![]() if you are thinking of re-releasing RFB, we should collaborate. but the list of what they should have done is long and distinguished.īTW, i have been upgrading/rewriting RFB missions and fixing errors as i play through the various careers with different boats. then we could have used those targets for recon-photos. It is a shame that Ubi didn't allow the targeting of shore batteries or ports or airfields. Not sure i understand the subtleties of neutral v environmental but RFB gives only two choices for photo targets if one does not want to use enemy ships. I would have replied via PM but i am out of space and do not have the energy (at this time) to delete. Got your discord-message: they keep changing things at discord and i do not use it enough to keep up. TC also affects the "phenomenon", or "design feature", dependent upon which side of the view you stand on. one ship drifts, the next holds fast, both under the same circumstances, and is also found to have different effects upon Stock ships, such as the Furutaka drifting, while the Mogami does not. The "travel" is not only what is set for speed and direction though, but also for the "simulated" drift, which varies seemingly from ship to ship from some unknown parameter in some unknown file. I always thought that EvolveFromEntryDate had to do with evolving the equipment, upgrades, etc. So, that parm means let the ship travel from where it is to where it would be, using the speed, direction, and starting dates as directors? Triggering the asset into existence is also an option, though does complicate things needlessly sometimes. You could also experiment between "EvolveFromEntryDate=" of "true" (the asset is placed where the game calculates it would be when it "spawns" from you getting close enough) and "falses" (it spawns where set when you get close enough). ![]() Besides other unknown "requirements" of the game, the Targets should have a Speed=0, a waypoint set at least 1000m away, a "Head to waypoint" set, and a GameEntryDate and Time set to a time near mission time. Plus, don't forget about the "drift" factor that is alive and well in the game. Also, the game gets really squirrelly if a "ship" is set in too shallow of water, of which, the Target assets are invisible ships (to the player's eye anyway), so it might be that they self-destructed in the shallow water. Well, i don't use the recognition manual so i am safe from that.Well, however long it took to get there, might have been local storms prior to your arrival. If there were sinking mechanics in RFB2, a person would have to merge the RFB2 sim files with the OTC ones, if that hadn't been done before. Not saying that it isn't compatible, just that CapnScurvy didn't do it. Near as I can tell, he did not participate in the conversion to v2.0, only lending permission for it to be done. Originally, OTC was written for Stock by CapnScurvy, and he converted a version for RFB v1.4. OTC overwrites the RFB's ship sim file changes. Any additions or changes to any ships in the game have to be done in a manner compatible with OTC. Every ship of necessity has changes made to its sim file at a minimum, for conformity to OTC, and they are therefore updated for the Recognition Manual. The RecMan is Recognition Manual, and is at the heart of the OTC. CapnScurvy "balanced" his mod's camera for the rest of the mod, although a camera that is built for OTC should be compatible with it. ![]() There are interior cameras for each "room" of the boat, the exterior, gun positions, etc. Think of the camera.dat as the view of the world from that camera position.
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