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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#226 |
Eternal Patrol
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Was just reading this thread. I have nothing to add, and no requests or complaints. I just wanted to say that with so many people praising certain SH3 supermods, some spreading around is due to those who put in their time and effort building, listening, talking, tearing down and rebuilding.
RFB TEAM, you guys rock! ![]() Sorry for wasting time and space, but I just felt compelled to anti-vent. ![]()
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“Never do anything you can't take back.” —Rocky Russo |
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#227 |
Navy Seal
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Agreed, they have made a great mod
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#228 | |
Engineer
![]() Join Date: Dec 2001
Posts: 214
Downloads: 7
Uploads: 0
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I noticed couple more oddities, not *nearly* as irritating as damage-resistant Klingon IJN ships, more like simple bugs, I'll report zhem in separate message(s). |
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#229 |
Engineer
![]() Join Date: Dec 2001
Posts: 214
Downloads: 7
Uploads: 0
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Oddity no 1. Again, 1.5 + RFB 2.0 and RSRDC for RFB are only mods I have installed.
March 1944, I am sent to do photo recon of three Japanese islands, one of them is Saipan. It's night. Travelling to Saipan from south I notice fire on Tinian (island just south of Saipan, incidentally Enola Gay flew from there), went to investigate and the scene looks as if there's been aerial attack during the previous day, some ships sunk, some burning etc. Nothing strange, however among the IJN ships there is one trawler with US flag ![]() Perhaps this is RSRDC thing.... |
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#230 |
Engineer
![]() Join Date: Dec 2001
Posts: 214
Downloads: 7
Uploads: 0
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Odditiy number 2 - the ghost ships. Several times I've seen big cargo ships that well, look like ghost ships.
I have screenshots and the exact date of at least one such incident (and there were several). Yap atoll, 25 April 1944, 21.00 hours. Ghost ships are noticable only from VERY close, the crew sees them (radar, radio, visual). They can be torpedoed, torps explode, ship sinks extremely quickly, there is debris etc. However there is no wreck. Sinking is reported as: "ship sunk, 0 tons" (no ship type, no tonnage). |
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#231 |
Mate
![]() Join Date: Oct 2009
Location: Tennessee
Posts: 55
Downloads: 102
Uploads: 0
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I have noticed the ghost ships before when I had intell gathering missions. they seem to function as the objective trigger for mission completion. the mission completes at quite a distance from the 'ship' so i guess you aren't supposed to get near it.
I notice them most when there is a fog effect. |
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#232 |
Seaman
![]() Join Date: Feb 2004
Location: Germany
Posts: 31
Downloads: 13
Uploads: 0
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First of all I have to say that Environment 5.0 looks really neat.
However, I seem to have some problems with it: - Under excellent visibility the detection range of a target is app. 13.000 to 19.000 yards by the AI (The latter one was a large modern tanker under ideal conditions... daytime, no waves, no wind, excellent visibility). - However, when there is "good" visibility, the visual detection range is below 5000 yards (usually around 1500 to 3000 yards) and there is a heck of a fog - In "fair" visibility, the fog gets even denser, the detection range is nigh non-existent. The fog - I did not encounter poor visibility yet but I assume that the fog will cause me not being able to see the bow of my own boat anymore. - It appears that during nighttime, the fog is less dense and even less present if it is raining. Based on these observations, I think this needs some fixing. Good visibility needs a lot less fog (the present settings would be good for fair visibility) and an increase in visual detection range (I think around 8000 yards in calm weather would be appropriate). Fair visibility would need the fog of the present good visibility with visual detection range of app 3000 yards. |
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#233 | |
SH4 Mod Team
![]() Join Date: Mar 2008
Posts: 165
Downloads: 3
Uploads: 0
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Updated readme for the upcoming RFB patch:
Quote:
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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 Last edited by RFB Team; 02-14-10 at 08:54 PM. |
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#234 |
SH4 Mod Team
![]() Join Date: Mar 2008
Posts: 165
Downloads: 3
Uploads: 0
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Oh, and this one's for Bubblehead:
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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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#235 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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I am sure I am doing something wrong, but I have installed RFB 2.0 and separately the RFB 2.0 patch, both through JSGME, but I still get no map updates on the NAV map even though it is enabled as a game option.
secondly, is there a way to re-enable the ATTACK map to work as per the stock game, with the black and white solution/sound contact lines? great work by the RFB team, but I would like to keep the stock above mentioned aspects on my SH4 instal. thanks for any help. p.s.- never ye mind, problem solved, I had not installed the wee mod properly. Last edited by Bilge_Rat; 02-14-10 at 05:54 PM. |
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#236 |
Navy Seal
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You moved the ladder, very nice work.
The patch looks good from what you listed.Only thing that concerns me is having all the fleetboats only able to make 18 knots. Gato, Balao and Tench could make 20 knots easy and if needed ememrgency, could operate past the rec limits and make 22 or 23 knots periods of time, read about it in O Kanes book I believe. Porpoise, Salmon, Sargo, 18 sounds about right. So possible youll keep it at 20knts for the Gato, Balao and Tench? Dont think many of us would care for only being able to make 18 knots in a new Balao or Tench. |
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#237 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Ahead 1/3: 6 knots Ahead 2/3: 12 knots Ahead Standard: 15 knots Ahead Full: 18 knots Ahead Flank: max speed for class. I know, it wasn't the best wording on my part. ![]()
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#238 |
Navy Seal
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Ah ok, it happens.
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#239 |
Swabbie
![]() Join Date: Jan 2008
Location: Germany
Posts: 13
Downloads: 33
Uploads: 0
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I have the same "problem" as Nephandus concerning the weather.
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#240 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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Maybe I am missing something, but what is the crush depth of the various fleet subs in RFB? I did not see anything in the RFB manual.
In a "Gato" class boat, for example, there is a red line at 300 feet and when I exceed it, a little icon pops up that I am exceeding crush depth. I presume I can go deeper, but what is a safe rule of thumb without running undue risk, say 100 feet more? |
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