![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#3166 |
SH4 Mod Team
![]() Join Date: Mar 2008
Posts: 165
Downloads: 3
Uploads: 0
|
![]()
Please note: the file and link for RFB 1.52 has been removed from the server, due to RFB 2.0 being released. All further support and discussion about RFB should be directed to this thread:
http://www.subsim.com/radioroom/showthread.php?t=159709 Thanks!
__________________
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 |
![]() |
![]() |
#3167 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]()
bump because someone dug up an old thread instead of this one
keltos |
![]() |
![]() |
#3168 |
Nub
![]() Join Date: Apr 2010
Location: gothenburgh, sweden
Posts: 2
Downloads: 11
Uploads: 0
|
![]()
Not sure if doing this right, hope i ,am in the right forum. Question: Can a change the german periscope wiew back to vanilla, whith the grades and lines, as in sh3, still keeping rfbf which i think is a great mod.
|
![]() |
![]() |
#3169 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
the thread for the RFB mod v2.0 that is in use today can be found here: http://www.subsim.com/radioroom/showthread.php?t=159709 |
|
![]() |
#3170 |
Weps
![]() Join Date: Jan 2011
Posts: 359
Downloads: 61
Uploads: 0
|
![]()
Can anyone tell me why it takes a minute and a half to reload the deck gun in RFB 1.4??? I'm trying to figure out if this is a historical reload time or not. Thanks everyone!
![]() |
![]() |
![]() |
#3171 | |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
|
![]() Quote:
Mod list Sub Month/Year RFB is now in version 2.0. Is there a reason you are running RFB 1.4?
__________________
Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
|
![]() |
![]() |
#3172 |
Nub
![]() Join Date: Apr 2009
Posts: 2
Downloads: 177
Uploads: 0
|
![]()
this mod is one of the bests
|
![]() |
![]() |
#3173 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
![]() Quote:
![]()
__________________
![]() ROW Sound Effects Contributor RFB Team Leader |
|
![]() |
![]() |
#3174 |
Sonar Guy
![]() Join Date: May 2005
Location: Squaresville, daddy-O.
Posts: 394
Downloads: 186
Uploads: 0
|
![]()
How deep are the IJN a/c supposed to be able to spot you and bomb you accurately?
I keep getting sunk at about 190' while cruising during daylight submerged.
__________________
"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". |
![]() |
![]() |
#3175 | |
Admiral
![]() |
![]()
RFB 2.0 has this setting way off.
Here's TMO 2.0's air plane visual setting for depth capabilities: ![]() TMO 2.1 and 2.2 decided to return to the stock game parameter of zero: ![]() Here's RFB 2.0 setting for air plane visuals: ![]() If you haven't figured it out yet, the greater the figure below zero (in the minus range) the better the planes will spot you. Just how far into the depths -75.0 takes it, I don't know. As you pointed out 190 feet isn't enough.
__________________
The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
|
|
![]() |
![]() |
#3176 |
Loader
![]() Join Date: Aug 2011
Posts: 90
Downloads: 66
Uploads: 2
|
![]()
Wow. I wonder if that was maybe supposed to be -7.5 instead.
|
![]() |
![]() |
#3177 | |
Admiral
![]() |
![]()
-7.5 would still be over 3 times the setting TMO use to have (which is one of the reasons many gamers called the TMO planes "wicked"). It's certainly conceivable that a decimal point was placed wrong. Who knows?
I should point out that this modifier (MinSurface=) is not referring to the amount of depth below the surface of water an object can be seen. No, no, this modifier refers to the minimum surface area size an object must be, in order for "whatever" it's modifying (in this case visual detection) to trigger the event. This modifier appears in several other possible "events" that set off an AI response, so it's not just for planes visual attributes. Since were talking about the problem of having a sub detected at unbelievable distances while underwater, I can see where a person may get the wrong idea about this modifier. You have to relate the function of the event (visual detection) to a default occurrence (visible/invisible). Once that default threshold is met, different modifiers can change the event (visual detection) either one way or another. In this modifier, an object meets the threshold point for the event by setting the minimum size, or surface area it needs to be (in this case it's -75.0 smaller than what the stock size would be to trigger the event). Does water play a factor in the ability/inability to be visually detected? My personal belief, it doesn't at all. Water isn't the deciding factor. The object size and distance between objects plays the deciding factors that will trigger the event. Think of it this way, the sub can't fly, and the planes don't swim. There's a point in vertical height that neither will cross. To "see" an object beyond this barrier requires knowing what size an object must be to be detectable and the distance between one and the other.
__________________
The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
|
|
![]() |
![]() |
#3178 |
Loader
![]() Join Date: Aug 2011
Posts: 90
Downloads: 66
Uploads: 2
|
![]()
Thanks for educating us, CapnScurvy.
![]() |
![]() |
![]() |
#3179 |
Ace of the Deep
![]() Join Date: Jun 2010
Location: Koh Samui, Thailand
Posts: 1,196
Downloads: 168
Uploads: 0
|
![]()
I play RFB 2.0 and recently came across a juicy convoy at night coming out of Semarang. I hit a couple of freighters on my first attack and then waited for the onslaught by the destroyers- which never materialised.
One of the two freighters continued on with the convoy, the other was incapacitated and slowly sinking. One of the two destroyer (there may well have been more) escorts continued with convoy, now zig-zagging, the other remained behind with the sinking ship, stationary. Neither destroyer appeared interested in locating me. It occurred to me that the second destroyer may have been acting as a rescue vessel for the sinking freighter. I can think of no other reason for the destroyer sitting stationery like that. I was a little surprised that I could make the attack with no repercussions. And yes, I did sink the stationery destroyer ![]() |
![]() |
![]() |
#3180 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
this thread is closed in the interest of causing less confusion so please go to the current RFB thread http://www.subsim.com/radioroom/show...eal+fleet+boat link has also been updated on the mod lists page |
|
![]() |
|
|