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I'm using NSM 4 Classic with my RFB setup, the problem I think is that with the shells being high explosive only in RFB, the graphics engine won't show the holes your making on an enemy ship with the deck guns as it did with AP rounds.
Just ignore the fact you don't see the damage, and make sure you hit the ship primarily on one side, all along and below the waterline with your shots, not just one area, she will take on a list and eventually sink. |
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Anyways, I do think there are two areas that would offer the potential for further improvements, but neither concerns the stats of the guns themselves as they stand (which I think are fine). 1. If the problems could be overcome, the work started with the New Real Deck Gun mod would do much to add realism and lessen the need to artificially limit ROF to simulate something that currently doesn't exist in the game. http://www.subsim.com/radioroom/show...ight=Real+Deck 2. Any improvements to the realism of ship damage models has an indirect benefit on the realism of employing surface weapons. Unfortunately, I don't think the lack of fire damage can be overcome, which is probably one of the main causes of the widely different results that could occur during a surface engagement. Sinking a ship, even a small boat, by surface fire through flooding alone was extremely difficult, but if secondary fires could be touched off (as was common with the application of incendiary and HE munitions), a ship's destruction could be far more certain and rapid. |
Good point AKD. Did Tater get this working? If so, LukeFF who has been working on the cannon should take a look at that.
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Just all that hard things of RFB are new for me. (Earlier i playing SH3 with GWX and SH4 with TMO) In the presentation of this mod they not mention about solusion to make uber deck gun less uber in that why it is . Award system changes also... Ok, so when i get it now im happy , because my instalation of RFB is not buggy and everything is ok. ( That was a point of all that questions - I didin`t know is every thing ok ) Thx for explaining -t |
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As for the ammo loading... what you say is true, but I would expect my crew to load that thing if I order them to man it.... ;-) The wake issue occurs only with one destroyer and that one was modded in by RSRD. Guess noone over there has noticed it so far. |
Well, for a 4,000 ton class vessel, it's taking anywhere from 40 to 60 rounds to sink one using the tactics I described. On one patrol with the Gato I sunk 3 ships in the 2,000 to 4,000 ton class with the deck gun before running out of ammo.
For the 10,000 ton tanker it took pretty much all my ammo, which seems reasonable to me, it's only a 3" deck gun and during the war nothing over 4,000 tons was engaged with the gun if I remember correctly. Plus I never tangle with anything on the surface that has a gun of it's own or I stay out of range if possible. |
I want to thank you guys for all the support provided...thats great.:up:
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As far as the award system in the stock game the medals are handed out like candy. In reality, they were not. These medals were earned the hard way. Certainly medals are reachable. Keep in mind, the game is more concerned that you complete the assigned task. This is were the real score keeping is kept. It looks to me that tonnage is not really looked at. I could be wrong but I believe I'm correct. I have done many patrols and sunk just a few ships but completed 5-6 patrol areas and still received a medal or new construction. Watch this thread, RFB has more coming. Also, Lurker has started really digging into RSRD and adding some great stuff. My one hope is Lurker continued to refine RSRD and he has started. |
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RSRD is historical traffic and did not touch bow wakes and such. Probably a stock issue or your card has some trouble rendering the wake. Not sure on that one. |
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Something I really love about RFB 1.5 is all the new sound work. It adds so much to the game and the immersion factor. I'm thinking of investing into a new set of Bose QC3 headphones but if I put in anymore playing time, my lawn is gonna grow over top of the house and my wife is gonna strangle me. :p
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Greetings fellow RFB users...Let me pick your brains since I have been experimenting with this for a few hours:
Istallation, NSM Latest PE Latest RFB RSRDC RSRD patch 2 My own mixed sound MOD My problem is I was testing different damage sounds by taking my s-class down to crush depth...and whenever I enable any other sound MOD, I get the old problem (from stock) of the crew in the control room getting black patches all over them after the lights flicker the first time. This only happens when I enable different wave file sounds from other MODS. Speech and other sound folders do not cause this. And RFB without changes is fine and does not have the black faces after the lights flicker. I have tried ROW sounds and poul-MOD sounds, even droped in sound files from TMO just to see what happens with the same result of black faces after the lights flicker. I found it odd that sound files, even if I changed just one, would have this affect on the crew in RFB...any ideas on how to change the wave sound files I want to put in RFB so this wont happen? Thanks guys. :88) EDIT: By the way AVGWARHAWK if you see this...your internal sub sound you came out with doesnt have this effect to RFB when I use it. So I wonder what is different with your wave file compared to the other wave files I am trying? |
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