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Old 06-29-09, 03:48 PM   #2971
Lafferty
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I downloaded RFB for 1.5 but all I have is RFB v1.52 in Acrobat format. I can't get it to install or anything anyone know what might be going on?
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Old 06-29-09, 03:51 PM   #2972
Arclight
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I think you need to download the mod instead of the manual.

http://www.subsim.com/radioroom/down...do=file&id=428
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Old 06-30-09, 08:56 AM   #2973
Lafferty
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yeah, Thats what i've downloaded and for some reason when its done its in acrobat format and can't get it do anything.
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Old 06-30-09, 09:44 AM   #2974
Arclight
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What's the extension for the file? If it's .pdf, it's really only the manual. If it's .7z, you need to extract the archive.

For this, you need an archiver. Win XP and newer are capable of extracting a specific type natively, but I forgot which one. Anyway, 7zip is an excellent freeware archiver.

http://www.7-zip.org/download.html

After installation, a double-click should open the archive contents in a new window. Right-click on the archive should give you options in the context menu to extract the contents to a desired location, in this case the "MODS" folder created by installing JSGME into the main directory of SH4.



If you already have something like 7zip, there might be something wrong with the file-associations, causing Win to mistake a compressed archive for something intended to be openend with Acrobat. You should still get appropriate options in the right-click context menu, I think.
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Old 07-01-09, 09:41 AM   #2975
Lafferty
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ok thats it I need that extracter. Boy do I feel dumb now lol.....
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Old 07-01-09, 03:14 PM   #2976
Arclight
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Pfft, if everyone knew everything about computers, I'd have a lot of free time on my hands. Heck, a lot of people would.

Hope you can get it sorted, and if not, you know where to ask.
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Old 07-02-09, 02:36 PM   #2977
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All,

I've updated the download links in the first post. It seems that, in FileFront's recent website overhaul, the link to 1.5 was removed entirely, so for the time being the mod will not be available from that site.
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The RFB team is an open group and our work is open to anyone. Although we have a separate forum for development and testing, it is not a private forum, so you can drop in and see what's going on or contribute. The forum is open to other developers that need a place to exchange ideas too.

http://forum.kickinbak.com/index.php...647a9120c08614
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Old 07-04-09, 10:39 AM   #2978
FritzRommel
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is there anyway to stop the horrible clicking nosie in this mod, also why cant i control the hyrdrophones? i cant turn them on my own, i tell to go somewhere then in moves where ever it wants too. does the periscope have a max range of around 3300 yards for the TDC to automaticlly lock on to it?
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Old 07-04-09, 10:42 AM   #2979
SteveUK
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Just wanted to say a big thank you to all the people involved in RFB.

Have finally managed to sink my first ships! the length of time they take to sink just blew me away. Totally different experiance from the standard quick sinking of the stock game.

Takes a lot of patience and forward planning to achive the same results as the "if it hits it will sink" feeling.

You all need to be congratulated and I hope you keep up the good work!!

Thanks again guys and total respect

Steve
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Old 07-08-09, 09:27 AM   #2980
Adam84
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Fantastic mod, keep up the good work.

Ad
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Old 07-10-09, 08:13 PM   #2981
I'm goin' down
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Default attack map

I installed the Easy AoB mod and when I went to the Attack Map I could not see the torpedo angle. Without the torpedo angle, the Easy AoB mod is useless. I am missing something or is RFB lacking a visual torpedo gyroangle?
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Old 07-14-09, 09:59 PM   #2982
dfirestine
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Default Dials Hiding AA gun crew positions

Quote:
Originally Posted by LukeFF View Post
You can get around this issue one of two ways:
  • Increase the game's resolution
  • Press the Delete button on your numpad. This will remove the hud display and allow you to move crewmen to the AA gun.
I am running RFB 1.52 on my laptop. All is working well except that the dials cover the AA gun crew positions. Using the delete button does not remove the hud. Also my resolution is maxed out. Other than not using the AA position are there any ideas on how to get around this?

Playing at 1280x800 resolution.

Thanks for the help,
David
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Old 07-14-09, 10:02 PM   #2983
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For some unknown reason I had avoided RFB until now, relying on TMO for all my SH4 patrols. This was mainly because I have avoided SH4 in favor of SH3 . Somehow TMO is easier to get into but RFB really feels more... real. To bad i'm getting pc crashes while using it (and RSRD as the only other mod). I'll check into that. By the way, the sinking model is simply amazing. Hogan's alley took some getting used to but at least I don't have to move the crew every time I dive to check the plancton. The underwater visibility is simply spot on. The binoculars don't bounce as much as in other mods. The Sub feels more crowded. The crew now see ships farther than I can, while the enemy don't see me from India. Less duds, movable mast dial, I could go on for ages, amazing mod.

But here's a question: I love the sounds that were used in RFB and i'm planning to port them to SH3. Has anyone else tried this? Should I expect any problems? I mainly want to copy/paste the corresponding files and not edit other files.

Last edited by karamazovnew; 07-15-09 at 03:51 AM.
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Old 07-15-09, 03:31 AM   #2984
karamazovnew
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Ok, I've just copied most of the audio files over my Thomsen's Sound Pack. I've edited the Submarine_hyd.wav file by merging that file with the amb_Underwater.wav and Submarine_electric_exterior.wav files, I've distorted them to my liking and reduced the repeating "slashing" sound of the blades. I've also added radio noise to the amb_Hydrophone.wav and when I tested them in SH3 my jaw dropped.

Now at any setting but Full Stop, I can barely hear any ship. At Full Stop they're perfectly audible if closer than say... 8 miles and have a very nice metalic sound. At up to 2 thirds engine I can still make out the props of a ship, if I know it's there from the beginning ofc. At Flank Speed it's impossible to make anything up. Even more, once I go to 180 the noise is so loud it hurts my ears and the sub's blades are perfectly audible. All in all there's no way I'll ever be able to yell at my soundman for not reporting ships that I can perfectly hear from 20 km away. And the sounds of the ships are amazing. It's a bit harder to tell a merchant from a warship at a single contact but when those sounds merge in a convoy I can perfectly tell if a merchant is behind a DD or the other way round.

I can't wait to test it more and I'd like to post it as a SH3 mod if the RFB team agree. If so, I'll add the amb_Hydrophone.wav as a strong background to all the prop sounds to have more noise for the sounds. It'll be awesome.

Last edited by karamazovnew; 07-15-09 at 03:57 AM.
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Old 07-18-09, 07:48 PM   #2985
LukeFF
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Quote:
Originally Posted by dfirestine View Post
Using the delete button does not remove the hud. Also my resolution is maxed out. Other than not using the AA position are there any ideas on how to get around this?
Unless you've modified your key commands, Numpad Delete will hide the HUD.
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