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Old 05-31-08, 05:28 AM   #811
dasintra
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Next problem found (hope it's the last one). I've loaded RSRDC for rfb and started new game in 1945 just to try Tench-class boat and it's two deck guns. I was supprised when saw, that both AAs and DG's don't have any ammunition at all.
I can tell you that on pure version of RFB 1.5 this problem doesn't showed up, soooo I think it is related with patch(es).
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Old 05-31-08, 05:52 AM   #812
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Quote:
Originally Posted by dasintra
Next problem found (hope it's the last one). I've loaded RSRDC for rfb and started new game in 1945 just to try Tench-class boat and it's two deck guns. I was supprised when saw, that both AAs and DG's don't have any ammunition at all.
I can tell you that on pure version of RFB 1.5 this problem doesn't showed up, soooo I think it is related with patch(es).


http://www.subsim.com/radioroom/show...&postcount=205
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Old 05-31-08, 06:42 AM   #813
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Quote:
Originally Posted by czACha
Well.... I don't understand, is there anyone who can answer this question?
I do not need to be convinced about gun effectiveness, I just want to now differences in effectiveness between all 3 calibers.
3" is a very weak weapon. It was originally designed as an AA gun during WWI. Best used to finish off cripples.

4" has about a 50% increase in performance over the 3". Takes about 25 good hits along the waterline of the 1800-ton Japanese freighter to sink it. Again, though, mainly used to finish off cripples (sense a pattern here? ). The German 105mm deck gun shares the same shell data as the 4". (4" = 101mm).

5" is about 50% more powerful than 4".

These are the rough values for the current release. Shell values are being tweaked and adjusted already for the next RFB release.
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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.

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Old 05-31-08, 10:02 AM   #814
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Quote:
Originally Posted by lurker_hlb3
Quote:
Originally Posted by dasintra
Next problem found (hope it's the last one). I've loaded RSRDC for rfb and started new game in 1945 just to try Tench-class boat and it's two deck guns. I was supprised when saw, that both AAs and DG's don't have any ammunition at all.
I can tell you that on pure version of RFB 1.5 this problem doesn't showed up, soooo I think it is related with patch(es).


http://www.subsim.com/radioroom/show...&postcount=205

Thanks
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Old 05-31-08, 02:16 PM   #815
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Quote:
Originally Posted by RFB Team
Quote:
Originally Posted by czACha
Well.... I don't understand, is there anyone who can answer this question?
I do not need to be convinced about gun effectiveness, I just want to now differences in effectiveness between all 3 calibers.
3" is a very weak weapon. It was originally designed as an AA gun during WWI. Best used to finish off cripples.

4" has about a 50% increase in performance over the 3". Takes about 25 good hits along the waterline of the 1800-ton Japanese freighter to sink it. Again, though, mainly used to finish off cripples (sense a pattern here? ). The German 105mm deck gun shares the same shell data as the 4". (4" = 101mm).

5" is about 50% more powerful than 4".

These are the rough values for the current release. Shell values are being tweaked and adjusted already for the next RFB release.
Thank you, I've started to think I'm invisible
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Old 06-06-08, 12:23 AM   #816
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Quote:
Originally Posted by akdavis
The Antenna Bearing Indicator above the A-scope is not really usable due to some overlapping parts:


Would be great if that could be fixed, as it is very helpful for taking bearings while using the A-scope.
We have corrected the problem with the Radar Bearing dial. The temporary RFB 1.5 060508 download site can be found here which includes the following fixs:

1. A fix for the depth charge capacity and availability of several of the escort ships (DC Patch 052808).

2. A reworked Radar Bearing dial for manually focusing the beam.

3. Changed the graphics for the main Deck Gun and smaller armaments ammunition, to better show what your using. Both the American and German sides were modified.

4. Added two Word documents. One is a revised instruction for the SCAF mod that is used within RFB 1.5 for finding manual range with the Stadimeter. The second is a corrected RFB Keyboard Command list.

5. Added the optional JSGME compatible Metric Nomographs for both American and German sides.

No other previous patches dated prior to 060308 need to be added. This version is cumulative of all other fix's.

=======================

For those that may not know, there is a Bearing Dial at the Radar Station for pointing the fucus beam in a particular direction. This dial was only partially seen with the stock game view, and was quite useless without being fully seen. With RFB, the bearing dial can be easily seen just above the A-Scope (PPI Radar screen). Although the dial can not be manipulated as the Sonar Bearing dial by using a mouse click, the Radar Bearing Dial can be manually moved with the Home/End keys.

As the image below shows the outer stationary bearing ring is the subs "relative bearing", as it relates to the sub itself. The 0 bearing is straight foward of the sub, 27 (270 degrees) is Port (left), 9 (90 degrees) is right or Starboard.




The inner moving dial is the "true" bearing to north of the subs heading. You will note the upper top most degree bearing of the inner dial is the same as the compass dial. The arrows between the two dials can be moved with the Home/End keys when the radar switch is set to manual "Focus", not "Sweep". This will give you the ability to keep either the Surface (SJ) or Air (SD) radars pointing towards a particular direction.

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Old 06-06-08, 05:12 AM   #817
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Very cool.
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Old 06-06-08, 09:09 AM   #818
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Well done Captain!
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http://www.subsim.com/radioroom/showthread.php?t=128185
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Old 06-06-08, 01:07 PM   #819
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The work on the radar train bearing indicator certainly helps things I have planned. Very nice work.

Quote:
Originally Posted by CapnScurvy
This will give you the ability to keep either the Surface (SJ) or Air (SD) radars pointing towards a particular direction.
Sorry to nitpick, please don't take this as criticism, but isn't the SD radar omnidirectional?
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Old 06-06-08, 03:47 PM   #820
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A really nice and enjoyable mod.

There are some things, I did not like too much though:

- Deck Guns: The rate of fire is way too low and not quite historical.
- AA Guns: as with patch 052108, the AI AA on the boat would not work anymore. I tested it and I believe the reason was the deletion of the ammo choice
- Typos and strange phrasing in the mission briefings.
- Momi Class Destroyers having a bow wave only on the starboard side.

I made some modifications for the first two things for private use (I swear, I haven't published those... I wouldn't do without permission anyway) and currently I chose to work on the TSR files of the US campaign to correct those errors. If anyone of the RFB team is interested, feel free to contact me.

Last edited by Nephandus; 06-06-08 at 04:03 PM.
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Old 06-06-08, 05:46 PM   #821
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Quote:
Originally Posted by Nephandus
A really nice and enjoyable mod.

There are some things, I did not like too much though:

- Deck Guns: The rate of fire is way too low and not quite historical.
- AA Guns: as with patch 052108, the AI AA on the boat would not work anymore. I tested it and I believe the reason was the deletion of the ammo choice
- Typos and strange phrasing in the mission briefings.
- Momi Class Destroyers having a bow wave only on the starboard side.

I made some modifications for the first two things for private use (I swear, I haven't published those... I wouldn't do without permission anyway) and currently I chose to work on the TSR files of the US campaign to correct those errors. If anyone of the RFB team is interested, feel free to contact me.

The deck gun has been a issue since SH3. Rate of fire and strong damage....who needs torpedoes? It has been castrated because the gun was more defensive then offensive. Personally if I could throw it off my boat I would. What does not happen with the cannon, it does not account for setting up range nor account for rough seas. It is just to easy if left in stock condition.

The shells offered are what was in use and available during the year you are playing. Just click on the available shell and the loading will start. The reason for this is the subs did not patrol with the cannon loaded. The shells were normally stowed in the sail and had to be retrieved with every use.

Bow wake, RFB did not do anything to files concerning bow wakes and other enviromental things. Sounds like a stock issue.


Mod anything you like within RFB. If you come up with something interesting to change, offer it up! Still very much a work in progress.
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Old 06-06-08, 07:46 PM   #822
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Howdy

Installed all mods thats works with RFB in proper way step by step follow the instruction on the first thread this topic and i`ve got some problems:

1.Where is my torpedo atack map? - can`t set my fish to rock and roll in "Drum Beat" campaign of OM mod
2. In the identfication book when i look up for Panama Liberty Cargo i`ve got CTD after click on [v] - damn twice in the same situation ...
3."Bdu" sends me report about milk cow on grid XXXX(I don`t remmember correctly)
But actual map is useless - only indian ocean and pacyfic grids are visible

I dont know if i post that problems in the right thread, but if this mod is base mod and be compatible with MO so let it be here

Thx for tips and your patience!

-t

ps. sorry about my english ... become little rusty.
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Old 06-06-08, 10:52 PM   #823
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Quote:
Originally Posted by Nisgeis
Sorry to nitpick, please don't take this as criticism, but isn't the SD radar omnidirectional?
Correct. The radar dial will rotate along the same bearing as the PPI scope.
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Old 06-06-08, 10:58 PM   #824
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Quote:
Originally Posted by Nephandus
A really nice and enjoyable mod.

There are some things, I did not like too much though:

- Deck Guns: The rate of fire is way too low and not quite historical.
- AA Guns: as with patch 052108, the AI AA on the boat would not work anymore. I tested it and I believe the reason was the deletion of the ammo choice
- Typos and strange phrasing in the mission briefings.
- Momi Class Destroyers having a bow wave only on the starboard side.

I made some modifications for the first two things for private use (I swear, I haven't published those... I wouldn't do without permission anyway) and currently I chose to work on the TSR files of the US campaign to correct those errors. If anyone of the RFB team is interested, feel free to contact me.
  1. The 3" gun was originally designed during WWI to be an anti-aircraft gun and was found to be quite useless against ships once the war broke out (3" = 76.2 mm).
  2. The AI will load their weapons when ordered to open fire.
  3. We did not touch mission briefings; that is all stuff modified by RSRD.
  4. Momi class destroyers, as well, are an RSRD mod, not ours.
__________________
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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Old 06-07-08, 02:50 AM   #825
Nephandus
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Quote:
Originally Posted by RFB Team
Quote:
Originally Posted by Nephandus
A really nice and enjoyable mod.

There are some things, I did not like too much though:

- Deck Guns: The rate of fire is way too low and not quite historical.
- AA Guns: as with patch 052108, the AI AA on the boat would not work anymore. I tested it and I believe the reason was the deletion of the ammo choice
- Typos and strange phrasing in the mission briefings.
- Momi Class Destroyers having a bow wave only on the starboard side.

I made some modifications for the first two things for private use (I swear, I haven't published those... I wouldn't do without permission anyway) and currently I chose to work on the TSR files of the US campaign to correct those errors. If anyone of the RFB team is interested, feel free to contact me.
  1. The 3" gun was originally designed during WWI to be an anti-aircraft gun and was found to be quite useless against ships once the war broke out (3" = 76.2 mm).
  2. The AI will load their weapons when ordered to open fire.
  3. We did not touch mission briefings; that is all stuff modified by RSRD.
  4. Momi class destroyers, as well, are an RSRD mod, not ours.
Thanks for the clarification.
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