boat and they all went off to port. I've also tried to hit stopped ships, with the TDC target speed set to zero, but same thing. Since I can hit moving ships with all the manual gyrations that entails, I'm fairly sure it's not something I'm doing wrong in the targeting process. I know this is a game bug, not a mod bug, but since the 1.5 readme mentions an improvement I wonder why I still am seeing it. It's almost a game-breaker for me, alas :( I've even tried using a modding tool to reduce the gyro angle error for the MK14 torpedo to 2 degrees (from a much larger value - 40 or 60 or something I think?) with no difference - they still veer off to port. I'm not sure what to do to fix this so I can play a whole patrol reasonably. Any help would really be appreciated! It's the one thing kind of blocking me from really getting into this game. |
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Gus |
RFB Patch 052108 has been uploaded
RFB Patch 052108 is now up on FileFront and ready for download. It can be found at this link:
http://dodownload.filefront.com/1029...d5d22a495dce12 This patch rolls together a number of fixes that have been compiled since the original RFB 1.5 release. This fixes, among other things: -Shell traveling through the air sound -Updated torpedo parameters, according to the changes Sam made but were not included in the 1.5 release -CapnScurvy's Menu_1024_768 file changes and shell graphics tweaks -RPM values for the fleet submarines adjusted. Prior to this I had them set to the diesel engine RPM, not the shaft RPM. -Submerged range values adjusted, based on Lurker's test results. This fixes the problem with the huge save files. Also in this patch: -Interior ambiance sound dropped by 5% -Historical roster names for each ship in SH4, including those added by RSRD. Ship names are listed as they were known during the war. This means the Naka Class is no called the Sendai Class; the Takaos as the Atago Class, and the Akizukis as the Terutsuki Class. Install this patch over the main RFB release and let it overwrite all files. |
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One of the recurring points to this problem is the start date, home port, a reloaded saved game, and the use of the Mk14 torpedos that are the default loadout. Any help from you, or others on this issue will be helpful. RFB Team Member |
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To your questions: 1. Yes, my start date was Dec 1941, and I started at Pearl Harbor. 2. I did save the game prior to the torpedo issue. 3. I'm not 100% sure whether I reloaded before the problem, but I think I might have. I'll try restarting with a different date and/or location and see what happens. BTW, my 'huge save problem' is gone with the recent RFB patch. Yay! |
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