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Old 07-01-07, 11:35 PM   #1081
Fearless
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Quote:
Originally Posted by Monica Lewinsky
Quote:
Originally Posted by clayp
I dont understand why so much BS about the D** deck gun.. Who cares!!!!!!!
Agreeing with you. Have the mod, play with it engaged all the time. Never had an issue with it. I just ignore their b.s. in posting. The mod has given me countless hours of enjoyment - to the point of I could care less when the 1.3 patch occurs. Nothing is perfect. I only use the deck gun to polish off something that received a few torpedoes already from yours truly. Have been reading the rants for 10 days and I get a chuckle out of them. It's amazing how they bitch and moan about it and NEVER thank the author for a very nice MOD.

Thank for the nice mod, Berry, sir! Someone luvs it!
Totally agree I'm sick to death from reading coutless pages of the same issue that only a minority have a problem with then to find out there's another thread running in another part of the SH4 main forum about the same thing Perhaps no longer responding to the ROF will solve it.
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Last edited by Fearless; 07-02-07 at 08:51 PM.
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Old 07-02-07, 09:09 AM   #1082
Beery
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Yup. There is another deck gun thread and another. I'm done talking about the deck gun here (or in the other thread actually) since no new evidence has surfaced in over a week. I'm happy with the new ROF that has come out of the discussion though, so it's been positive overall.

Now, are there any mods that I haven't added that people want added to RFB? I know we've talked about adding stuff before but my memory is flaky at the best of times so some reminders would be much appreciated.
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Old 07-02-07, 10:01 AM   #1083
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Hehe, it's pretty tiring explaining that the goal is accurate results, not to the nanosecond accurate reload times.
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Old 07-02-07, 11:32 AM   #1084
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-Tater's improved campaign layers (when finished)
-Deck gun destabilisation by KV29 (Maybe even reducing load times a bit further as Tater suggested)
-Strict ranges by U-bones
-Currently a WIP, but when finalised a beauty: Die slowly by Redwine and Leovampire
-Sober's sea state mod (WIP but nonetheless)
-Refitted refits with waiting times:rotfl:

These just came to mind

Reg.
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Old 07-02-07, 11:56 AM   #1085
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Is there any way to make Darwin a refit base and include that? Many subs based in Fremantle used Darwin as a refueling base to extend their patrols, as well as Exmouth, just as the Pearl based subs used Midway. I can't understand why it wasn't included as a refit base.

Gus
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Old 07-02-07, 12:04 PM   #1086
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Regarding the lower reload times combined with kv29's mod, I want to be clear that the end result should be an average ROF that matches the kind of data Beery has looked at in the past. The goal would be for moving subs in average seas at typical engagement ranges (as per the patrol reports studied) to have that seemingly typical 2-3 rpm ROF on average.

A sub lying to next to a cripple, unarmed freighter in calm seas firing at point blank range might well be able to double that more typical ROF.

From the standpoint of "being there" that adds a lot of realism. You don;t just order "battle surface" and kill everything in sight like you would in the stock game. Neither do you decide never to bother and stick with the fish like you might in RFB. There would be a middle way where you'd up scope, look around, and have to make a decision based on the sea state, the likelyhood of return fire from the target, how long it'll take to finish him, will we come under air attack, etc. It becomes a decision with pros and cons to weigh. More nuanced.

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Old 07-02-07, 02:41 PM   #1087
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I understand. With KV's stuff tweaked into my files I set reload to 15 sec. In easy seas I get a higher ROF compared with RFB, but in bad seastate My ROF drops below that of RFB. I guess (I stress that I guess, and don't know for sure) that this is what happened in RL as well. About the firing range I can be short, when I use the deckgun I'm always at point blank range. reg Bando
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Old 07-02-07, 02:52 PM   #1088
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Messing around in stock SH4, I got into a few intentional battles with multiple DDs on the surface. Flank speed, alternate full left and right rudder. I get shot up, but can sink the DDs.

Any turning at all makes the boat heel over, try such gamey gun duels with the gun mod, lol. No way.

I still find the DDs to be abysmal 1 v 1 on the surface, regardless of AI setting. At elite I tend to get killed (this is with kv29's mod) but I usually leave the DD settling in the water.

The escorts' Damage Models need some serious tweaking... and every escort gun needs to be shooting if it bears, and at a higher ROF than whatever my sub is set to, lol.
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Old 07-02-07, 02:58 PM   #1089
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I agree with you there. I just never had a gunfight with a DD or any other warship (or freighters that can shoot back). I figured that a RL skipper wouln't do that, so I don't do that. In the other thread you told us they can see your scope, you tweaked it in. I must have missed it, what did you tweak??Reg Bando
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Old 07-02-07, 03:54 PM   #1090
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Quote:
Originally Posted by Driscol
Its listed in the Mission Designers Forum (next subdirectory) under the topic "Coral Sea Patrol" by FAdmiral. He's made a .mis and a .tsr file available for download and you just have to set them up in a folder as a single mission.
In his post the mission builder says its supposed to be a single Patrol...Did all of the renameing etc and it wont show up in patrol..All of the other patrol folders have 3 files..Where did you put it and how did you get it to work please...
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Old 07-02-07, 07:55 PM   #1091
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give Beery a break! :p
let everyone set the ROF to own taste and be done with it!

By the way, does anyone know how many DG rounds the subs packed in real life? has the game a correct amount of them?
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Old 07-02-07, 08:37 PM   #1092
ming
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Bigger waves and bigger effects on the boats, mainly in stormy seas. The realism of those nights stalking a convoy in stormy weather was chilling in SHIII! It forced you to change tactics and be more patient...and even a bit spooked.
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Old 07-03-07, 10:13 AM   #1093
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Quote:
Originally Posted by clayp
In his post the mission builder says its supposed to be a single Patrol...Did all of the renameing etc and it wont show up in patrol..All of the other patrol folders have 3 files..Where did you put it and how did you get it to work please...
I created a file under the single missions folder and named it "SMx filename" (where 'x' is the next consecutive number of single missions in the folder and 'filename' is what I called it). I then copied the two coral sea files into the new folder and renamed each 'SMx filename.*' (where * is .TSR and .MIS). Because a single mission named coral sea already exists, I chose to use 'Operation Mo' (the invasion of Port Moresby) as the filename. You can use any name you want but the mission folder, the .mis file and the .tsr file must all have matching names and numbers.

The third file that you referred to occurs in some mission folders and is just a map showing the mission location, that some authors have chosen to include in the briefing. No such map is called by FAdmiral in his briefing and so the file isn't needed.

If you are interested, take a look at the details of the mission using the mission editor. Its quite complex and well done. If you step through the mission using the editor's simulation mode you can note the separate movement of the Japanese invasion TF, the covering force, the Japanese and Allied carrier TFs and the Allied interception TF. You can then send your sub to observe or attack any of the above.
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Old 07-04-07, 11:53 AM   #1094
flymar
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Quote:
Originally Posted by Beery
Now, are there any mods that I haven't added that people want added to RFB?
I'm for Ultimate Sound Mod and CBS Radio but you wrote earlier that they are too big.
I would gladly see more variations in ship types in campaign but I don't know any mods that will do it.
Still got problem with medal mod - when I look at them in the box the names are not corresponding to shapes. Author of TM mod claims that he got rid of the bathtub effect (I never tried it so I'm not 100 percent sure).
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Old 07-04-07, 03:27 PM   #1095
Palidian
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Quote:
Originally Posted by kv29
give Beery a break! :p
let everyone set the ROF to own taste and be done with it!

By the way, does anyone know how many DG rounds the subs packed in real life? has the game a correct amount of them?
Really depends on the boat, from what I can find, it is very hard to find, however I found that the USS Lagarto carried 220 rounds, however that was an increased amount.
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