View Single Post
Old 06-24-07, 11:13 AM   #982
Beery
Admiral
 
Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Palidian
Yes a Gato can stay down for 48 hrs, even longer, but not at a speed of 4 knots, that time is about 14 hrs.
RFB uses CCIP's increased battery life mod. If there is an issue with it (and I'm not saying there is - I know virtually nothing about WW2 sub batteries) I'd still much prefer to use it than the stock SH4 setting because CCIP's mod permits staying under during the day (an historical tactic) whereas stock SH4's setting does not. If anyone can make a more realistic mod I'll gladly add it to RFB, but until then CCIP's work is the best battery version we have.

Quote:
The switch does not switch back in my game, during play, unless you load a save, only after I installed the mod, and you will hear them click back.
Has to be a stock SH4 bug or a bug in another third party mod you're using. As far as I know no mod in RFB adjusts the torpedo setting switches.

Quote:
Yes torps did have gyro malfunctions however not at the rate, with this mod, as I said 500 yards at a stationary target, I only got about a 40% hit rate. Of that most were duds, this is accurate with magnetic detonators. The USS Tang was sunk by one of its own torps, it was the only ship to my knowlege.
RFB's torpedo effectiveness is far more accurate than that of the stock game. There are only two options in this regard - stock SH4 or CCIP's torpedo mod. CCIP's mod (included in RFB) is the most realistic option by far and as far as I know it's extremely realistic. If anyone wants to make a more accurate torpedo mod I'll gladly include it in RFB, but until then CCIP's work is the best version we have.

As for USS Tang, the fact that she was the only sub to be torpedoed by a circle runner in no way proves that circle runners were rare - it only proves that getting sunk by one was rare.

Quote:
I was personally firing the deck gun and never missed.
The deck gun is absolutely realistic. It conforms to real world data. Ships were simply not that easy to sink with a deck gun. We've been through this over and over again and no one has ever proven that RFB's deck gun shell effectiveness falls outside of real world parameters.

Quote:
I set the depth at the minimum allowed, I have hindsight, knowing that the warhead was heaver then the test warhead, and the nose tended to run low causing the torpedo to run 7 to 11 feet deeper. This was not an issue with the Mark 10 IRL, however the mod gives them poor firing pins, and they run deep. In the normal game they are good torpedoes, however there too common.
RFB does not touch the Mk.10 torpedo. There may be a bug in the standard game whereby Mk.10 torpedoes use Mk.14 data. This is not the fault of RFB. Since the Mk.14 was the most commonly used torpedo in use by WW2 US subs the Mk.14 must be as accurate as possible and if that means that (due to a stock game bug) the Mk.10 is rendered less realistic that is a flaw we must accept. RFB is focused on getting the game as realistic as possible and when the options are to either make the Mk.14 as accurate as the Mk.10 or to make the Mk.10 as inaccurate as the Mk.14 I have to go for the latter. If anyone can find a better solution I'll gladly put it in RFB, but until then we're stuck making the best of the problems the game forces on us.
__________________
"More mysterious. Yeah.
I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
- Missen.

Last edited by Beery; 06-24-07 at 11:47 AM.
Beery is offline   Reply With Quote