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Old 04-16-10, 01:35 AM   #3
Phantom II
Electrician's Mate
 
Join Date: Jan 2006
Posts: 139
Downloads: 33
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Quote:
Originally Posted by RFB Team View Post
No, RFB is a one-shot deal. There's no real practical way to pull out the environmental upgrades without messing with the rest of the mod. See, the way the AI interacts with the player is interlinked with the environment mods that are a part of RFB.

As for the crew management stuff, that's why there are empty slots below decks for the watch crew. That's the only way to keep the watch crew from being unrealistically injured when the boat is submerged. It's explained in more detail in the manual.

Hmm okay, but isn't there an easier way to move your crew than having to drag and drop each individual crew member (All 15 of them) every time you go below?

Aaand, as far as range estimations go on your targets, how come its impossible to get your Sonarman to give you an accurate range estimation? I keep having to do it manually through the hydrophone (because I keep getting ridiculous ranges), I mean active sonar should effectively eliminate the need for the Stadimeter range estimation.

And after finally calculating the range, I keep getting stupid speed estimations as well. For example, in the torpedo tutorial, It keeps estimating the cruiser's speed to be around 6-7 knots, when in reality its closer to 11 knots. Does this mean I'm going to have to do each calculation manually on paper using trig, since it'll be far more accurate?
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Last edited by Phantom II; 04-16-10 at 02:00 AM.
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