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Great, can anyone give a link to it ? I tried the search function.
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http://www.subsim.com/radioroom/show...ic+environment Its under optional downloads in the first post. |
Thank you, but the download link doesn't seem to work anymore for the ROW Sound mod version 9 here:
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No that i have completed my first mission whith this this beautiful mod here is my summary:
You have done a real great work to amplify the game's challenges. :up::up: I have only ONE point of criticism on the new damage model, and that is the the drive propulsion of the merchants. Look at this pictures: http://img353.imageshack.us/img353/2521/sh1on2.jpg I hit this guy targetted with the dick O'Kane method (and it was christmas and easter on one day, 6 shots and 6 impacts, NO DUD) See the result underwater: http://img147.imageshack.us/img147/3419/hh2np8.jpg BUT....:damn::damn: i measured the merchant before firing about 12 knots. I gave him six strikes and absolutly unimpressed it steamed away with 10 knots. I am really ok with the long sinking time... but round about 1800 kg Torpex and no abrasion, breach or any else damage to the propulsion system? 2 game weeks later a nearly like adventure. At best weather another sight of merchant. Trying to come infront of him he discovered me. Speed slowed down from 12 knots to 6 knots and it started to zigzagging. But i got him. Again six fish. 4 Impact, 2 dudes. And... the merchant accelareted to 12 knots and forced me to surface just to follow him. Under this conditions i will never attack a guarded convoy. That would be suicide. |
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I wonder if the Mark 10s ARE the explanation. My experience with Mark 10s so far mirrors yours. They seem noticeably less effective than the Mark 14s I'm used to. I hereby dub all you guys guinea pigs. Don't squeal when you're stuck!http://i196.photobucket.com/albums/a...eys/giggle.gif |
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When I install PE4 1st and RFB 1.52 (with PE4 included) on top:nope:, I get the heavy flickering, obviously caused by RFB 1.52 as last mod. There's no point anyway to run these two mods in this sequence, as RFB 1.52 overruns PE4. When putting RFB 1.52 1st and PE4 on top the flickering is gone. It seems somewhat strange to enable PE4 two times (1st as part of RFB 1.52 and 2nd on its own) in order to get rid of the flicker. Also, putting Environment 5.0 (instead of PE4) on top of RFB 1.52 fixes the flickering. That's what I tried to clarify by the list in my previous posting #1701. This leads me to conclude that somehow the incorporated PE4 portion in RFB 1.52 works differently than PE4 standalone, at least for me on this flickering issue. Maybe Luke can shed some light on this?:hmm: |
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Hopefully Luke will have a better answer, my other post was strickly in regards to enabling PE4 and RFB may cause unwanted side-effects besides the flickering. |
Went out on a patrol in my type 7b u-boot and came across a 5k ton Danish freighter (old composite merchant) so I decided to give it a two torp salvo,aiming the 1st torp at the forward mast,using magnetic detonation 1metre under the hull (Type 2 torps at 2000 metres ,60 aob) 1st hit under the mast 2nd under the bridge(I think) took her about 8 min. to sink.Hmmm Looks like the new damage system is doable.:ahoy:
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The superstructure flickering occurs only when looking through the periscope - looking through the TBT or binocular all textures are faultlessly stable, i.e. no flickering. As mentioned earlier, I've also tested different periscope mods, but the flickering remains. Hense the culprit can't be the RFB 1.52 periscope file(s). As I'm now running PE4 on top of RFB 1.52 in order to avoid the ugly flickering, I wonder if this (doubling PE4) might cause some undesired side-effects. I don't think it is my graphic card (Evga 8800GTS 640MB) with newest nVidia driver, or could it be? Another benefit of adding PE4 after RFB 1.52 is the improvement of Yamato's skin/textures. In single RFB 1.52 Yamato has both the huge & ugly stock portholes & textures plus the improved smaller portholes & textures from RFB 1.52's PE4, i.e. a mixture of stock AND improved (Kriller?) textures.:doh: It's a mixture of two texture sets showing (conflicting) details of both.:roll: The added PE4 corrects this and shows Yamato with improved textures only.:up: Maybe this texture mixture is a clue to the flickering issue?? |
I stumbled upon this flickering issue myself.
What's the command to close a torpedo tube? |
First mission out of Pearl with the Drum. About 200 miles of the coast of Japan I encountered a large Maru. Fired 3 fish and got three hits. Two on the Maru and one on the Drum with a circular run! Awesome Job :up:
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------- [Cmd308] Name=Open_torpedo_tube Ctxt=1 [Cmd309] Name=Close_torpedo_tube Ctxt=1 [Cmd310] Name=Open_sel_torpedo_tube Ctxt=1 Key0=0x51,,"Q" [Cmd311] Name=Close_sel_torpedo_tube Ctxt=1 [Cmd312] Name=Toggle_open_close_torpedo_tube Ctxt=1 -------- It shows that a specific command for closing a tube is not set. I've been using Cmd310 only to open the selected tube by pressing "Q", as it closes automatically after firing the torpedo. I guess that if you edit this file with notepad by moving "Key0=0x51,,"Q"" at the end of Cmd312, you could use "Q" for togglin the tube open/close. Make a backup of your commands.cfg before fiddling ;). |
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"Q" both opens and closes the torpedo doors. |
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The walking around your sub-part and anything else on the visual front is absolutely brilliant but I'm not having any fun when the enemy is about. And this is coming from a hardcore GWX veteran :o
no sinkings yet. cant lock, cant even plot except by radar when there's a slight fog, when you finally hit a ship it doesnt go down and when they hit you you're dead. one shell to my engine compartment is all it took. This is a whole new brand of realism I guess, sure takes some getting used to. My questions: I posted earlier about the binocular camera. I am unable to fix the clipping distance myself, could anyone please help me out to put the obstructions back on the bridge? I loved that part of the old RFB. And any word on the dive command yet? cheers |
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I did a controlled binary file comparison between PE4 Main & RFB152. The only different files found are as follows: Misc Wake_Back.tga ( PE4 newer ) Wake_Front.tga (PE4 newer ) Sea NBB_Yamato_N01.dds ( only in PE4 ) SubmarineSchool NSS05 Scope Measuring ( only in PE4 ) |
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Found out the problem with the Yamato textures, as listed by Lurker below. Will likely be part of an upcoming patch to fix a few problems with RFB. |
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