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Old 04-14-08, 12:42 PM   #436
M. Sarsfield
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Agreed on all points. I should have added more to my last post, because what I was focusing on was that they had 7 people listed for the gun operation and encouraged its use as an AA weapon. I can't see it being effective against aircraft at all. It moves and fires too slowly and I think it only elevates about 50 deg.
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Old 04-14-08, 01:04 PM   #437
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I believe elevation is now taken into account with RFB.
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Old 04-14-08, 02:44 PM   #438
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Just a couple of things about the latest version of RFB.

1. I just finished a patrol in my sugar boat and it is now loaded with Mk 14s - wikipedia tells me that they were incompatible with the S-boats (http://en.wikipedia.org/wiki/Mark_14_torpedo)

2. During the dive my boat will hang around periscope depth for a few minutes before speeding up the dive to rated depth.
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Old 04-14-08, 02:48 PM   #439
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Quote:
2. During the dive my boat will hang around periscope depth for a few minutes before speeding up the dive to rated depth.
When EE 4.0 incorporated the surface draft mod, I noticed the same behaviour in the S-boat. It took forever to dive. I had to use the D key to get anywhere. "P" and clicking the dial were almost unresponsive.
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Old 04-14-08, 03:17 PM   #440
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Quote:
Originally Posted by fireship4
Just a couple of things about the latest version of RFB.

1. I just finished a patrol in my sugar boat and it is now loaded with Mk 14s - wikipedia tells me that they were incompatible with the S-boats (http://en.wikipedia.org/wiki/Mark_14_torpedo)

2. During the dive my boat will hang around periscope depth for a few minutes before speeding up the dive to rated depth.
Both corrected with the new release
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Old 04-14-08, 03:17 PM   #441
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Quote:
Originally Posted by M. Sarsfield
Quote:
2. During the dive my boat will hang around periscope depth for a few minutes before speeding up the dive to rated depth.
When EE 4.0 incorporated the surface draft mod, I noticed the same behaviour in the S-boat. It took forever to dive. I had to use the D key to get anywhere. "P" and clicking the dial were almost unresponsive.
Corrected with new release. First thing I checked when I got behind the wheel of the S. She will go to periscope depth when asked.

In hindsight and something I have starting doing, I hit the D key for all the subs. Normally, the skipper would order the dive xx depth. Once under he would order the periscope depth or what depth he wanted. So, as I'm submerging via the D key, once under I make my order for periscope depth.
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Old 04-14-08, 03:26 PM   #442
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I also started doing the same thing. Especially in the u-boats with all of those pesky planes in the air.
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Old 04-14-08, 03:40 PM   #443
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Note I am using the "D" key to dive (i think it was posted on the forums that you should) and not the "P" key.

Thanks Warhawk, will there be 1.4 and 1.5 versions or just 1.5?
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Old 04-14-08, 03:42 PM   #444
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awsome
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Old 04-14-08, 07:04 PM   #445
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Quote:
Originally Posted by fireship4
Note I am using the "D" key to dive (i think it was posted on the forums that you should) and not the "P" key.

Thanks Warhawk, will there be 1.4 and 1.5 versions or just 1.5?

This version will be for the 1.5 add on. It has been determined that having to work on both is getting to be much work and more time then the team can afford to offer. Often they have to stop and eat. Although I'm not to sure about LukeFF. I don't think he sleeps:hmm: I have never seen anyone whip out a mod or patch as fast as he does.
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Old 04-14-08, 07:04 PM   #446
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Quote:
Originally Posted by LukeFF
As AVG explained, I have invested a ton of time into getting the crew configs set up properly for each boat. The crew setups you see for each boat in the game are very, very much in line in reality. As was stated by AVG, here are some other things you will be seeing:
  • Realistic crew configurations based on both the rate and job of the real-world sailors. Three crew rosters were used for this: for the S boats, USS S-44; for the older fleet boats (Porpoise, Salmon, Sargo), USS Swordfish; and for the Gato, Gar, Balao, and Tambor, USS Corvina.
  • Realistic crew limits for officers and petty officers. Stuffing the boat full of noncoms and officers is no longer an option.
  • The specialties for the officers have been adjusted to reflect their real-world jobs on the boats. What this means is your officers will have one of two specialties: Watch or Command. Of course, you can still put them in places where they wouldn't historically stand a watch (engine rooms or radar, for instance), but you will not be getting the most of out their skills.
  • The bridge watch officer is now the officer in charge of the boat. It is from his leadership skills that other crewmen in the boat will recieve a skill bonus.
  • Your damage control team now consists of crewmen that would not stand a watch in the compartments modeled in the game. These men are your cooks, stewards, and yeomen and can be spotted by them not having a speciality icon on their crew portrait. In this way, your damage control team has become a backup for your "real" damage control team, which is the crew in each compartment. This reflects a reality still present on submarines today: every person on a submarine has to know damage control. As such, you will get the most efficiency out of repairing damaged items by calling your crew to General Quarters and putting the "Damage Control Team" to work in the area they are needed the most.
  • Submarines now have 1 or 2 Pharmacist's Mates on board, which was made possible by the addition of crew skills with 1.5. It has been modded that only they can have the Medic skill, i.e., you aren't suddenly going to see a torpedoman suddenly gain the Medic skill in the middle of a patrol.
  • Crewmen on deck are now much, much, more vulnerable to damage from enemy fire. Crewman can and will be hit, and their efficiency will drop like a stone.
Some other things I've been working on:
  • With Ducimus's help, I've adjusted the files so that the probability of receving a conning tower upgrade is much greater, yet still in line with reality.
  • Equipment upgrades now better reflect the reality for each type of submarine. S-18 boats will get SJ radar in late 1942 but not SD radar; S-42s will get both SJ and SD radar but will have to wait until June 1943 to get it. This is part of a new feature with the S boats whereby the equipment availability is based on when the boats finished their modernization program, which was a lengthy process.
  • Shell damage power has been adjusted for the 20 mm and 40 mm guns. They are still plenty powerful, but they (especially the 40 mm guns) are no longer the touch of death they were in the past.
  • Ammo type and quantity has been adjusted for every gun, based on real-world records.
I think out of all the things I'm looking forward to this is the most anticipated. The configurations intrigue me the most. It adds so much to the immersion and knowing who is where really keeps me interested and focused on what I'm doing.

I love to personalize the crew with names of friends and family. RFB is gonna just keep getting better!
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Old 04-14-08, 07:20 PM   #447
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@kylesplanet,

LukeFF has done some really cool things. I think you will enjoy it. I'm very happy with his crew configs and everyone getting promoted to Rear Admiral while on patrol is a thing of the past. Like I posted a few back, earning your dolphins is now a reality. Working your crew to make them better is now a reality. It is things like this that make it a bit more challenging. I have been out on several patrols with my crew and unlike stock were 15 guys are promoted to Commander does not happen. You might get one shining star and the other gain some experience gradually making the sub very efficient.

I have a pretty good Pharmacist Mate! Thank God because the bullets now hurt!!!!
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Old 04-15-08, 02:35 AM   #448
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Quote:
Originally Posted by AVGWarhawk
Often they have to stop and eat. Although I'm not to sure about LukeFF. I don't think he sleeps:hmm: I have never seen anyone whip out a mod or patch as fast as he does.
Sleep is overrated.
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Old 04-15-08, 03:47 AM   #449
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...and eatin's cheatin' so stop wasting time on posting here and get back to work!

Damn it you guys take the biscuit. You work all hours knocking out mods and then expect us to let you have breaks for eating or sleeping? Get real.




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Old 04-15-08, 09:55 AM   #450
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by AVGWarhawk
Often they have to stop and eat. Although I'm not to sure about LukeFF. I don't think he sleeps:hmm: I have never seen anyone whip out a mod or patch as fast as he does.
Sleep is overrated.
Not in my house It is rated #1! Wake me up when the release comes :rotfl:
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