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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#961 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Beery, can you list the deck gun reload times you will be using in the next update, so we can plug them in ahead of time?
Also, these Mark 14s sure are strange. I'm playing a campaign right now in August 1942, and I just sank a Large Old Passenger Carrier with 4 torpedo hits out of six fired. The two that misssed, ironically, were only because of targeting errors I made and/or because of the target's zigzagging. I guess the ammo supply gods were smiling on me, eh? ![]() |
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#962 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#963 |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
Downloads: 340
Uploads: 1
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I believe the reality simulated by Beery's RFB is excellent. Having read many of the posts in this thread, indicates that there's a mixed feeling of what is reality and what is historically accurate. Correct me if I'm wrong but as far as I interpret Beery's mod to closely simulate is the effective decision making of a captain under conditions simulated as close as possible to the real deal. Who cares if a CV sinks after 1 torpedo hit or 6 for that matter. I've had no such luck yet. I haven't even had a remote chance to get anywhere near close to the big caps without being driven away by the screens.
The game is a simulation afterall and if you can find a game that is 100% accurate in both realism and historically in every bit of detail then I'll be the first to shout the bar. Just remember, us actively playing the game changes the whole aspect to what happened in the past. Everyone gets different results but at the end of the day the game still ends the war no matter what every individual has contributed towards the cause. Great Mod Beery. Well that's my opinion. |
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#964 |
Planesman
![]() Join Date: May 2007
Location: San Francisco, California
Posts: 185
Downloads: 1
Uploads: 0
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Hi Beery!
I've just recently installed and have been playing with RFB 1.28, and am having a great time so far. I have a couple questions, though, if you have time: 1. Are any of the "dimensions fix" mods (such as "JP Ship Dimension Fix" or CapnScurvy's "Imperial Range Correction") incorporated into RFB, or would you recommend installing those separately? 2. Is "Nematode's Fix for Merchant ships missing Horse Power" or a similar fix or merchants "stalling out" incorporated into RFB, or should I load that up as well? I just had a Coastal Freighter stall out during a turn on me, so I'm thinking maybe not on that one. Hopefully the new 1.3 patch will fix all the dimensions stuff and make the above mods obsolete, but in the meantime... Also out of curiosity, do you use any mods other than RFB yourself? Anyway, cheers and thank you for making this excellent mod! Its made the game lots more fun for me. nomad_delta PS: I totally dig the longer deck gun reload times. The things are way overpowered, anyway. ![]() |
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#965 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Yeah, even before I took to RFB, I stopped using the deck gun cause it was just too easy. None the less, there were a few times I got damaged to the point I needed to do a battle surface and make a break for it (sinking so that blowing tanks was the only option). Without RFB longer reload times, I have gotten away in that situation, at that point it's hard not to at least try, ya know? Nicer to have to try with more realistic restrictions.
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#966 | |
Canadian Wolf
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Fun with the Uberboot though ![]() RDP |
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#967 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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Nematode's fix hasn't been included yet because I haven't been able to test it adequately. I'm definitely for including it though. Apart from RFB the only other mods I use are my own 'Pin-ups' mod and my own radio mod which I made up from a bunch of different ones from other modders.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#968 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Elanaiba said that nematode's fix was being added to 1.3.
It corrects errors, and it seems to drastically reduce the stalled convoys for me. |
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#969 |
Sailor man
![]() Join Date: May 2007
Posts: 44
Downloads: 5
Uploads: 0
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That's a pretty high honor, having a mod being incorporated into a patch.
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#970 |
Medic
![]() Join Date: May 2007
Posts: 160
Downloads: 3
Uploads: 0
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ive been folowing this mod for a while now and i am going to try it, but now i have all sorts of graphic enhancements like the beter leaks mod, Krillers land and harbour upgrade, and captain cox's real navy hat, belt, dolphin pins, rank insignias, along with a fix for US torp bombers, ingame the us torp bombers are messed up when they drop their torps, the torps go backwards and then forwads,at least thats what i read so i put this fix in, will this afect anything in the game with this mod. Also, with permision of course, if these do work with the mod maybe you could include them as they do give a more of a realistic feel to the game.
EDIT: i just tried the mod on its own, i was on my first patrol, i had to drop off an agent, but along the way i saw a lone merchant steaming, i headed for him and when i was jsut about in range i got a random CTD, i have no idea why, the only thing i can think of is that the game could not handle the long time compresion i had it on i guess, what do you guys think? Last edited by Hawk_345; 06-23-07 at 04:14 PM. |
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#971 |
Gunner
![]() Join Date: May 2007
Posts: 98
Downloads: 6
Uploads: 0
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Hello
I installed your mod, and have some issues with it. You claim to want to make a realistic simulation. However the battery power on the gato lasts two days at 1/3 power. I do like for the most part what you did to the torpedoes. I notice that you may not select contact only hopefully, that will change after a certain date. Some issues however, there seems to be an accuracy issue with your mod, making the torpedoes not hit go down the set heading. I was unaware of issues of this kind with US torpedoes. I also noticed that while you may select the mark 10 torpedo, it seems to preform the same as the mark 14s. I have also noticed some issues with the damage model. I started the war with with a salmon class, the first boat I found was a DD, I fired two torps getting one hit, one dud, one hit, this put it dead in the water, and long story short, I unloaded the rest of the torpedoes on the boat into it, while waiting for reloading, I fired the deck gun. I got 5 hits, a lot of misses, odd since I was within 500 yards and it was not moving. After 100 4”HE rounds and 50 4” AP rounds it finally sank. Second issue with a gato, I found a large transport, and a small transport, I sank the large with two hits, and could not get the torpedoes to hit the small, most going underneath. After running out of torps, I surfaced, and expended all the 4” HE rounds and about 100 4” AP rounds. I was able to sink a heavy cruiser with 4 torps getting two hits, one dud and one premature detonation. I do like the reduced amount of contacts. Just some of my comments about your mod. |
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#972 | ||||||
Grey Wolf
![]() Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
Downloads: 13
Uploads: 0
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I think I'll take a crack at answering some of these, I'm just a RFB user
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#973 | |||||||
Gunner
![]() Join Date: May 2007
Posts: 98
Downloads: 6
Uploads: 0
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Yes a Gato can stay down for 48 hrs, even longer, but not at a speed of 4 knots, that time is about 14 hrs.
The switch does not switch back in my game, during play, unless you load a save, only after I installed the mod, and you will hear them click back. Yes torps did have gyro malfunctions however not at the rate, with this mod, as I said 500 yards at a stationary target, I only got about a 40% hit rate. Of that most were duds, this is accurate with magnetic detonators. The USS Tang was sunk by one of its own torps, it was the only ship to my knowlege. I was personally firing the deck gun and never missed. I set the depth at the minimum allowed, I have hindsight, knowing that the warhead was heaver then the test warhead, and the nose tended to run low causing the torpedo to run 7 to 11 feet deeper. This was not an issue with the Mark 10 IRL, however the mod gives them poor firing pins, and they run deep. In the normal game they are good torpedoes, however there too common. Over all it is a good mod however it has some issues. Quote:
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#974 |
Gunner
![]() Join Date: May 2007
Posts: 98
Downloads: 6
Uploads: 0
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I do like the green color on the active buttons, makes them easer to see, altho I still seem to run 2-3 days at battlestations. hehe
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#975 |
Gunner
![]() Join Date: May 2007
Posts: 98
Downloads: 6
Uploads: 0
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Second test, I took a S 18 boat, and was experiencing similar issues with the torps. I stumbled across an invasion task force, in the norther Philippines, the transports were traveling 1 knot, I was able to get past the DD screen, and out of 12 torps, I scored 9 hits, all duds, 3 misses, one went underneath. The Mark 10 torp did not have the issues of the Mark 14, there was no magnetic detonator, the firing pin was designed for that torp, unlike the mark 14 was designed for the mark 15 that was a 33 knot torp, and could not take the 46 knot impact, and the mark 10 torp ran at the set depth.
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