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Old 09-16-08, 06:28 PM   #1306
Falkirion
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Thanks swdw, I'll give that a try. I'm almost convinced I'll have to do a complete reinstall but thats fine. Thats provided Force Unleashed doesnt chew up my free time this weekend
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Old 09-16-08, 06:58 PM   #1307
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Quote:
Originally Posted by Fish40
I'm useing the current version of RFB as well as PE4. Up till now, I haven't noticed anything out of the ordinary as far as compatability issues go. I installed in the same sequence as the previous version of PE. What should I be looking for as far as problems go between the two mods?:hmm:
It's not so much problems as it is things you'll lose if you install PE4 after RFB (mainly things to do with the way the subs ride in the water and the damage modeling). In fact, after the next version of RFB is released, it would be a big, big, big no-no to install PE4 after RFB, since it would totally screw up the new damage model we've been working on for the subs and ships.
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Old 09-16-08, 08:19 PM   #1308
Fish40
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Fish40
I'm useing the current version of RFB as well as PE4. Up till now, I haven't noticed anything out of the ordinary as far as compatability issues go. I installed in the same sequence as the previous version of PE. What should I be looking for as far as problems go between the two mods?:hmm:
It's not so much problems as it is things you'll lose if you install PE4 after RFB (mainly things to do with the way the subs ride in the water and the damage modeling). In fact, after the next version of RFB is released, it would be a big, big, big no-no to install PE4 after RFB, since it would totally screw up the new damage model we've been working on for the subs and ships.


I hear you Luke. I did my install as per the instructions on the first page of this thread, meaning PE first, followed by RFB. I hope that's cool.
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Old 09-16-08, 10:27 PM   #1309
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Quote:
Originally Posted by Fish40
I hear you Luke. I did my install as per the instructions on the first page of this thread, meaning PE first, followed by RFB. I hope that's cool.
Yep, it's fine. To update what I wrote up above, PE4 will be fully integrated into RFB for our next release, so people won't have to worry about file conflicts or whether they installed the mod correctly.
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Old 09-17-08, 02:59 AM   #1310
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Since we are getting close to releasing a new version of RFB, we may as well tell you what's going to be included:
  • All-new damage model for the all the stock merchant ships and AI subs, created by Observer and Der Teddy Bär. Say hello to the successor to NSM. In a future release we will also be totally re-working the warhip damage models.
  • All new damage model for the playable submarines, again created by Observer. The days of your sub being a titanium-plated battleship are over, trust us.
  • Kriller's Pacific Environments v4 mod, fully integrated.
  • John W. Hamm's crew uniform mod. Currently this is the publicly released version; a more historically correct version that goes beyond the currently implemented version will eventually be added (possibly for this next release).
  • CapnScurvy's U.S. Medals Fix mod (adds the Navy Commendation Ribbon and Submarine Warfare Insignia).
  • Extensive work on the Cameras.DAT file.
  • All-reworked interiors with many enhancements. Many more objects are now clickable, and the bugs previously present when one clicked on an object are now gone. Just about all the bugs with the various dials have been fixed. In the American fleet subs, more crewmen will now occupy the conning tower when General Quarters is called. One will now hear the squawking of the radio in the German radio room, and the radar wheel in the American boats now rotates. skwas's rotating fan mod is also included.
  • New audio files for the various deck guns and flack guns. For instance, the 5"/25 sound is now different from that of the 3"/50. Likewise, the 20mm guns sound differently than the 40mm and 37mm guns.
  • Nisgeis's historical map color mod.
  • Historically correct crew rosters for the stock German playable subs and watch rotations (at least for the daytime hours; see below):
  • New AI visual spotting and sonar detection work by Der Teddy Bär and Peto, plus adjusted radar values for Japanese surface and airborne radar sets.
  • More historically correct dates for American conning tower and weapons upgrades.
  • Improved camera positions for all deck guns. Now it will really feel like you are "in the gunner's seat," rather than dangling from the side of the barrel (see below).
That's the gist of what we've been working on. Other things are still being worked on and may or may not make it in for this 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.

http://forum.kickinbak.com/index.php...647a9120c08614
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Old 09-17-08, 05:04 AM   #1311
RAM
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Great news! sounds really cool!. Thanks for all the effort you guys are putting on the RFB mods.

Quote:
Originally Posted by RFB Team
  • All new damage model for the playable submarines, again created by Observer. The days of your sub being a titanium-plated battleship are over, trust us.
I have to ask...will this mod fix the (stupid) problem in the game, where if you get two diesels destroyed you won't be able to sail anymore even while you got other two in perfect working order?.

I ask because just yesterday it happened (again) to me. And is really annoying to say the least...
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Old 09-17-08, 11:46 AM   #1312
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NNooooiiicccce
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Old 09-17-08, 01:12 PM   #1313
IronPerch
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Quote:
Originally Posted by swdw
Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by IronPerch
Could it be possible to add more detailed recognition manual to the next release of RFB? I quess this kind of mod is available, but i'm not sure how it works with RFB?
I play without map contact updates (100% realism settings ) so my AOB's are allways estimates. That's why i would like to chek the AOB with the optics (Hitman's manual targetin methods..) when the target is at reasonable visual range.
We don't have any plans at the moment to update the recognition manual.
Plans are for the RFB manual to be as accurate as what the WWII skippers had. And that means . . . .
Sorry for delay in reply... i meant something like this: http://www.subsim.com/radioroom/showthread.php?t=125650 "RFB integrated" version would be nice to avoid "compatibility" problems?
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Old 09-17-08, 02:08 PM   #1314
caspofungin
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@swdw

how's the physics/acceleration mod coming along?
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Old 09-17-08, 02:23 PM   #1315
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Eagerly awaiting this release. In the meantime, will careers from 1.5 be safe as long as the new release in applied in port?

I had thought I could wait, but that homocidal need to sink marus appears to be too strong.
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Old 09-17-08, 05:07 PM   #1316
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Drool Drool Drool:p :p :p
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Old 09-17-08, 09:57 PM   #1317
swdw
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Quote:
Originally Posted by caspofungin
@swdw

how's the physics/acceleration mod coming along?
First round of changes are done on the IJN BB's and CA's. GOing to post a test file for the RFB testers to check out while working on the DD's. Then will come the carriers and Merchants.

Here are a couple of discussions
http://forum.kickinbak.com/viewtopic.php?f=26&t=765
http://forum.kickinbak.com/viewtopic.php?f=11&t=957

I'm looking for feedback on ship handling.

If anyone has info please post it in this thread:
http://www.subsim.com/radioroom/showthread.php?p=787336

Please do not post ship handling characteristics info in this thread, use the other subsim thread link above

You can see how the changes affected the Mogami's acceleration and turning here (warning- kinda boring). Sorry, have no idea why the acceleration change videos weren't streamed
http://hosted.filefront.com/RealFleetBoat/2184204
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Last edited by swdw; 09-17-08 at 10:10 PM.
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Old 09-17-08, 11:52 PM   #1318
LukeFF
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Quote:
Originally Posted by RAM
I have to ask...will this mod fix the (stupid) problem in the game, where if you get two diesels destroyed you won't be able to sail anymore even while you got other two in perfect working order?
What we have now is 2 of the diesels and motors removed and the remaining two re-labeled "Nos. 1 & 3 (and 2 & 4) Engines/Motors." Thus, when one set is destroyed, you will still have the other pair still intact.

To give you an idea of what this will look like, here is a 1945 Balao boat. All of the equipment labels correspond to those found in the Fleet Submarine Manual, to help give that wartime-era feel:

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Last edited by LukeFF; 09-18-08 at 12:57 AM.
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Old 09-18-08, 03:22 AM   #1319
RAM
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Quote:
Originally Posted by LukeFF
What we have now is 2 of the diesels and motors removed and the remaining two re-labeled "Nos. 1 & 3 (and 2 & 4) Engines/Motors." Thus, when one set is destroyed, you will still have the other pair still intact.

To give you an idea of what this will look like, here is a 1945 Balao boat. All of the equipment labels correspond to those found in the Fleet Submarine Manual, to help give that wartime-era feel:


I guess the problem, then, is hardcoded into the game. With the modifications of the new release of RFB if you get one diesel destroyed, you get another one destroyed aswell "for free". same with electrics, it seems.

Not a perfect solution, but I guess there's no better one with the tools the modders have. And anyway, it's much, much, better than what we have now, so

thanks a lot for the answer
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Old 09-18-08, 06:36 PM   #1320
Bosn
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Which of Nisgeis' new chart color schemes did you include in the latest version?
 
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