Thread: TMO vs RFB
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Old 08-19-08, 09:25 AM   #15
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
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Quote:
Originally Posted by IronPerch
Thanks for the comments i was looking for Capt. Robins!

I have spend most of my game time also with the TMO and i installed it due to forum/web references it had. Anyway round week ago i somehow messed my mod setup and i decided to reinstall everything and this time with RFB just to give it a try. I tested it with the torpedo training mission and i was sunk by a aircraft during the first minutes... in a training mission! One should watch his periscope behaviour... Hopefully it wasn't a bug.

It seems that there has been progress since your RFB trials, because the map information you spoke about is gone and it's quite similar to TMO (black dot, no trails...) also the whole attack map is gone so you can't optimize or fine tune your firing solution with it. I also like the control buttons and functions (+ compass rose etc) and the idea that you have to be in certain place (e.g. conning tower) to activate certain features. Also moving the camera inside the ship works better than in TMO (?). It also seems to run with the NSM wihout problems and the early war torpedo behaviour modelling makes you plan your attacs more carefully.

About the realism, for me it also the "fear" aspect that gives me shivers and makes the game worth of playing. Anyway after installing RFB i have been depth charged only once (one has to sleep and work sometimes...) and i managed to escape quite easilly (but i hope that was because i was between two convoys (!) crossing each others lines and i dove under the one i didn't attact), so i can't tell much about the ai behaviour. Hopefully it is not what you told me.

So, RFB so far so good, but i miss TMO's loading screens...

... the sound mod i spoke earlier... i decided to build my own mix.

uhm I must be doing something wrong because my RFB still has an
attack map and I refine solutions with it constantly???????????

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