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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#271 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
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As I wrote before on this issue, I participated (a couple of weeks ago) in a discussion about the Yamato popping up numerous times in people's list of tonnage and I figured I'd do something about it. I didn't even think anyone else would have bothered looking at it so I didn't look for older posts on the issue.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. Last edited by Beery; 05-08-07 at 10:51 PM. |
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#272 | ||
Engineer
![]() Join Date: Mar 2007
Location: Kansas City, KS
Posts: 203
Downloads: 10
Uploads: 0
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OH I was not saying you copied me, that was not my intent...what I was trying to say, is that there are so many mods flying out there that people are bound to come to the same idea and create the same thing....I made several carriers the first the Akagi...the first japanese ship mod about 2 months ago...thats been posted...and some else came to the same idea...and was going to do it till they saw mine and emailed me...
Again, Beery if it came across I was accusing you I certainly apologize. Quote:
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"Be my friend or be a mushroom cloud."~If I was President...Iran would have a nuke...they just wouldnt like the delivery method... ![]() <AHREF="http://www.subsim.com/radioroom/showthread.php?t=120621"_blank">JSGME Quick Reference</A> Major US ARMY RANGERS 1985-2003 |
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#273 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
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It's not that I don't care about the other stuff - on the contrary I love it - it's just that it's too easy for me to get drawn into a 16-hour day, six-month long project only to see it be co-opted, then marginalized and even denounced by folks who can most charitably be described as having a predatory attitude to modding. I'm just not going to devote the time only to have that happen again. Besides, now I have a four year-old daughter to take care of and my four year-old requires a lot more attention than she did when she was a two-year-old (when I was assembling RUb). Plus there have been some personal issues in the past weeks that have been taking a toll (as I mentioned earlier in the thread). So, instead of doing a huge intensive mod project I've decided to put out a simple mod in a few weeks of part-time work that does only what I need it to do to appeal to the realism junkies (folks like me) out there. This time, once the devs stop patching the game RFB will be done with - in fact it's pretty much done now - just a few more tweaks to go. The other thing I found with RUb was that I couldn't stop tweaking long enough to play the actual game. This time I plan to stay focused, get the mod finished and then leave it and play. Besides, I think players will like to have a solid supermod out there that they can rely on NOT to be undergoing constant change for the sake of it. Finally, one of my goals is to retain the spirit and scope of the original game. When I assemble a supermod I'm not interested in creating a monster mod that changes the game beyond all recognition. Apart from the fact that I don't have time for that, I don't see the point. SH4 has enough in it to keep players happy - I don't think it needs to become the submarine simulation equivalent of WWII Online in order to give players a fun experience. I want my mod to be an ultra-realistic simulation experience, but I also want it to look like SH4.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. Last edited by Beery; 05-09-07 at 02:15 AM. |
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#274 | ||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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First you look, read and understand and after all it speak ... ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#275 | ||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#276 |
Frogman
![]() Join Date: Feb 2005
Location: Florence Italy
Posts: 307
Downloads: 64
Uploads: 0
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This night I started a new career with this mod istalled, I'm very happy..I like it.
![]() WELL DONE JOB COMMANDER ![]() |
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#277 |
Ensign
![]() Join Date: Apr 2007
Location: Poland
Posts: 231
Downloads: 44
Uploads: 0
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Personaly I use Fix_USTorpBomber, JP Ships dimension fix etc. with RFB.
I think it is not a problem to add those mods separetely over RFB until they dont have conflicting files. The real pain is when we must merge files. But for now I must merge only mods that rise comfort of playing and have nothing to do with realism ie: SlideOut Recognition Manual, Improved Status Indicators or career fix to not be forced for retire before war end (on end date of your first sub - this is not so unrealistic but it seems to be a good workaround for game bug). I understand of corse that not everyone using the same selection of mods so it is Beery decision what is needed by most RFB players and what to add to his great supermod. All mods that rise realism, fix or workarounds bugs are my favorites and many thanks for all modders that are making those great work ![]() |
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#278 |
Ensign
![]() Join Date: Apr 2007
Location: Poland
Posts: 231
Downloads: 44
Uploads: 0
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I just saw release of Patrol Mod - and shad43 found that S-class was faster than in stock game.
14.5-15 kts surfaced 11kts submerged http://en.wikipedia.org/wiki/United_...lass_submarine http://www.subsim.com/radioroom/show...d=1#post528620 Great news for me, yesterday some merchant runned my S-18 away at fillipines ![]() I must pimp my sub in cfg files - heehe |
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#279 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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I've verified this at Wikipedia and at uboat.net. I'll make the change in RFB and credit Shad43 for the mod.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#280 | |||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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But i wished to tell, that torpedo bombers in SH4 are very effective weapon (not virtual) ... :rotfl:
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#281 |
The Old Man
![]() Join Date: Nov 2005
Location: USA, Massachusetts
Posts: 1,477
Downloads: 18
Uploads: 0
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Beery you have already made SHIV 100% better than stock. Thanks!!!!!!!!!!!
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#282 |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Finland
Posts: 2,950
Downloads: 10
Uploads: 0
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Nice to see Beery and others working on this game, may have to try it after all..
Have these torpedo problems been implemented allready? ![]() http://www.historynet.com/magazines/...2/3037866.html |
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#283 |
Grey Wolf
![]() Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
Downloads: 13
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I'm loving the latest version with reduced contacts.
I just started a dec 7 1941 career out of Cavite with the Pickerel. The other major game changing mod I added is the [wip] realistic torpedo mod. I was sent to the Celebes. After 5 weeks of cruising around the area, I had a grand total of 3 contacts fed to me by radio. I was able to get to and find the first one, 2 freighters unescorted. I trail them until nightfall. I radio HQ my sighting report and they send back to me SINK THEM! I get into position using the position keeper to refine my speed estimation on the targets. Doing a surfaced night attack under a moon less cloudy night, I close to 1500 yards and fire 4 bow tubes at the lead ship, 2 hits! She slows to 2 knots and I finish her off with 2 stern shots. One hits and I have no idea what happened to the other torp. As I catch up to the other ship, the wind picks up and the ocean is heaving. I reload and launch 4 torpedoes at the next ship but all 4 blow early. With dawn approaching, I let this one go. Who knows how long the storm will last and I don't want to be around if this guy calls in backup. The next contact report comes in, a taskforce that I could never reach, oh well. Finally as I'm nearing bingo fuel I get another contact report. I investigate and just as I'm about to give up the search, a lookout spots a ship. 4 bow shots and no hits. Those torpedoes must have been duds or veered off. ![]() I can't imagine what it was like in real life to put your butt on the line and have malfunctioning torpedoes. I don't have the fuel to make another end around run on this guy and make it back to my new base Surabaya. I surface and give her some fire from the deck gun at 3000+ yards. I get a fire started but can't sink her after about 20 minutes of firing. I head back to Surabaya with 1 ship sunk for 8000 tons ![]() |
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#284 | |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Finland
Posts: 2,950
Downloads: 10
Uploads: 0
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#285 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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![]() Quote:
Deck gun changes also seem to be well-received, although the standard Silent Hunter uber-deck-gun is often a pet feature for many players so it's hard to wean them off it. In terms of balancing the game's weapons I think RFB is 90% there. I've been testing the new deck gun against real WW2 engagement reports and I'm glad to see that the new deck gun compares well in terms of ammo needed to sink ships. The anti-aircraft changes are probably what I worked on most in this version. I think I've balanced it so that aircraft aren't flying around as if nothing's wrong when their entire fuselage or wing is on fire. Now if they're on fire it's pretty certain that they're in big trouble. The biggest change is the gunnery effectiveness though, which is drastically reduced. No one will be shooting down 10+ planes per patrol in this mod. It is possible to shoot one or two down but it's very risky. All-in-all I'm glad people are liking it. It means that the mod is finding the audience for which it's intended, and it means that there are plenty of people who desire a hardcore simulation experience.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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