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Old 05-06-09, 12:03 PM   #2926
Sailor Steve
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Quote:
Originally Posted by vice_sinatra View Post
5280 feet = 1 mile
Only to a landlubber. A nautical mile is 6076.1155 feet, or precisely 1853 meters.
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Old 05-06-09, 03:57 PM   #2927
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Originally Posted by Coolhand01 View Post
@ XonE:32 or LukeFF,
Is there a way to limit the zoom in and out so you "can't leave the boat" with the camera? If so I would be interested in knowing how to do this as I am also tempted to roam around the pacific to see who's out there....CH
Ahh it's nice to know I'm not the only one who gives into temptation Coolhand. I've just started with SH4 so I had the camera on while I learned the TDC. I've got it off for the patrol I'm on now as a test and I do find it refreshing as I'm reaquainting myself with the way I used to play SH3.

However to answer your question, in short.. If you want to be unable to actually leave the boat and scan for baddies out in the deep blue then you can just turn off the external cam altogether. I assume you knew this so I assume that's not what your asking. I hate assuming and your question is straight forward enough, but I'm unclear as to what you're looking for. Just throw a dirty sock at my head if I'm misunderstanding your question.

Did you want to be unable to leave the boat with the free cam yet still retain the "previous unit" & "next unit" function??

If this is the case, I think my solution of slowing down the boats external free camera movement speed might be an option for you.

For instance just as a thought experiment: If your external free camera movement speed was similar to the speed as say the free camera for walking across the bridge to take a look out the other side of your boat would you still be tempted to scan miles of ocean?

My knowledge of Sh3ditor (S3D) is still very basic, but I can help you with that.
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Old 05-06-09, 04:34 PM   #2928
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Quote:
Originally Posted by Sailor Steve View Post
Only to a landlubber. A nautical mile is 6076.1155 feet, or precisely 1853 meters.
Err... Steve maybe you mean 1852 metres (standard average)
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Old 05-07-09, 12:52 AM   #2929
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Quote:
Originally Posted by Coolhand01 View Post
@ XonE:32 or LukeFF,
Is there a way to limit the zoom in and out so you "can't leave the boat" with the camera? If so I would be interested in knowing how to do this as I am also tempted to roam around the pacific to see who's out there....CH
Not sure about that, sorry. The cameras.dat file isn't my area of expertise.
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Old 05-07-09, 01:05 PM   #2930
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Quote:
Originally Posted by vanjast View Post
Err... Steve maybe you mean 1852 metres (standard average)
Yes I do. Sometimes the hand is quicker than the brain.
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Old 05-09-09, 05:52 PM   #2931
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I'm having one or two small problems. I've read the last 5 pages and haven't seen anything mentioned, so forgive me if this has already been discussed.

My JSGME looks like this:
1. RFB_v1.52
2. RSRDC_RFBv15_V421
3. ROW Sound Effect v_9

My problems:
1. My watchcrew can usually see ships from much further away than I can. They call ship spotted, and when I turn my binocs in that direction there's nothing visible. I'd guestimate that the contacts that they see are around 3000 yards oast my visual range.

2. I'm having random patches of smoke appear on the water. They don't follow me, so it's not quite like the trouble I had with the NSM mod. Anybody know what's going on?

thanks
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Old 05-09-09, 11:48 PM   #2932
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Quote:
Originally Posted by andqui View Post
I'm having one or two small problems. I've read the last 5 pages and haven't seen anything mentioned, so forgive me if this has already been discussed.

My JSGME looks like this:
1. RFB_v1.52
2. RSRDC_RFBv15_V421
3. ROW Sound Effect v_9

My problems:
1. My watchcrew can usually see ships from much further away than I can. They call ship spotted, and when I turn my binocs in that direction there's nothing visible. I'd guestimate that the contacts that they see are around 3000 yards oast my visual range.

2. I'm having random patches of smoke appear on the water. They don't follow me, so it's not quite like the trouble I had with the NSM mod. Anybody know what's going on?

thanks
Hmph, not much help I'm afraid. More of a confirmation than anything else.

You can see my mods installed in my sig. I'm running a similar setup. I haven't put a sound mod in aside from the BBC one, but I'm told they shouldn't affect these types of things.

Your Watch Crew behaves exactly like mine. They have much better eyes than me. I thought it might have something to do with the "Real Environment Mod" I have in there as I've heard environment mods can (not necessarily) mess up sensor data. According to your post though you're using the default Enviro-mod that comes packaged with RFB (I forget what it's called). As to what the range difference is, I'm not sure but I would say your guess isn't too far off.

As for the "smoke patches", unfortunately I've never seen that before, but it sure sounds odd.
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Old 05-10-09, 12:09 AM   #2933
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Quote:
Originally Posted by LukeFF View Post
The submarine damage model is working like it should. As of right now, the destroyer (and all warships, for that matter) damage modeling is still undergoing conversion to match the sinking characteristics of the merchant shipping.
Just a quick rehash Luke. I had a better result today.

Tracked an incoming task force in the Ceram choke-point. Got detected even though I was stopped, rigged for silent at 300ft with an AOB of zero to them as they approched. Went up to periscope (stupid) to see where the carriers where and got run over by a DD.

I took damage to the same areas:
Periscope shears, Antenna, and 20mm... BUT I heard him buuurning after he ran me down.

I know you guys are converting the warships to be (for lack of a better term "tougher") like the merchies. I think that's completely valid as a Carrier going down after 3 torps is little hard to believe, but I hope you take these collisions with the little DD's into account if possible.
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Old 05-12-09, 04:54 AM   #2934
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Hi,

I doubt it's possible but what would be nice to have is a kind of 'torpedo load' mode as crew management option. Additional to the standard travel and battlestations modes.

Because everytime I want to quickly reload torpedoes the whole crew has to stay highly alert just because I need more men to work in the torpedo rooms at the same time.
This is even worse when reloading the external reserves although I can understand the need of high alertness in that case.
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Old 05-13-09, 12:41 PM   #2935
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Wow what fun this is after finding out from a mate about sh4 mods I join this site and got these 2 mods RFB1.5 and RSRDC_RFB1.5

I felt after my first pat I needed to stop by and say thanks yes I lost my Sub and have now started to miss alot more even tho I never play stock under 100%(think its a range problem), But wow omg woohoo and yippy what a MOD.

First target was a large modern fired 3 all 3 hit 1 dud tho but to see the boat slow down after the engine room started to burn then to watch as it slowly fill up and sink pulling its nose out the water only for it to slowly go back under.

DEEP JOY I you
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Old 05-13-09, 02:58 PM   #2936
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WELCOME ABOARD, Historic!

I first came here the same way, back in 2002 - looking for patches and mods for Silent Hunter 2.
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Old 05-13-09, 06:56 PM   #2937
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Quote:
Originally Posted by ichso View Post
I doubt it's possible but what would be nice to have is a kind of 'torpedo load' mode as crew management option. Additional to the standard travel and battlestations modes.

Because everytime I want to quickly reload torpedoes the whole crew has to stay highly alert just because I need more men to work in the torpedo rooms at the same time.
This is even worse when reloading the external reserves although I can understand the need of high alertness in that case.
Unfortunately, this is not possible. I would love to see this in SH5.
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Old 05-14-09, 04:18 AM   #2938
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Cheer's steve

Well worked out the miss problem I was getting seems at some stage the game swaped feet for meters and for some point I cant get my head round the Metric system in this game.
Tested it out too made a quick mission to sink a ship tried it uses meter's got 70% hit rate but with feet 90% not sure whats going on there but now i know staying with feet
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Old 05-22-09, 07:08 AM   #2939
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Hello all - new to these forums so sorry for the noob question, have been playing SH4 for a few weeks now and really enjoy it, but stock gets a bit repetative after a while. Always see RFB mentioned as being more realistic/true to life so took the plunge and downloaded.

Looks great and it's amazing what all you modders can do so thanks a lot

Just a quick question however I cant seem to get the camera to move up and down! have been searching round for a bit but cant seem to find the answer in this thread, sorry if it is! Apparently it's the Home/End keys to move the camera is there something I have done wrong on the install at all? or doesn't the camera move in 1.5? no problem if it doesnt at just wondered.

Install was silent hunter 4 then uboat missions (from CD) only recently installed RFB

Thanks a lot guys
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Old 05-22-09, 07:36 AM   #2940
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camera as in free camera then left click and use mouse and arrow keys mate up and down done by point view up or down and pushing forward arrow key (up has a limit tho)
Hope that helped
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