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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#991 |
Watch Officer
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Location: Pittsburgh, PA
Posts: 342
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Are minefields and subnets represented in this mod?
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#992 | |
Commodore
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#993 |
Watch Officer
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Never really played the game when it came out cause it was so buggy, not till UBoat expansion came out anyway. Now I play it every chance I get but in the stock version never ran into a minefied or subnet :hmm:
Like GWX, does this mod come with and instruction manual one can read that goes over how to play with this mod being that its almost an entire game rewrite? Another thing I have noticed is when I am in a Gato that had a test depth of 300 ft and a crush depth of 500 or 600 ft, if I am at 300ft, silent running, after a bit I start taking damage? Not going deaper, not getting depth charge, just cruising at 1kt speed my hull integrety will start counting up and I will hear lights breaking. Reason for this?? :hmm:
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#994 | |
Commodore
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#995 |
Watch Officer
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Thats just it, technically the Gato class could without damage to itself go below 300 ft, closer to 500 ft before damage would set in.
Is there or do you know of a file that we could change this? Thanks for all your help btw.
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#996 |
Commodore
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It could go beyond 300 but it couldn't hang out there for very long without problems. (at least that is my understanding, I could be off on that) That is why we see damage below the test depth if we spend any period of time under it.
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#997 | |
Swabbie
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#998 | ||
Commodore
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When you are charging batteries, you use a lot more fuel and you are much more fuel efficient when on the surface so I only dive when necessary. You can use full or flank when doing an end around. Under the nav map tab, you'll find "range to waypoint" and "estimated range at current speed". You can plan your fuel management through that. Hope that helps some. ![]()
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#999 | |
SH4 Mod Team
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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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#1000 | |
SH4 Mod Team
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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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#1001 |
Bosun
![]() Join Date: Dec 2007
Location: Manvel Texas
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@ Marbakka: Your best range should be at standard, 10kts with RFB and a little slower with the earlier boats. You can check your range at different speeds under the navigation map/tab with the reverse arrow. Just hold your cursor over that tab for info. Click it and you should receive info about max range at your current speed. Give the sim time to recalculate after each speed change. Starting out from home port, I usually have over 13,000 miles at 10kts with the Gato and Balao. Porpoise should be about the same if I remember right.
Also, one should be able to go deeper the the test depth, but be careful. I'm sitting past 300ft with a Gato class with no problems yet. |
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#1002 | |
Swabbie
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Now to figure out what on earth I'm doing wrong with the manual firing solutions. The bottom of the East China Sea is littered with my spent torpedoes, and there are three Japanese tankers that docked in China this afternoon laughing about the Yankee sub captain that couldn't hit a barn door... |
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#1003 |
Swabbie
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Location: Mobile, AL
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Hrm...I didn't mention anything about this because I wanted to try the Refit&Rearm thing first, but for some reason my deck guns have no ammo and can't be rearmed. My first time out after I got RFB installed I did have ammo, but I think this is a different career save, so I don't think I've even fired the deck guns on this ship. I replaced the default with a bow mounted unit and thats all I've changed. Is this a known bug or am I just a particularly dumb noob?
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#1004 |
Frogman
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Marbakka,
In RFB, you have to select the type round to be fired before it tells you how many rounds you have to use.
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#1005 | |
Swabbie
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