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Old 06-29-10, 04:28 PM   #751
Bubblehead1980
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Quote:
Originally Posted by B_MACH View Post
To RFG Team, I been playing with RFB 2.0 plus the April update and RSRDC mod.

1. No surface search Radar contacts on PPI display when they are on the displayed map. This occured in 1942 on Gato sub and in 1943 on Balao sub.
2. Setting still(0 knots) on the surface all day long fuel decreases. If submersed.at zero knots, battery supply does not decrease. The limiting factor seems to be the CO2 level.

I had same issue with SJ radar in RFB as well.

fuel decreases even if youre sitting on surface because diesels are still on, using fuel to power your sub.You use less fuel sitting still but it still uses fuel.Your engines are never OFF
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Old 06-30-10, 05:16 AM   #752
Sardaukar67
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BTW, are the best skills for crew members in Damage Control team still as in RFB manual, mechanical and electric? or has this changed in last versions?
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Old 07-02-10, 11:38 AM   #753
Gorshkov
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Does this mod change enemy AI toughness? You know, something like fearsome Duci's destroyers, lurker's ASW planes...
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Old 07-03-10, 05:45 AM   #754
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I also cannot see radar contacts on PPI radar display (RFB+RSRDC).
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Old 07-07-10, 01:13 AM   #755
LukeFF
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Quote:
Originally Posted by McHibbins View Post
Is it possible to lower the hitpoints for each ship via s3d-editor from 4000 to for example 1500 ? Or are these values involved in other files too so that it leads to an ctd after an hit ingame ?
You can, but the side effect is that the torpedo damage model will not work right.

Quote:
Second Question : Did you deactivate the big explosions (the eye-candy ones) in the ship.zones ? If so, where ?
I always see small splinter explosions even after a critical hit.
Not that I'm aware of.
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Old 07-07-10, 01:17 AM   #756
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Quote:
Originally Posted by Fish40 View Post
To Luke and the RFB Team. First let me say, I love this mod and would NOT play SH4 without it. Now not to sound ungrateful or anything along those lines, but I always wondered why (I can't remember if there ever was) there was no authentic sound for the Fairbanks Morse engines? I'm sure you are familiar with this site: http://hnsa.org/sound/index.htm If you scroll down to the sounds of the Pompanito, you will find a clip of the start and run up of the Fairbanks Morse. Couldn't this somehow be used in RFB?
The reason I don't use the audio sample from the Pamapnito is that it is recorded (obviously) in one of the diesel compartments. As we don't have 3D diesel compartments in SH4, I wanted to use a sound that simulated hearing the diesels in other compartments with the bulkhead doors shut, as like the 3D interior model shows.

Quote:
Also I recognised several other sound clips that were in RFB in the past. Don't know why they were ever taken out
I just didn't like them. A case of something that I thought was great at first that I didn't end up liking later.
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Old 07-07-10, 01:20 AM   #757
LukeFF
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Quote:
Originally Posted by Sardaukar67 View Post
BTW, are the best skills for crew members in Damage Control team still as in RFB manual, mechanical and electric? or has this changed in last versions?
Aye, mechanical and electrical are the two most important skills for damage control (equally so).
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Old 07-07-10, 01:20 AM   #758
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All: I am trying to get the latest patch uploaded to the Subsim server, but I'm running into a glitch at the moment. Once it is sorted out I'll get the file uploaded.
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Old 07-11-10, 05:40 PM   #759
aso544
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Im experiecing graphic issues. It seems when looking at escorts, iIget a weird blocky prism that blocks my view through the periscope. If I move it out of my field a view, everything is fine. I can look at merchant ships just fine. I also experienced this once while looking at the radar screen.

Any one had this issue before. Im running it at 1280X1024 60hz and never expeirenced this with any other mods. I currently have RFB2.0 and the 2.1 patch...thats all.

I also noticed when looking at them on the horizon thay have a square block around them as well.

thanks,
ASO544

Last edited by aso544; 07-11-10 at 06:40 PM.
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Old 07-12-10, 04:40 AM   #760
McHibbins
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A solution for such issues might be sometimes alt tabbing out/in the game.
Works for me all the time.
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Old 07-19-10, 02:13 PM   #761
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Quote:
Originally Posted by LukeFF View Post
All: I am trying to get the latest patch uploaded to the Subsim server, but I'm running into a glitch at the moment. Once it is sorted out I'll get the file uploaded.
Have you solved this problem yet?
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Old 07-22-10, 09:09 AM   #762
SteveG75
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Default speed/range question

Started a new career in Sargo class USS Sailfish. Ahead standard is giving me 16 knots and a range of about 4,000 miles. This seems a lot faster/shorter than it should be. Going to 1/3 or 2/3 does not increase range at all. My references show an advertised range of 10,000 miles at 10 kts.

Now doing a Balao. Standard is 14 kts and 4600 miles.

How do I get my long ranges back?

Last edited by SteveG75; 07-22-10 at 09:20 AM.
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Old 07-22-10, 09:40 AM   #763
Gorshkov
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Yes, range/speed performance of Fleet Boats is really messed-up in SH4. Try TMO 2.0 - Duci wrote here lately he found very interesting fix of that issue during working on TMO. I tried his 9D2 Beta mod yesterday and I must say Type IXD submerged range value is as real thing! I am not sure about RFB 2.0 though...maybe next patch will fix this.

Anyway in real life 10 kt was optimal surface speed for Fleet Boats so you should get mentioned 10000 miles range easily...
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Old 07-22-10, 11:31 AM   #764
ETR3(SS)
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You can also manually order a set speed. Click the button to switch the Engine Order Telegraph to the Knotmeter and then click the speed that you want on the Knotmeter.
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Old 07-23-10, 05:29 AM   #765
Gorshkov
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Well, from the last patch readme:

Quote:
Max ranges for all American subs is now based on the sub carrying fuel in their main ballast tanks (S and Tench classes already had this feature). The new ranges for the rest of the subs is as follows:
-Porpoise: 22,000 miles @ 8 knots
-Salmon, Sargo, Tambor, Gar, Gato, Balao: 15,000 miles at 10 knots
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