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Old 12-30-08, 02:50 PM   #2401
Slimak81
Watch
 
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Quote:
Originally Posted by DeepIron
Quote:
Originally Posted by Slimak81
This is a game but not reality.
The sub deck gun should fire the same rate of fire as somers or clemson destroyer even a little bit faster .
Here we see the picture a Mogamy CA fires 4 time whle I am able to make 1 shoot
Don't even go there... This topic concerning the deck gun firing rate has been thrashed to death already. If you want the deck gun to fire faster, check the forums, there's a mod that will increase the firing rate and damage...
thx I will check as actually i like this mod .
Is there any temporary solution for Locking\unlocking trouble ?
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Old 12-30-08, 02:56 PM   #2402
DeepIron
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Quote:
Originally Posted by Slimak81
Quote:
Originally Posted by DeepIron
Quote:
Originally Posted by Slimak81
This is a game but not reality.
The sub deck gun should fire the same rate of fire as somers or clemson destroyer even a little bit faster .
Here we see the picture a Mogamy CA fires 4 time whle I am able to make 1 shoot
Don't even go there... This topic concerning the deck gun firing rate has been thrashed to death already. If you want the deck gun to fire faster, check the forums, there's a mod that will increase the firing rate and damage...
thx I will check as actually i like this mod .
Is there any temporary solution for Locking\unlocking trouble ?
Nope... It's a work in progress... The solution most of us realism players use is to learn manual targeting... It's not that tough to learn and there are some good threads in the forums to read that describe in detail a few different targeting methods...
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Last edited by DeepIron; 12-30-08 at 02:57 PM.
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Old 12-30-08, 04:46 PM   #2403
Orion2012
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Quote:
Originally Posted by DeepIron
Don't even go there... This topic concerning the deck gun firing rate has been thrashed to death already. If you want the deck gun to fire faster, check the forums, there's a mod that will increase the firing rate and damage...
LOL...not again....

http://www.bergall.org/320/patrol/deckguns.html

^--That should help explain why the deck gun fire rate is the way it is.
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Last edited by Orion2012; 12-30-08 at 04:49 PM.
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Old 12-30-08, 05:20 PM   #2404
Bosje
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who in their right mind would want to use the gun anyway? i always get killed because a merchant gets a round in while i'm trying to finish it off
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Old 12-30-08, 05:42 PM   #2405
Ark
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The blue water is starting to grow on me now.

The RFB team did an awesome job! Same with the TMO team as well as the RSDC folks.

Great job to all!
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Last edited by Ark; 12-30-08 at 05:43 PM.
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Old 12-30-08, 08:02 PM   #2406
RFB Team
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We have made a very good breakthrough on how a sub's speed affects how fast it will dive or surface. Before, it did not really matter what speed a sub was moving at, as the boats would dive and surface at same rate. Now, however, speed is very much a factor in how fast a boat can dive or surface. Not to mention, the crash dive times are now much more in line with reality. For instance, while the S boats can now change depth rather quickly (max 2 feet per second), their crash dive time is very bad (about 65-70 seconds). Conversely, the fleet subs will crash dive reasonably well (from 40-50 seconds typically), while their rate of depth change will be sub-par (about 1.25 feet per second).

The same type of behavior will also be applied to the two stock U-boats (keeping in mind the XVIII was converted into the XXI).
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The RFB team is an open group and our work is open to anyone. Although we have a separate forum for development and testing, it is not a private forum, so you can drop in and see what's going on or contribute. The forum is open to other developers that need a place to exchange ideas too.

http://forum.kickinbak.com/index.php...647a9120c08614

Last edited by RFB Team; 12-30-08 at 08:03 PM.
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Old 12-31-08, 05:39 AM   #2407
Fish40
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Looking forwards to the latest installment! Keep up the great work guys, and have a Happy New Year!!
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Old 12-31-08, 06:31 AM   #2408
Fincuan
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Excellent news

No more 10 second crash dives in the IXD2, yippee!
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Old 12-31-08, 09:27 AM   #2409
cgjimeneza
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Default thanks!!!

just to say Thank You!!! to the RFB team

happy new year!

this game keeps getting better and better all the time.
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Old 12-31-08, 02:33 PM   #2410
Rockin Robbins
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It was a great year for Real Fleet Boat! 2008 began with RFB, the orphan mod and ends up with RFB as the premier fleet boat mod in the game. Shows how the team concept can outperform an individual modder without killing the team's enjoyment of the game. Ducimus was a very driven individual, operating in an environment of self-imposed slavery. The game isn't worth that level of self-mutilation.

Hats off to all modders of the Silent Hunter series. In spite of the personality problems we've experienced at times, the games are tremendously better for your efforts!
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Old 01-01-09, 06:21 AM   #2411
Bosje
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Very pleased to hear that, RFB Team!
Happy new year
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Old 01-01-09, 06:42 AM   #2412
Flanker15
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Just wondering, do I need the 1.52 patch or is it them same version as the 1.52 install?

I also noticed that ships won't break in half any more which is explained in the manual. When the warship damage system is done will warships still be allowed to break apart when they suffer magazine explosions?
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Old 01-01-09, 06:48 AM   #2413
msalama
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I'm telling ya, this mod is the dog's cojones And even more so for me personally 'cuz I originally bought SH4 only to see if it really is as bad as many folks claimed, and now with this great mod I wouldn't even _dream_ of going back to SH3...

Thanks for this magnificent piece of work guys, and Happy New Year to you all!
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Old 01-01-09, 08:03 PM   #2414
supposedtobeworking
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hmmm...I have been reading through the manual and cannot find anything on the water texture bug which I seem to have a continual problem with-the bug where the water goes flat like a calm lake. At first my use of high time compression caused it (which btw I did not find a reference to in the manual listed in the first post), and now it's happened again upon loading a saved game where I spotted a convoy in the distance-does loading a saved game cause this bug as well and is there any way to avoid it or work around it (or get the cool water texture back)? thanks.
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Old 01-01-09, 08:21 PM   #2415
Fish40
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Quote:
Originally Posted by supposedtobeworking
hmmm...I have been reading through the manual and cannot find anything on the water texture bug which I seem to have a continual problem with-the bug where the water goes flat like a calm lake. At first my use of high time compression caused it (which btw I did not find a reference to in the manual listed in the first post), and now it's happened again upon loading a saved game where I spotted a convoy in the distance-does loading a saved game cause this bug as well and is there any way to avoid it or work around it (or get the cool water texture back)? thanks.

I'm not sure if the flat calm water is a bug. I get a period of flat calm seas for a few days, and then it turns into a sloppy mess again. There is a texture bug in the PE water though. After useing TC, the water may looked "striated", or have a striped appearance. Saveing and reloading cures it for me.
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