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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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@Hydra,
Looking at your active mod list I cannot help but think that some of those are hosing elements of RFB 2.0. There is so much integrated into RFB. I now only run RFB 2.0, the patch and RSRDC and its patch and thats it. It also makes the process of bug hunting much easier since you do not have to suspect some unfortunate interaction amongst the list of mods. It just my own 2 cents and for what its worth. Happy Hunting!
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Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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#2 |
Mate
![]() Join Date: Jun 2005
Location: Unknown ... until it's too late!
Posts: 60
Downloads: 149
Uploads: 0
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You very well might be right, but why would the mods affect only certain ships at certain times? I have been playing with no problems for awhile. Sank four ships on last patrol. Its strange how this seems to be so random.
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I am. Therefore, I sink. |
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#3 |
Swabbie
![]() Join Date: Dec 2009
Location: Owensboro, Ky.
Posts: 9
Downloads: 50
Uploads: 0
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@ LukeFF, this is great news. Can't wait. Thanks
@ Wilcke, thanks for your reply |
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#4 |
Frogman
![]() Join Date: Jul 2007
Location: Nebraska...
Posts: 303
Downloads: 102
Uploads: 0
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Quick question, does RFB include the Merchant Fleet mod that OM does?
And please don't hurt me ![]()
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I'm a gas pumpen, tire and brake changin, fix anything, jet fuel drinken, USAF Crew Chief. |
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#5 |
Seaman
![]() Join Date: May 2009
Posts: 42
Downloads: 44
Uploads: 0
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Any progress on the sonar station and radar super-lag issues?
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#6 |
Medic
![]() Join Date: Jun 2009
Location: Blue Coral Sea
Posts: 168
Downloads: 305
Uploads: 0
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Dear sir how to add Ship ID button in the tool bar?
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#7 |
Mate
![]() Join Date: Oct 2009
Location: Tennessee
Posts: 55
Downloads: 102
Uploads: 0
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I know what you mean but I would use a term other than 'non-Combat' , considering everyone in the boat suffers the same threats whether you are shoving a torp in a tube or flipping a pancake in the galley.
I actually thought the Phm was the better 'mesher' of the supporting cast. I must tell you, however, that I'm still simulating them. I stick 3 extras in the damage control slots before I sail. Cook, Yoeman and (now) a Phm wannabe with no skill. I got strafed once and lost lookouts. The gang of three had to pull double duty and I was glad I had them. Of course, what the crew management system needs is a required crew rotation between patrols, so many have to go and you get new faces. Any way of adding the CO into a crew slot? Could add a slight RPG aspect into the game. |
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#8 |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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Random is a problem does this happen also if you are just running RFB 2.0 alone with no other mods?
__________________
Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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