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Old 05-01-07, 08:25 PM   #211
DiveMonkey
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Quote:
Originally Posted by TripleDaddy
Changing the wave setting to 0.03 seems to do the trick. I'm able to maintain depth and haven't had a flying boat. As a side benefit, I'm having a lot fewer waves wash over my deck gun and conning tower - I seem to be riding up and down the waves rather than cutting through them. Excellent work.
Disregard...I went back a couple pages and found what I needed
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Old 05-01-07, 09:03 PM   #212
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Originally Posted by TripleDaddy
Excellent work.
Wish I could take credit for it, but I just spotted the value in a thread somewhere, plugged it in and I guess (fingers crossed) it happens to work. Hehe the guy who came up with it probably tested it for days. I can't even give the guy proper credit 'cos I'll never find that thread again.
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Old 05-01-07, 09:07 PM   #213
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Quote:
Originally Posted by Fish40
I got myself into my first squall. Didn't notice the "Flying Sub" problem, but when I dove to 70 feet, I did have the "Maintain Depth" problem. Depth kept fluctuating between 70-60 feet. This is a Gato class sub. Would changing the wave setings work in the Gato?
It might. For myself I'm not too concerned with maintaining perfect depth in a storm. It's possible to set a higher depth for periscope use so the advantages outweigh the drawbacks in my opinion. I just did a successful attack from periscope depth in a 15m/s storm, so it's workable (and probably still easier than such a thing would be in reality).
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Old 05-01-07, 09:16 PM   #214
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Would it be possible in future versions to include the little mod that adds the battle stations and silent running buttons to all stations. I keep finding myself leaving these on accidently.
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Old 05-01-07, 09:47 PM   #215
Beery
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Quote:
Originally Posted by akdavis
Would it be possible in future versions to include the little mod that adds the battle stations and silent running buttons to all stations...
Sure. I'll see if I can find it.
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Old 05-01-07, 10:09 PM   #216
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by akdavis
Would it be possible in future versions to include the little mod that adds the battle stations and silent running buttons to all stations...
Sure. I'll see if I can find it.
There you go! http://www.subsim.com/radioroom/showthread.php?t=109493
You are very welcome to add it to RFB.

Although it installs very easily on top of RFB since it modifies a file untouched by RFB (so far!!).

Cheers,
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Old 05-01-07, 11:42 PM   #217
akdavis
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Quote:
Originally Posted by Iceberg
Quote:
Originally Posted by Beery
Quote:
Originally Posted by akdavis
Would it be possible in future versions to include the little mod that adds the battle stations and silent running buttons to all stations...
Sure. I'll see if I can find it.
There you go! http://www.subsim.com/radioroom/showthread.php?t=109493
You are very welcome to add it to RFB.

Although it installs very easily on top of RFB since it modifies a file untouched by RFB (so far!!).

Cheers,
That's the one! Thanks Iceberg.
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Old 05-02-07, 12:18 AM   #218
lumat83
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by lumat83
Ok, It was my day of luck then I didn't know there is many levels for the AI.
But why the detroyers stop after my attack, It's strange no ? It's the same reason ?
If there's more than one destroyer one of them will stop to listen while the other ones search. There may be some bugs with the AI - I don't really know - it would take weeks of testing to be sure about that because unskilled destroyer captains (level 0 AI) would look very much like bugged destroyer AI. All I know for sure is that the level 4 AI certainly knows what it's doing - last week they forced my first career sub to the surface and my commander was forced to surrender after some devastating depth charge attacks.

If there are AI bugs they probably will have to be fixed by the devs in an official patch. AI is hard to adjust in a mod and if we try now we may find that the next patch renders all our work useless, so it's unlikely AI issues will get fixed in a mod anytime soon. We're going to have to hope that any AI issues are fixed by the developers.
Ok, I'll continue to try it. . I thought that could be a bug with the mod. Thank for your informations about IA in the game
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Old 05-02-07, 12:25 AM   #219
Beery
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Quote:
Originally Posted by Iceberg
There you go! http://www.subsim.com/radioroom/showthread.php?t=109493
You are very welcome to add it to RFB.

Although it installs very easily on top of RFB since it modifies a file untouched by RFB (so far!!).

Cheers,
Thanks Iceberg. Lots of great stuff going into RFB 1.23.
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Old 05-02-07, 12:30 AM   #220
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by TripleDaddy
Excellent work.
Wish I could take credit for it, but I just spotted the value in a thread somewhere, plugged it in and I guess (fingers crossed) it happens to work. Hehe the guy who came up with it probably tested it for days. I can't even give the guy proper credit 'cos I'll never find that thread again.
Okay. Excellent memory then.
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Old 05-02-07, 01:18 AM   #221
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Well, just upgraded from RFB 1.20 to 1.22. It was a pain in the butt in one sense, as I have added a bunch of tweaks to my menu_1024_768.ini file and I had to do them all over again, but WHOA - it was worth it in the very first seconds after I loaded up my saved game. As I started to go through the very boring routine of moving my message box and unlocking my bottom toolbar, which I used to have to do every time I loaded up a saved game, I realized IT REMEMBERED !!! I didn't have to do any of that crap this time because it had saved my settings from last time - SO COOL - FINALLY!!

Sometimes it's the small touches that add so much

Thanks for this great work
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Old 05-02-07, 01:57 AM   #222
Beery
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Wish I could take credit, but I think we have the devs to thank for that. I think they added a lot of 'remember' stuff to the game in 1.2 so we don't have to keep resetting stuff.
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Old 05-02-07, 01:58 AM   #223
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is 1.22 still using the stock 1.2 cruch deapths
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Old 05-02-07, 08:16 AM   #224
panthercules
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Quote:
Originally Posted by Beery
Wish I could take credit, but I think we have the devs to thank for that. I think they added a lot of 'remember' stuff to the game in 1.2 so we don't have to keep resetting stuff.
Well, maybe, but I've been running patch 1.2 for a while now (both with and without RFB 1.20) and I always had to reset my message box location and unlock my toolbar every time I loaded up a saved game, until last night (my first time out with RFB 1.22), so I'm blaming you
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Old 05-02-07, 08:45 AM   #225
Beery
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Quote:
Originally Posted by fire-fox
is 1.22 still using the stock 1.2 cruch deapths
Yes.
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- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
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