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Old 09-22-08, 12:26 PM   #1336
swdw
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Quote:
Originally Posted by Vonotto
Ok I am going to use a SH4 mod for the 1st time , But it says RFB is only for SH4 1.5 .......is there a 1.5 patch? The only one I can find on the ubi site is the last 1.4 patch. Am I missing something??
1.5 is the uboat missions add-on You can buy a download version for $10. It's well worth the money. Fixes bugs, uses less CPU and GPU overhead allowing you to gain a few FPS. The amount of FPS improvement varies based on your CPU and graphics card. Adds dynamic loading to decrease load times. Adds U-boats, special abilities and other new features to the game.
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Old 09-22-08, 12:31 PM   #1337
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Ok thanks for the fast reply.
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Old 09-24-08, 01:23 PM   #1338
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Hey guys,

I have a question about career length. For a while in SH4's early history, there was a bit of stink regarding career length, i.e. being retired after x amount of patrols, and this was widely perceived to be realistic.

Then, around 1.3 or perhaps 1.4, the controversy seemed to die off, and I recall reading about players who made 10 or more patrols in the same career. I myself made 8 in my last TM career without any hint of being retired.

I suppose my question is, do you knw of any changes to the way career length is handled since 1.3 or 1.4, and are there any changes of this sort in RFB? Just curious really.

Or am I nuts and nothing has changed in this area at all?
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Old 09-24-08, 02:19 PM   #1339
kylesplanet
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Quote:
Originally Posted by Galanti
Hey guys,

I have a question about career length. For a while in SH4's early history, there was a bit of stink regarding career length, i.e. being retired after x amount of patrols, and this was widely perceived to be realistic.

Then, around 1.3 or perhaps 1.4, the controversy seemed to die off, and I recall reading about players who made 10 or more patrols in the same career. I myself made 8 in my last TM career without any hint of being retired.

I suppose my question is, do you knw of any changes to the way career length is handled since 1.3 or 1.4, and are there any changes of this sort in RFB? Just curious really.

Or am I nuts and nothing has changed in this area at all?
From my experience, if you will complete your missions and sink average tonnage and not bring your sub back destroyed each time, you can continue on through the war.
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Old 09-25-08, 02:02 AM   #1340
LukeFF
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Default A more casual look for the American crewmen:



All ranks can now wear this white undershirt, courtesy of conus00.
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Old 09-25-08, 10:19 AM   #1341
The General
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Wow! That's really cool.
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Old 09-27-08, 04:13 PM   #1342
C DuDe
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Any news on release date of this uber MOD?

Can't wait to try this out.
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Old 09-28-08, 02:54 AM   #1343
LukeFF
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Quote:
Originally Posted by C DuDe
Any news on release date of this uber MOD?

Can't wait to try this out.
We're just about ready to enter final testing for the release candidate version, so yes, we are getting close. We also need to compile the user's manual before we are ready to release it. I know this is all taking a long time, but we know you'll like the changes and updates we've made.
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Old 09-28-08, 03:25 AM   #1344
C DuDe
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Old 09-28-08, 03:31 AM   #1345
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Yes Virginia, there is a Santa Clause!
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Old 09-28-08, 12:35 PM   #1346
IronPerch
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Quote:
Originally Posted by LukeFF
We're just about ready to enter final testing for the release candidate version, so yes, we are getting close.
Lately I've been mostly "practicing" tactics etc while waiting the new release "at the end of the month". No need to rush, but sound like it's going to take a few weeks before you are willing to release? So shoud I start a new Career with the current version...?
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Old 09-28-08, 02:08 PM   #1347
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Hi all.

I reinstalled SH4 two weeks ago, and decided to try out RFB. I'm running RFB with RSRDC. I'm not using any visual enhancement mods, simply because I had some severe framerate loss.


Now I have a couple of questions:

-I wanted to use http://www.subsim.com/radioroom/showthread.php?t=140535 Smoke mod, but after choosing the version for RFB with PE 3.3, I had 'blocky' particles when a large modern freighter caught fire. am I using the right version?

-I recently had 6 dud torpedoes, which all hit at around 90 degrees against the hull of a tanker. The seventh torpedo I fired for an impact angle of something like 70 degrees, and it detonated (finally !) Is this modeled in RFB, that the 'perfect' 90 degree impact gives more likelyhood of a dud than a slightly off-angle impact (which would be, as i understand, historically correct for the performance of the detonator of the Mk14 torpedo)?

-I notice that I can hear depth charges drop into the water when I use Free camera to look at the enemy destroyers, but from underwater and/or within the sub I don't hear any DC's drop into the water, I only hear the detonation sound.

Is this correct, or do I need my ears checked, or do i need an additional mod for splash sounds/warning messages?

Thanks for any clarification.


Greetz,

@lantis
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Old 09-28-08, 02:14 PM   #1348
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If I was a american crew member in the picific, I think id be wearing shorts to. Any chance at doing this, Paints would be hot.
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Old 09-28-08, 06:06 PM   #1349
LukeFF
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Quote:
Originally Posted by IronPerch
Quote:
Originally Posted by LukeFF
We're just about ready to enter final testing for the release candidate version, so yes, we are getting close.
Lately I've been mostly "practicing" tactics etc while waiting the new release "at the end of the month". No need to rush, but sound like it's going to take a few weeks before you are willing to release? So shoud I start a new Career with the current version...?
It's up to you. Might be about 2 weeks or so before we're ready to release it.
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Old 09-28-08, 06:11 PM   #1350
LukeFF
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Quote:
Originally Posted by @Lantis
-I wanted to use http://www.subsim.com/radioroom/showthread.php?t=140535 Smoke mod, but after choosing the version for RFB with PE 3.3, I had 'blocky' particles when a large modern freighter caught fire. am I using the right version?
You probably installed PE3 after RFB. With this next release, PE4 is fully integrated into RFB, so you don't need to download and enable PE4 separately.

Quote:
-I recently had 6 dud torpedoes, which all hit at around 90 degrees against the hull of a tanker. The seventh torpedo I fired for an impact angle of something like 70 degrees, and it detonated (finally !) Is this modeled in RFB, that the 'perfect' 90 degree impact gives more likelyhood of a dud than a slightly off-angle impact (which would be, as i understand, historically correct for the performance of the detonator of the Mk14 torpedo)?
Yes. Our torpedo performance model is very robust and reflects the real-world reality of each torpedo according to the historical timeline. Up until late 1943, impact hits with the Mark 14 at an angle at or near 90 degrees will just about always result in a dud.

Quote:
-I notice that I can hear depth charges drop into the water when I use Free camera to look at the enemy destroyers, but from underwater and/or within the sub I don't hear any DC's drop into the water, I only hear the detonation sound.

Is this correct, or do I need my ears checked, or do i need an additional mod for splash sounds/warning messages?
No, you have everything installed right. Sadly, the "depth charges in the water" warning from the sonarman is currently not working.
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