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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#886 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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For those who are unfamiliar with Observer's work, he and Det Teddy Bär created the series of NYGM mods for SH3, the (arguably) most famous of which was their ship damage mod. We are in essence re-creating that mod for SH4, along with a totally awesome submarine damage mod. We think it will really revolutionize the way players approach the way they play the game. Running and gunning on the surface will be a thing of the past, that's for sure... ![]()
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#887 |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
Uploads: 0
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@ LukeFF - definitely looking forward to this one, especially the "totally awesome submarine damage mod" - does that hapen to incorporate anything about the damage repair times along the lines of the great LRT (longer repair times) mod for SH3? That LRT mod gave me some of my best, tensest moments of gameplay while nursing my wounded Type VIIC back to port for something like 30 hours after being bombed just outside the Bay of Biscay, and I'd really love to see something like that for SH4.
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#888 | |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
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See here: http://forum.kickinbak.com/viewtopic.php?t=578 and here: http://forum.kickinbak.com/viewtopic.php?t=654 for more details. |
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#889 | ||
Soundman
![]() Join Date: Jun 2008
Location: Belgium
Posts: 143
Downloads: 12
Uploads: 0
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Did i messed something up their ? EDIT: Because my SH4 crashes after the load of a saved game. I unabled RFB, that took care of the problem, but I would like to activate it back again.
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#890 | |
SH4 Mod Team
![]() Join Date: Mar 2008
Posts: 165
Downloads: 3
Uploads: 0
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Thanks for everyone's encouragement and support. 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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#891 | ||
Soundman
![]() Join Date: Jun 2008
Location: Belgium
Posts: 143
Downloads: 12
Uploads: 0
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![]() But suddenly the circle has disappeared around my sub when i zoom in on the navigation map. Is it because the BAD_OrdersBars isn't anymore in the Menu file? I couldn't think of anything else what could be the problem otherwise. P.S. Just got my fort spectacular kill with RFB. Note: are their some changes added in the sinking mechanics in RFB ? ![]()
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#892 | ||
Frogman
![]() Join Date: Jul 2007
Location: Nebraska...
Posts: 303
Downloads: 102
Uploads: 0
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#893 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
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Well he was taking time-out doing his studies etc
Maybe he's got very busy in real life i guess ?
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#894 |
Frogman
![]() Join Date: Jul 2007
Location: Nebraska...
Posts: 303
Downloads: 102
Uploads: 0
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Yeah I was just worried that maybe something happened...havn't been around in a few months and I'm still trying to get spun back up on things
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#895 |
Seaman
![]() Join Date: Dec 2007
Posts: 39
Downloads: 8
Uploads: 0
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Hi. What is the installation order for TM and NSM? I must first install TM and then NSM and overwrite all conflicts? I am using SH4 v1.4. I am asking this cause in RFB i think that u first install NSM and then RFB. Thank you.
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#896 |
Helmsman
![]() Join Date: Mar 2007
Posts: 101
Downloads: 14
Uploads: 0
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I think NSM is not compatible with TM. This is what I read in TM faq.
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#897 | |
Soundman
![]() Join Date: Jun 2008
Location: Belgium
Posts: 143
Downloads: 12
Uploads: 0
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PE or W_Clear environment mod RFB RSRD OM But i don't know about TM
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#898 |
Bilge Rat
![]() Join Date: Jul 2008
Posts: 1
Downloads: 0
Uploads: 0
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Hi, I'm a bit of a noob. but I can't download the file...
It gives me an error the whole time, can someone send it to me via e-mail, or host it on an other site, please?? I loved sh3 because of the sinking mechanics, I loved to set the torp depth to exactly where the keel is and blow the ships up with one torpedo, snapping it in 2. Now (without the mod) it takes more than 2 torps to sink a ship... if I'm lucky, 1. |
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#899 | |
Watch
![]() Join Date: Jul 2007
Location: Nottingham, England
Posts: 20
Downloads: 99
Uploads: 0
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I am using SH IV 1.5 with TMO and NSM installed and they work just great. Just install NSM last and overwrite all conflicts (as you correctly postulated) and it will be fine. It could be that they aren't designed for each other and there may be problems, but I haven't noticed anything and I'm really enjoying it. Cheers Stu. |
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#900 |
Medic
![]() Join Date: Jun 2007
Location: Russia
Posts: 163
Downloads: 97
Uploads: 0
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Hi Werner and everybody,
First of all thanks for the mod! It is a real 'must have' one. But I'd be glad if you answer a question... while testing NSM in tutorial campaign, I was a bit surprised by the power of torpedoes. A large freighter (Victory-class) had been sunk within 5 minutes after only ONE impact by Mk14, I should note that this impact was at the bow of the ship. T3 tanker also couldn't stand one impact (right in the center). I've read about the basis of flooding-level and 'cargo factor', but still I don't know why such a large ships cannot stand one torpedo... Their overall displacement is more than 17000 tons, so this looks quite strange :hmm: Last edited by Demon777; 08-27-08 at 12:15 PM. |
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