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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2311 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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#2312 |
Bosun
![]() Join Date: Feb 2008
Location: West Yorkshire
Posts: 62
Downloads: 54
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I'm dying to play this mod again Folks, any chance of the new updated version with the fixes soon? Maybe a xmas present?
![]() Thanks Andy
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#2313 | ||
Machinist's Mate
![]() Join Date: Mar 2007
Posts: 126
Downloads: 64
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#2314 |
Bosun
![]() Join Date: Feb 2005
Location: Wisconsin
Posts: 61
Downloads: 129
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Well after going through all that I realize how the problems do affect game play. I am not a good manual TDC player so I usually let the automated function aim things. And at a convoy of 14 ships, I launched ALL my torpedo's and hit two ships. I then remembered reading about the speed setting bug and realized things were definitely causing an issue to the point it is not playable for someone like me with the mod until that is fixed.
I also found another major problem... is this also part of this mod issue or is this something else? The other problem I found is that I costantly loose my target lock. It will not stay locked on a target. I have a close approach, point either scope at a target, hit 'L' to lock and it does... then in a matter of only a couple seconds the lock breaks. There is not even enough time to fire torps this way. I have tried changing the depth of the sub thinking I was to deep at periscope depth but that changed nothing. So is this also a known issue in this mod as well or something else I am seeing? BTW as mentioned in a earlier post, this is a brand new clean and patched install to 1.5 and I have only installed RFB and RSRD.
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Take it light.... Malakie United States Navy Service Connected Disabled Veteran. "A nation that forgets its veterans will itself soon be forgotten", Abraham Lincoln. ![]() ![]() |
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#2315 | |
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
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Of the few patrols I've done with the newest beta patch, only 1 failure to generate a solution. (AKA Auto-targetting) ^ Hope no one minds me saying that ![]() Last edited by Orion2012; 12-19-08 at 12:33 PM. |
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#2316 | ||
Bosun
![]() Join Date: Feb 2005
Location: Wisconsin
Posts: 61
Downloads: 129
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Just to clarify, is that BOTH issues I mentioned?
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Take it light.... Malakie United States Navy Service Connected Disabled Veteran. "A nation that forgets its veterans will itself soon be forgotten", Abraham Lincoln. ![]() ![]() |
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#2317 |
Commodore
![]() Join Date: Jul 2008
Posts: 611
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Malakie, by "speed bug" do you mean the failure to update the speed of a damaged ship?
If so then yes, both issues. |
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#2318 |
Engineer
![]() Join Date: Nov 2003
Location: Portland, OR
Posts: 210
Downloads: 10
Uploads: 0
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I haven’t tried this mod since a very early version so I thought I’d give it a try again. I’m really impressed with everything and looks to be a keeper. My only issue is the hitting “L” to lock on to the cruiser will only hold for a few seconds when doing the torpedo training. Found the “issue” mentioned on page 36 of the RFB manual.
Since I play full manual on my realism settings, I was wondering how do you guys cope with this? I used the lock on to keep the scope centered while I quickly input the range and AOB. |
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#2319 | |
Bosun
![]() Join Date: Feb 2005
Location: Wisconsin
Posts: 61
Downloads: 129
Uploads: 0
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Yes that is the speed bug update on damaged ships that I was referring to... and for the loosing 'lock' on a target as well... Crap now I will have to play without the mod until this is fixed as I am just not one to manually figure out that stuff... I hate math! ![]()
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Take it light.... Malakie United States Navy Service Connected Disabled Veteran. "A nation that forgets its veterans will itself soon be forgotten", Abraham Lincoln. ![]() ![]() |
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#2320 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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#2321 |
Rear Admiral
![]() Join Date: Jul 2008
Location: SPACE!!!!
Posts: 10,142
Downloads: 85
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take your time RFB team. Its better to have afiew not buggy patches than a lot of buggy patches.
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Task Force industries "Taking control of the world, one mind at a time" |
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#2322 |
Sonar Guy
![]() Join Date: Jan 2005
Location: United States
Posts: 376
Downloads: 19
Uploads: 0
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Does anyone have a workaround for the scope not locking? Great mod btw guys I'm loving/hating the amount of realism in it. Loving the emersion, hating the duds but hey thats it was. Thanks, please keep up the good work!
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\"Ask Not What Your Country Can Do For You, Ask What You Can Do For Your Country.\" President John F. Kennedy ![]() |
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#2323 | ||
Bosun
![]() Join Date: Feb 2008
Location: West Yorkshire
Posts: 62
Downloads: 54
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Merry xmas. ![]()
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#2324 |
Officer
![]() Join Date: Apr 2008
Location: Pennsylvania
Posts: 239
Downloads: 108
Uploads: 1
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I have found that staying above 40 feet will help with the lock problem. Of course that is really no help in daylight since the targets can see you and shoot at you
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#2325 | |
Navy Seal
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At the very least, those three methods can tide you over until the RFB Team gets the update just right.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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