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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Sonar Guy
![]() Join Date: May 2005
Location: Squaresville, daddy-O.
Posts: 394
Downloads: 186
Uploads: 0
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I was wondering about two things: First, the DD's still seem to pitch and roll a bit much. Second: inertia and drift. I find that it takes a lot more mucking about with the engines to get my sub to stop moving. That, and stationary objects (targets) now drift along with the waves.
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"Turning enemy ships into marine habitat since 1986!" Mods Loaded:TMO 2.2, RSRDC, MaxOptics, Strategic Map Symbols, Stop The Shouting ![]() OR: RFB, RSRDC, Maxoptics, SCAF, Strategic Map Symbols and the sanity-saving "stop the shouting". |
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#2 |
XO
![]() Join Date: Jul 2009
Location: Croatia
Posts: 420
Downloads: 52
Uploads: 0
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Fog patch: post updated with new contact info.
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#3 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
Uploads: 0
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I decided to uninstall / reinstall RFB ect.. I started a new campaign, same date, sub, and port. I set course for Midway to top off my fuel befor heading off to my assigned patrol area (East China Sea). I time compressed for a 24hr period after leaving Pearl. I saved the game, and successfully reloaded the save. Hopefully all is good now.
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#4 |
Pacific Aces Dev Team
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I just discovered that RSRD has its own sensors file, which will overwrite the RFB one
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One day I will return to sea ... |
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#5 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
Uploads: 0
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There is still one oddity that I'm seeing since the advent of 2.0. My ship smoke renders as "puffs" instead of a steady stream. I'm useing Keldunk's RFB tweaks, which was for the previous version of RFB. This mod just adds / improves sub exaust smoke, and improves the look and duration of flood vent water streams. I'm wondering if this could be the cause
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#6 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#7 |
Seaman
![]() Join Date: Feb 2004
Location: Germany
Posts: 31
Downloads: 13
Uploads: 0
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I wouldn't say evil.... I do employ the latex RSRDC including the patch... and the visual detection of the AI crew is a bit off the actual visual range for the player. Basically the AI detects targets way before the player is actually able to see even smoke on the horizon.
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#8 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#9 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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Hold up. Let's just nip this in the bud before it goes any further.
I took a look at the sensors.dat file that comes with RSRD. It seems to be concerned with German U-Boat equipment. Here is a screenshot. ![]() As you can see, this has no relation to US fleetboats. I'm not quite sure what this is doing in RSRD but I am sure Lurker has a good reason for it being there. This file does not affect fleetboats. The files that affect fleetboat sensors are all called 'Sensors_sub_US'. RSRD makes no changes to the 'Sensors_sub_US' files. Looking at the files included in RSRD leads me to believe that RSRD is not responsible for any shortcomings in the visual detection model in RFB. Last edited by sergei; 02-25-10 at 02:11 PM. |
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#10 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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#11 | |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
Uploads: 0
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I thought if a mod was made to be compatable, all should be OK. ![]() |
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