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Beery, I will upload a "fixed" bomb load mod. Nothing will be effectively changed, it'll just be cleaner looking in 2 files. For some reason I edited all the cfgs/eqps off my working copy except for the Zero. The Zero still has no bomb load, but I got rid of it the Q&D way by NULLing the bomb links. So looking at the files (it's remarked) it shows the bogus loads, but in the eqp they are NUlled (and remarked as such).
I just hate the sloppy look of it. I'll get it to you before a 1.29. <S> tater |
Actually, what do you RFB aficionados think about no bombs on the Zero? So far I have not been strafed by any, but I have some other issue I think because I am not attacked by CV aircraft at all lately.
Any feedback on what unarmed (aside form their guns) Zeros do would be greatly appreciated. I guess they will then report if they see you, increasing the chances of a more deadly aircraft appearing. I'd like them do do something if they spot you. |
Sick today...all is slow and snotty :dead: Anyhow dragged myself to the PC and ported the new version of RFB. Nothing will stop me from playing a patrol or 2. Thanks Beery!:up:
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I also hit on the 3 or 0.3 gyro failure last night.
I just started a patrol with 1.28. Made one attack so far, Dec. '41. USS Salmon, submerged attack on a Minekaze, fired two Mk 14 s at 2,000 yards at enemy's starboard quarter, both torps set to high speed and minimum depth. First shot was hot, straight and true, hit MOT and broke targets back. Second torp was a premature detonation. Okay it's only two tries but it looks like the 100% good or 100% bad problem is solved. As for bombs on fighters, too inaccurate and usually too light to be much use. Gunfire may cause casualties and will usually force the boat down, thus restricting it's actions against any nearby targets and giving it less chance to move away before better armed air, or surface, units arrive. |
I agree on the guns, I'm just not sure if the planes will attack. Sometimes I get attacked by planes alot, sometimes they ALL seem to ignore me (30 dgree error type issue, only with planes?)
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Variables
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(a) Which files creates the campaign? (b) Which files other then campaign creation effects the campaign. (c) What is the makeup of a saved game? I have checked on other file which effects loadout, SimData.dll. I do not have a dll editor, will look for one. |
Mhm, I guess the 1.28 with the mouse wheel sonar is gone? I installed it and it basically killed all my sounds, radio and gramophone.
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Alternatively you can change the commands.cfg file and remove the line that binds a keystroke to the Hydrophone_Volume command. |
No worries Beery, my 25Mbit won't mind that five minutes gap. ;)
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Torp gyro Prolem and bad batches solved?
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Now I will continue on with my training. |
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I've had occasions where planes flew by so I tested them out. I fired at them and I assure you they weren't too pleased about that and returned the compliment twofold. :lol:
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Torpedo Depth Problem... V1.28
Well, I'm on a new fesh patrol with a fresh install of the game. I've noticed that my depth meter is a little different now. At periscope depth It usually says I'm at 50ft or so...hmm maybe it's because in settings I set it to "Imerial" for measurment. Here's my problem EVERY torpedo I shoot at a destroyer goes directly under it. It does not matter if I set the Torpedo depth to almost zero they still go right under the destoryer ships.....whats up? Thanks for the help....
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@Beery - everything's looking good so far on my first RFB 1.28 patrol - BUT, I noticed when I went to check out my radar that it opens up like this:
http://i3.photobucket.com/albums/y96...rScopeRFB1.jpg so I have to move it down every time so I can use it. Is there a way to tweak what you did with the cameras.dat file so the station would open up like this (so I can use all the buttons without having to move the view): http://i3.photobucket.com/albums/y96...opedesired.jpg I suspect this is somehow related to the resolution (I'm playing on 1024x768 'cause I like that better, but I assume that you're probably basing RFB on some higher resolution. I managed to fix the similar problem I had with the sonar station opening up so I was too close to it (just a simple tweak to increase the angular angle back to the stock 75 in that case), but I couldn't recognize anything in the tweak file for the radar room that looked like it would probably shift it down like shown above. Assuming that it's possible, can you give me a hand and say which parameters need to be tweaked to move the camera down in the radar room so I can give that a shot? Thanks for all this great work. :up: |
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As for the deep running torpedoes; it was a common fault in both Mk10 and Mk14 torpedoes and the effect will be most noticeable when attacking shallow draught craft like destroyers. Early in the Pacific War, given a good firing angle, a good solution, a good range and a target that stays on course and speed, I would still expect to miss a destroyer about 70% of the time. |
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