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Old 08-22-07, 05:20 PM   #1321
Beery
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Just a quick note to say I'm still keeping an eye on this thread, so I haven't forgotten you folks. If anyone has any fixes they'd like me to do to RFB, or stuff that desperately needs adding, let me know here, as this is the only thread I'm keeping tabs on at the moment. No promises, but I'll try to update the mod if people need it.

On the other hand, if people are relying on it to stay just the way it is (so that it's a solid base for other mods), I'll be sure to leave it alone.

Also, any news of a further official patch? Am I in the clear, or will I need to update RFB again?

Finally, is there any way we can get a moderator to change the thread's title to simply "Real Fleet Boat Mod" so that people don't get the impression that it's outdated?
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Old 08-22-07, 06:08 PM   #1322
aanker
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Quote:
Originally Posted by Trout
Does this mod include Taters campaign alterations/mods? if I want them, do I install them on top?

Thanks
Trout
I'm going to try it... (putting them on top of RFB). In Tater's readme it looks like he corrected any conflicts with RFB after beta 0.73.

Art
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Old 08-22-07, 08:08 PM   #1323
THE_MASK
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Deck gun rate is perfect in 1.31 so nar nar nar .
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Old 09-08-07, 08:56 PM   #1324
MadMaffMan
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Forgive the noobish question but is RFB 1.31 compatible with the latest SH4 1.3 patch, i only ask because the first post says it's for SH4 1.2.

Great work by the way.....never thought i'd like a subsim but SH3 & SH4 are fantastic and these comunity made mods make them even better.

Keep up the great work it's much appreciated.

TTFN
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Old 09-08-07, 11:12 PM   #1325
NefariousKoel
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I'd like to see Seeadler's beautiful blue ocean included.

It puts sailing the seas of mercury to shame. All I see is silver water in stock now.
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Old 09-09-07, 01:35 AM   #1326
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I take that back..


If anything, make sure that Tater's IJN radar fix is in. That'd be my first suggestion since it's a huge bug fix.

http://www.subsim.com/radioroom/showthread.php?t=120873

As a suggestion, you might put this in and take a second look at the AI detection settings you have. You'll get a "oh damn this stuff matters again" feeling after Tater's bug fix.
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Old 09-12-07, 08:31 PM   #1327
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Anyword on compatibility with SH4 1.3
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Old 09-12-07, 08:38 PM   #1328
Beery
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Quote:
Originally Posted by subcpo
Anyword on compatibility with SH4 1.3
RFB 1.31 is only compatible with SH4 version 1.3. The version number for RFB always follows the SH4 version number, so RFB v1.3* goes with SH4 v1.3.
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Old 09-12-07, 09:40 PM   #1329
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One more thing...Did you return the Beginning movies back to the UBI originals...noticed that the movie files are at 0.0MB. Just curious.


Not a big deal at all...just trying to make sure that I am installing it right
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Old 09-12-07, 11:12 PM   #1330
THE_MASK
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Here is a pack i made up of community mods ready for JSGME . This compliments RFB 1.31 and i hope that it fits in with the style of RFB . Simply download and install .
Your JSGME should look like this



I recommend downloading the 2 extra mods shown.

Best played with only the no map contacts unchecked .

All credits are in the folder.
Unzip with http://www.rarlab.com/
Zipped folder size is 37Mb.

http://rapidshare.com/files/55294698..._1.31.rar.html

Last edited by THE_MASK; 09-13-07 at 12:13 AM.
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Old 09-13-07, 08:07 AM   #1331
Beery
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Quote:
Originally Posted by subcpo
One more thing...Did you return the Beginning movies back to the UBI originals...noticed that the movie files are at 0.0MB. Just curious.


Not a big deal at all...just trying to make sure that I am installing it right
The beginning movies are removed in RFB. They should be 0.0MB. If you want the beginning movies you just delete the two movie files in the mod before installing it.
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Old 09-13-07, 09:47 AM   #1332
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My campaign contains a slightly altered version of RFB's flotilla and patrol objectives files. A couple people are using it on top and I think they have no problems. I would expect that the IJN radar fix would be fine right on top, I'd need to be on my SH4 machine to check and see if RFB mucks with the sns files at all the way I did.
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Old 09-13-07, 09:44 PM   #1333
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Hi all, I have a question but before I ask it I would like to say thank you to all the great modders out there. They have turned a good sim into a great sim, so thank you all very much. You are very talented people.
Now to my question. I am using RFB 1.3. I was wondering if there was a way to add a tool I saw in another mod under the navigation bar. It was a tool where you could ask the navigator for an estimate of how far your fuel would take you at any given speed. I found this to be a very useful tool. Any info would be appreciated. Regardless of the reply , Thanks Beery for a great Mod.
Al
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Old 09-13-07, 10:33 PM   #1334
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Quote:
Originally Posted by weldstress
Hi all, I have a question but before I ask it I would like to say thank you to all the great modders out there. They have turned a good sim into a great sim, so thank you all very much. You are very talented people.
Now to my question. I am using RFB 1.3. I was wondering if there was a way to add a tool I saw in another mod under the navigation bar. It was a tool where you could ask the navigator for an estimate of how far your fuel would take you at any given speed. I found this to be a very useful tool. Any info would be appreciated. Regardless of the reply , Thanks Beery for a great Mod.
Al
I know how to assign a key command to it, and also use that to let you ask for that report by voice when using Minsc_tdp's cool SH4Speech program, but I don't know how to go about adding a button for it to the orders bar. There's a tutorial on the process of modifying the command/orders bar here: http://www.subsim.com/radioroom/showthread.php?t=113354, which may give you some guidance on how to do that.

Good luck!
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Old 09-13-07, 11:29 PM   #1335
NefariousKoel
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I briefly looked for the corresponding command that would be linked to it... and it's not named "Report_estimate_range_at_current_speed". It's something else but I've not dug around enough to find what exactly it is. I was busy adding Run Silent & Battle Stations to my TM mod at the time.

The rest of the process is pretty easy once you know the name of the command you want, though.


I'll try to make an all-in-one comand button bar sometime this weekend/early next week. The one file you mod is compatible with all other mods. It is sorely needed IMO.
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