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Old 01-14-09, 10:46 AM   #2476
AVGWarhawk
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Quote:
Originally Posted by JREX53
Quote:
Originally Posted by LiveGoat
Hey all,

Love the new RFB. I'm having one problem though: I get assigned to patrol off Shikoku in Dec of 42 and as I approach the patrol zone I get the arrival message and I plot a search pattern, run TC and then it crashes to desktop. Everytime I reload the save, the same thing happens. I don't know if it's a RSRD conflict or Time Compression or my comp or what. I'm running a pretty hefty system.

My Mod list is this:

RFB 1.52 102408
RFB patch 111608
RSRD for RFB1.5 v396
A bunch of FJB's Radio Station files
A bunch of FooFighter's Skins

Anyone else have this happen?

Anyway, other than that I'm in hog heaven.
Your CTD's are probably being caused by an error in your events file of your radio mod.
Yes, I would remove the radio mod first.
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Old 01-14-09, 10:48 AM   #2477
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Quote:
Originally Posted by flymar
I'm using RFB + RSRD.

* (crit) When I try to lock while at periscope depth or shallower after 2sec I loose lock. That's very annoying cause I haven't got enough time to set torpedo depth and fire it. I never tried manual targeting, I'm sure it's exciting but I want to use auto.

How can I set the lock to be more 'sticky'?

* can't man the deck gun after mounting fore (fwd) deck gun. Deck gun section is divided in two and no slots

* event camera when firing torpedo works only with first one. It doesn't start when next torpedoes are firing. this thing resets after some Time Acceeration. i think it has something to do with the resolution (1920x1180).
Locking scope, fixed in next patch that is being tested right now.

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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Old 01-14-09, 02:28 PM   #2478
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Quote:
Originally Posted by Flanker15
1024x768
I do have RSRD for RFB installed aswell.
With Number lock on, press the delete key on the number pad and the dials will disappear. You can reach all compartments at 1024x768 EXCEPT for one in the Alley.

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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Old 01-14-09, 07:52 PM   #2479
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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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Old 01-14-09, 08:59 PM   #2480
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Originally Posted by LiveGoat
Damn, I disabled the radio mods but still get the crash. Is it possible that the files in the radio mods overwrote something?
Do you mean you just deleted all the music radio files?? Make sure you delete the event.ini as well or the game will crash everytime its missing an event file, or in other words, does it crash at the same time and date everytime?
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Old 01-15-09, 12:06 AM   #2481
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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.





Quote:
Originally Posted by Orion2012
Quote:
Originally Posted by LiveGoat
Damn, I disabled the radio mods but still get the crash. Is it possible that the files in the radio mods overwrote something?
Do you mean you just deleted all the music radio files?? Make sure you delete the event.ini as well or the game will crash everytime its missing an event file, or in other words, does it crash at the same time and date everytime?
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Old 01-15-09, 01:59 AM   #2482
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Quote:
Originally Posted by LiveGoat
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.





Quote:
Originally Posted by Orion2012
Quote:
Originally Posted by LiveGoat
Damn, I disabled the radio mods but still get the crash. Is it possible that the files in the radio mods overwrote something?
Do you mean you just deleted all the music radio files?? Make sure you delete the event.ini as well or the game will crash everytime its missing an event file, or in other words, does it crash at the same time and date everytime?

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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Old 01-15-09, 06:46 AM   #2483
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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:
Originally Posted by Orion2012
Quote:
Originally Posted by LiveGoat
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.





Quote:
Originally Posted by Orion2012
Quote:
Originally Posted by LiveGoat
Damn, I disabled the radio mods but still get the crash. Is it possible that the files in the radio mods overwrote something?
Do you mean you just deleted all the music radio files?? Make sure you delete the event.ini as well or the game will crash everytime its missing an event file, or in other words, does it crash at the same time and date everytime?

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.

Last edited by LiveGoat; 01-15-09 at 09:38 PM.
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Old 01-17-09, 06:59 AM   #2484
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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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Old 01-17-09, 09:07 AM   #2485
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Another issue. Can't lock on while event camera is on screen (little PIP view).
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Old 01-17-09, 03:36 PM   #2486
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Quote:
Originally Posted by joegrundman
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?
Which deck gun are you using? Why are you shooting at something that can shoot back? Why aren't you manning the gun yourself?

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... ) with just the deck gun. It takes quite awhile and alot of ammo. Reasonably calm seas help. In rough seas (10+ foot waves) don't even bother as most of your shots will miss. Get up close to reduce your own chance of missing (I hate using the scope, as it won't let you see when your gun is aiming right into the water, or 45 deg into the air as a result of the sub rolling...). I don't surface near anything that can shoot back at me ( as the last time I did, I lost my experienced torpedomen... ).

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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Old 01-18-09, 09:11 PM   #2487
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Default 1.52 Patch Uploaded!

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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http://forum.kickinbak.com/index.php...647a9120c08614
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Old 01-18-09, 09:42 PM   #2488
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Just a question, does that affect those of us using killflags?
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Old 01-18-09, 10:54 PM   #2489
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Quote:
Originally Posted by Falkirion
Just a question, does that affect those of us using killflags?
Enable the skin for your Killflag last.
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Old 01-19-09, 02:19 AM   #2490
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Were the locking and speed not being updated problems resolved with this patch?
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