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Old 01-19-10, 09:00 PM   #1
CH3NO2
Swabbie
 
Join Date: Dec 2009
Location: Owensboro, Ky.
Posts: 9
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@ LukeFF, this is great news. Can't wait. Thanks

@ Wilcke, thanks for your reply
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Old 01-20-10, 04:03 AM   #2
Wolfling04
Frogman
 
Join Date: Jul 2007
Location: Nebraska...
Posts: 303
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Quick question, does RFB include the Merchant Fleet mod that OM does?

And please don't hurt me and if it does, would it be possible to include an "Identify Target" button at the scope and uzo views?
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Old 01-20-10, 04:33 PM   #3
SgtSabre
Seaman
 
Join Date: May 2009
Posts: 42
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Any progress on the sonar station and radar super-lag issues?
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Old 01-27-10, 08:22 PM   #4
seaplate hitman
Medic
 
Join Date: Jun 2009
Location: Blue Coral Sea
Posts: 168
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Dear sir how to add Ship ID button in the tool bar?
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Old 01-27-10, 09:44 PM   #5
Jten
Mate
 
Join Date: Oct 2009
Location: Tennessee
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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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