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Old 06-13-08, 08:26 AM   #886
vanjast
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Thanks Luke.. will try later when I get home.
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Old 06-16-08, 12:19 AM   #887
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Hey guys,

Just to confirm, we are indeed working on two major mods that will do a lot to revolutionize damage modeling both to ships and subs alike. The former could be considered a successor to NSM, and early test results from it are very promising. The latter will be like nothing you've seen yet in SH4. All of this is being made possible in large part by Observer, whom, as many of you might know, is known for his (and Der Teddy Bär's) excellent NYGM mod for SH3.

Good times, they are a'coming!
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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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Old 06-16-08, 04:05 AM   #888
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Can't wait!! Thanks guys for all you're hard work and continued effort The truth is, I simply refuse to play this sim without this mod Thanks again!
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Old 06-16-08, 11:17 PM   #889
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same here
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Old 06-18-08, 11:16 AM   #890
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Will these super-mods be a new RFB install, or will they be seperate mods? Could you give an indication of which mods are coming up.. I think there's still one more RFB update, plus these newer mods Thanks
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Old 06-18-08, 01:07 PM   #891
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Quote:
Originally Posted by vanjast
Will these super-mods be a new RFB install, or will they be seperate mods? Could you give an indication of which mods are coming up.. I think there's still one more RFB update, plus these newer mods Thanks



Sounds like a whole new RFB version It'll have everything that we have now, plus all the new stuff!
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Old 06-18-08, 03:17 PM   #892
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THere is a tonne of work that could be done to improve the damage modeling of the subs.

1) repair time is completley unrealistic
2) rarely, as a skipper, do you have to change your tactics on the basis of damage you have recieved. Consider:

-damage to the hull props or planes does not make you noisier under water
-permament battery damage hardly ever happens
-depth keeping seems unaffected by damage
-there is no damage to the air conditioning/ scrubbing that would make it harder to stay long underwater

Basically, taking damage in this game should somtimes create real challenges for the skipper. MOre often than not, you die, or you fix your problems pretty quick - there is no in-between.

Trout
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Old 06-18-08, 04:38 PM   #893
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May I be so bold as to make a request? I would love to see this implemented (perhaps as an optional install file) in RFB for those who also play a U Boat campaign: http://www.subsim.com/radioroom/showthread.php?t=135184

I use this mod in SH3, and it adds a ton to the immersion scale. Would really like to see it included here if possible. As far as I know, the tools represented in this mod are historic. What better place to have them then in a realistic as possible mod such as RFB! Thanks..
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Old 06-18-08, 06:10 PM   #894
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Quote:
Originally Posted by vanjast
Will these super-mods be a new RFB install, or will they be seperate mods? Could you give an indication of which mods are coming up.. I think there's still one more RFB update, plus these newer mods Thanks
It will be an all-new RFB install. This version will be kind of an interim one, but we believe the best way to keep people interested in the mod is to release updates as often as is reasonably possible. This new version won't include the new submarine damage model (things are still being hashed out with it), but it is coming along well, and it's likely to make the next release of RFB after this one currently planned.
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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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Old 06-18-08, 06:12 PM   #895
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Quote:
Originally Posted by Fish40
May I be so bold as to make a request? I would love to see this implemented (perhaps as an optional install file) in RFB for those who also play a U Boat campaign: http://www.subsim.com/radioroom/showthread.php?t=135184

I use this mod in SH3, and it adds a ton to the immersion scale. Would really like to see it included here if possible. As far as I know, the tools represented in this mod are historic. What better place to have them then in a realistic as possible mod such as RFB! Thanks..
It's on the to-do list, for sure.
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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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Old 06-18-08, 09:04 PM   #896
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Quote:
Originally Posted by RFB Team
Quote:
Originally Posted by Fish40
May I be so bold as to make a request? I would love to see this implemented (perhaps as an optional install file) in RFB for those who also play a U Boat campaign: http://www.subsim.com/radioroom/showthread.php?t=135184

I use this mod in SH3, and it adds a ton to the immersion scale. Would really like to see it included here if possible. As far as I know, the tools represented in this mod are historic. What better place to have them then in a realistic as possible mod such as RFB! Thanks..
It's on the to-do list, for sure.



Thank you, thank you, thank you!!
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Old 06-19-08, 04:39 AM   #897
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Will the new sinking mechanism include a keel zone, a la NSM4?
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Old 06-19-08, 05:29 AM   #898
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Quote:
Originally Posted by DrBeast
Will the new sinking mechanism include a keel zone, a la NSM4?
Most likely, yes.
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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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Old 06-19-08, 05:37 AM   #899
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Quote:
Originally Posted by RFB Team
Quote:
Originally Posted by DrBeast
Will the new sinking mechanism include a keel zone, a la NSM4?
Most likely, yes.
Bear in mind, then, that this will work just fine on ships loaded with plain Freight cargo. But, load them with Ammo or Fuel, and you'll get ships breaking in half with a single torpedo hit. Stock merchants and (I'm hazarding a guess here) RFB and TM merchants only carry Freight, but in RSRDC roughly 1 out of 4 ships carries either Ammo or Fuel. Just a heads-up
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Old 06-19-08, 04:16 PM   #900
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Quote:
Originally Posted by DrBeast
Bear in mind, then, that this will work just fine on ships loaded with plain Freight cargo. But, load them with Ammo or Fuel, and you'll get ships breaking in half with a single torpedo hit. Stock merchants and (I'm hazarding a guess here) RFB and TM merchants only carry Freight, but in RSRDC roughly 1 out of 4 ships carries either Ammo or Fuel. Just a heads-up
I'm sure we'll get it all worked out. Observer knows his stuff when it comes to ship damage modeling.
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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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