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Old 05-22-07, 11:01 PM   #1
U-Bones
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Very nice job on the command bars Berry.

Issue: on 1024 x 768, there is only room for 10 buttons unless you resized them.

Maybe have to drop the BS and SR status ?

Last edited by U-Bones; 05-22-07 at 11:22 PM.
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Old 05-22-07, 11:16 PM   #2
TripleDaddy
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Awesomeness abounds.
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Old 05-22-07, 11:28 PM   #3
Beery
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I've put the download up on page 1 as usual. Blimey it's getting near the 1.3 mark - here's hoping that the devs do have another patch on the way or I'll be going to three decimal places (1.290 etc.).
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Old 05-22-07, 11:49 PM   #4
tedhealy
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Do you actually take time to play the game Beery?

Quickly looked at the changelog, they all look like great additions

I'll suggest looking into adding BetterScopes 1.2 again http://www.subsim.com/radioroom/showthread.php?t=113551

It really differentiates the attack scope and the observation scope.
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Old 05-23-07, 06:13 AM   #5
Uber Gruber
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Much better menu layout, thanks Beery.

By the way, any chance you could integrate Better Scopes Mod 1.2 located here http://www.subsim.com/radioroom/showthread.php?t=113551

It looks quite good and thus a worthy addition.

Cheers, Hans.
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Old 05-23-07, 06:28 AM   #6
hector
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I tried RFB for the first time last night and i was interested in the S-18 starting from Dutch Harbour which i was able to do.However,there was a message in the briefing that went something like,"ERROR,no patrol objectives found".Is this how it should be and skippers basically head out and do their own thing,so to speak?

Thanks for any help.

Hector.

Apologies,Have it sorted now.

Thankyou.

Last edited by hector; 05-23-07 at 06:42 AM.
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Old 05-23-07, 07:51 AM   #7
Forlorn
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Very nice addition to the mod, Beery. Can you try to change the silent running button? It's by default that "periscope depth" button, too.
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Old 05-23-07, 08:14 AM   #8
Beery
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Quote:
Originally Posted by hector
I tried RFB for the first time last night and i was interested in the S-18 starting from Dutch Harbour which i was able to do.However,there was a message in the briefing that went something like,"ERROR,no patrol objectives found".Is this how it should be and skippers basically head out and do their own thing,so to speak?

Thanks for any help.

Hector.

Apologies,Have it sorted now.

Thankyou.
What was the problem?
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Old 05-26-07, 01:20 PM   #9
LukeFF
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Beery, with your updated command bar, did you add the "Normal Sweep" command to the sonar list? This will, apparently to others here, keep the sonarman from yammering on about the contact he's following when you want him to revert back to a normal sweeping pattern with the hyrdophones.
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Old 05-26-07, 05:14 PM   #10
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Default Submarine Torpedo Manual, Dated May 1950

Skippers,
I know we are looking for exact range but is it realistic? I made a copy of Submarine Torpedo Manual, Dated May 1950. Thank you geosub1978, for posting the link to this manual.

From Page 31 of Manual, section 5-7
(h) The following points should be kept in mind in height determinations:
(1) Masthead heights may be purposely altered by enemy to cause inaccuracies in periscope range.
(2) Tops of the mast may be camouflaged in such manner as to be invisible under average visibility conditions at any except short range.
(3) Funnel height is normally sufficient to insure thats smoke which is blown in direction of the bridge by a tail wind will pass well over the bridge.
(4) Coal burners require taller funnels to insure adequate draft.
(5) Funnels of modern vessels having forced draft do not require as tall a funnel as older vessels without forced draft.
(6) Diesel propelled ships require no draft. Funnels are normally short, are not required, and generally have such dimenstions as to provide a good appearance on the ship.
Regardless of the methods employed by individual Approach Officer, skill in estimating masthead heights, and the ability of to obtain accurate ranges can be acquired and maintained onlyby constant practice. Even when radar ranges are available during an approach the Approach Officer should also obtain telemeter ranges as a means of improving and maintaining his skill.

From reading this I find that those sub skippers in WWII had a problem with range determination also. It was only with the advent of good radar and the telemeter that accurate ranges could be determined in 1950. So fine tuning Range for accuracy for this simulation realy making it 100% reallistic?
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Old 05-26-07, 05:58 PM   #11
Beery
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Quote:
Originally Posted by LukeFF
Beery, with your updated command bar, did you add the "Normal Sweep" command to the sonar list? This will, apparently to others here, keep the sonarman from yammering on about the contact he's following when you want him to revert back to a normal sweeping pattern with the hyrdophones.
Yeah. That one is in the next version.
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I'll just try to think, 'Where the hell's the whiskey?'"
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Old 05-23-07, 08:13 AM   #12
Beery
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Quote:
Originally Posted by tedhealy
Do you actually take time to play the game Beery?

Quickly looked at the changelog, they all look like great additions

I'll suggest looking into adding BetterScopes 1.2 again http://www.subsim.com/radioroom/showthread.php?t=113551

It really differentiates the attack scope and the observation scope.
I keep forgetting about that. I'll put it in today for the next version.
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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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Old 05-23-07, 08:05 AM   #13
Beery
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Quote:
Originally Posted by U-Bones
Very nice job on the command bars Berry.

Issue: on 1024 x 768, there is only room for 10 buttons unless you resized them.

Maybe have to drop the BS and SR status ?
Yes. I tested it on 1024x768 yesterday. I was thinking of putting in a note about the new RFB being best at resolutions of 1152x864 or higher but then I figured most people probably play at those resolutions anyway.

Only the last two buttons will be lopped off under 1024x768 so maybe I'll make the last three buttons crash dive, silent running and emergency surface - that way they're all on the keyboard if players can't see the buttons. They probably work better that way anyway with by new 'storyline' mode buttons (the idea being that each set of buttons should tell a story from left to right: the captain inspects the boat station and its subordinate stations, then the crew performs its regular job, then all hell breaks loose and the captain evades attack) - all the tasbars should tell this story.
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