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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2476 | ||
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#2477 | |
Lucky Jack
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Man fore deck gun. I believe a hard code problem. Event camera. Not sure about this one. I do not use that camera. Perhaps LukeFF has your answer.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#2478 | |
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
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I don't know about the Event camera at the resolution. It will only follow the first torpedo in every attack. Any TC over 16X I think will cause the event cam to disappear. |
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#2479 |
XO
![]() Join Date: Sep 2002
Location: New York City
Posts: 408
Downloads: 439
Uploads: 0
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Damn, I disabled the radio mods but still get the crash. Is it possible that the files in the radio mods overwrote something?
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#2480 | |
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
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#2481 | ||
XO
![]() Join Date: Sep 2002
Location: New York City
Posts: 408
Downloads: 439
Uploads: 0
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I just disabled the radiostations in JSGME. It crashes at the same time every time. I'm gonna go in and erase the folders with the radio stations (they each have an event.ini in them)If it works, I'll have to put fred's files on my ipod. Can't live thout the radio.
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#2482 | |||
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
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I have roughly 5-6GB worth of radio material all from Fred, and it works fine. Did you ever run Radio Station Manager over the stations before loading?? It will look for missing files to prevent crashing. |
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#2483 | ||||
XO
![]() Join Date: Sep 2002
Location: New York City
Posts: 408
Downloads: 439
Uploads: 0
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Downloading Station Manager now. Always wondered what that mod was for. Now I know (I gotta start reading all the mod threads). Thanks!
Got her working! Thanks Orion! Quote:
Last edited by LiveGoat; 01-15-09 at 09:38 PM. |
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#2484 |
Ocean Warrior
![]() Join Date: May 2007
Posts: 2,689
Downloads: 34
Uploads: 0
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I love RFB, but somewhat reluctantly I'm going to post my findings with using the deck gun against a damaged merchant
It's 1943 and the merchant took 3 detonating torpedoes in different areas, but did not sink after 2 hours - fair enough! But i was running low on torps and decided to finish it off with the deck gun, as recommended in the manual It didn't work out but the results of that engagement matched those of other deck gun engagements - now i appreciate that it's meant to be hard, but deck guns still were used for this purpose right? What I'm getting is the following: in RFB the deck gun is not a weapon of war. It takes my crew over a minute to reload, and then most shots miss. But still, even if at close range, even with a half dozen shots all below the waterline up and down the length of the hull, against a badly wounded merchant, it still won't start to sink. But the merchant deck gun reloads every 10 secs or thereabouts, and they are deadly accurate - i just got hit twice at 6500m range out of 6 shots of theirs fired! Needless to say the submarine sank. Basically i'm finding that this happens every time i engage in a surface engagement to finish off a badly wounded merchant, hence my conclusion that the deck gun in RFB is not to be considered a weapon of war. I guess it's possible that I'm not approaching the problem correctly, but otherwise, is it your intention to render the deckgun a liability against even damaged merchants?
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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#2485 |
Loader
![]() Join Date: May 2007
Posts: 86
Downloads: 42
Uploads: 0
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Another issue. Can't lock on while event camera is on screen (little PIP view).
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#2486 | |
Planesman
![]() Join Date: Jan 2004
Posts: 186
Downloads: 104
Uploads: 0
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I've actually had good success with the deck gun (both the 3" and 4"). The trick is to get your crewman with the highest weapons skill to man it (this can cut reload times drastically). Then, you man it yourself so they don't waste shots. Ideally you'll want to place several shots into each compartment not damaged by torpedoes. It takes more with the 3", btw... I've actually sunk completely undamaged freighters ( up to medium tonnage, as I rarely run into larger ships... ![]() ![]() For targets that can shoot back, wait longer (I've seen a badly damaged merchie take 4-6 hours to sink, hooray for TC). After about 6 hours, if they still float, hit 'em with one torp into a compartment that isn't damaged and that should finish them. For medium sized targets, 3 torps usually works for me as long as you get one under each mast, and one close to center, or somewhat close to that.
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Laptop: Alienware m15 (2019) | CPU: Core i7 9750H 2.6 GHz | RAM: 32 GB DDR4 2666 | dGPU: GeForce RTX 2060 6 GB | OS: Win 10 x64 |
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#2487 |
SH4 Mod Team
![]() Join Date: Mar 2008
Posts: 165
Downloads: 3
Uploads: 0
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A new patch for RFB 1.52 has been uploaded to the server. Check the first post in this thread for details.
Changes: -Improvements to the damage modeling for all merchant ships -Improved visual spotting routines for the bridge watch -Implemented Environmental 5.0. This replaces the PE mod and is the first step towards implementing Kriller/W_Clear's combined environment mod -Added submarine skins by FooFighters for all US subs -Fixed a problem where the Salmon and Sargo class boats were without 2 reserve torpedoes for a certain time period -New camera positions for a number of American subs. This work will be completed in the next RFB release -Modified the camera parameters for the deck gun view -Made the lens for the American attack periscope darker than that of the observation periscope This will be the last update to RFB for a while, as all attention is now being focused on the next release of RFB, which will be known as RFB 2.0.
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Thanks for everyone's encouragement and support. 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 |
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#2488 |
Ace of the Deep
![]() Join Date: Aug 2008
Location: Melbourne, AUS
Posts: 1,043
Downloads: 34
Uploads: 0
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Just a question, does that affect those of us using killflags?
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#2489 | |
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
Uploads: 0
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#2490 |
Planesman
![]() Join Date: Jan 2004
Posts: 186
Downloads: 104
Uploads: 0
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Were the locking and speed not being updated problems resolved with this patch?
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Laptop: Alienware m15 (2019) | CPU: Core i7 9750H 2.6 GHz | RAM: 32 GB DDR4 2666 | dGPU: GeForce RTX 2060 6 GB | OS: Win 10 x64 |
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