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-   -   [REL] RFB/Real Fleet Boat for 1.5 (https://www.subsim.com/radioroom/showthread.php?t=125529)

CapnScurvy 05-22-08 02:05 PM

Quote:

Originally Posted by theold1
Quote:

Originally Posted by CapnScurvy
Welcome theold1 to SubSim. As you know, were working on this torpedo issue. I have a question for you. You state that this problem was on your "first patrol". Was your starting home port Pearl Harbor, with the start of the war Dec. 1941? And I must ask, did you save your game at ANY time prior the torpedos taking a left turn to nowhere? Was the "first patrol" a reloaded saved game? Have you saved ANY game prior to this "first patrol" and any since?

One of the recurring points to this problem is the start date, home port, a reloaded saved game, and the use of the Mk14 torpedos that are the default loadout. Any help from you, or others on this issue will be helpful.

RFB Team Member

Hi CapnScurvy and thanks for the welcome (and great mod!).
To your questions:

1. Yes, my start date was Dec 1941, and I started at Pearl Harbor.
2. I did save the game prior to the torpedo issue.
3. I'm not 100% sure whether I reloaded before the problem, but I think I might have.

I'll try restarting with a different date and/or location and see what happens. BTW, my 'huge save problem' is gone with the recent RFB patch. Yay!

Yes, the thanks for the huge saved file correction goes to LukeFF and Lurker_hlb3. They both helped in making that issue less of a problem.

You mentioned you DID save the game prior to the Torp issue. That just about goes along with the information weve been looking at. One thing we haven't had much feed back on is whether the problem will occur after a saved game that does not result in a reload. In other words you save the game, but you keep on playing without really reloading like you would if you left the game to return to Windows.

A couple of conclusions have begun to materialize that we can share with you.

1. The problem is after a saved game reload (and could be just after a save is made to the game, but you play on after the save).

2. The problem is with the Mk 14's not the Mk 10's

3. The start date for an American campaign may be the critical link to the problem.
Once the problem occurs it "follows" the player into different missions and even different years following the start date in question.

Harald 05-22-08 02:52 PM

Quote:

Originally Posted by theold1
I'm using RFB 1.5, and I have this problem something horrible. It seems to happen mostly when I shoot at slow or stopped targets. I can hit fast moving targets OK, but *every* *time* I shoot at a stopped target my torpedoes go about 20 degrees off to port (with manual aiming).

This also started happening to me.

1) Itīs my 4th patrol.
2) Itīs a 1941 Pearl Harbor career.
3) It started happening after a reload.
4) I canīt remember if I saved while turning left.
5) I use the default equipped Mk14s.

I hope that helps you find out whatīs the problem.

PS: I also have a problem while equipping my sub with a bow deck gun. I canīt assign any crew members to the new gun, it doesnīt even appear in the crew menu. And when Iīm at the sea it seems like the game thinks I have a Bow AND a Stern deck gun. It happened with both a Porpoise-class and a Gato-class subs.

AVGWarhawk 05-22-08 02:56 PM

Quote:

Originally Posted by Harald
Quote:

Originally Posted by theold1
I'm using RFB 1.5, and I have this problem something horrible. It seems to happen mostly when I shoot at slow or stopped targets. I can hit fast moving targets OK, but *every* *time* I shoot at a stopped target my torpedoes go about 20 degrees off to port (with manual aiming).

This also started happening to me.

1) Itīs my 4th patrol.
2) Itīs a 1941 Pearl Harbor career.
3) It started happening after a reload.
4) I canīt remember if I saved while turning left.
5) I use the default equipped Mk14s.

I hope that helps you find out whatīs the problem.

PS: I also have a problem while equipping my sub with a bow deck gun. I canīt assign any crew members to the new gun, it doesnīt even appear in the crew menu. And when Iīm at the sea it seems like the game thinks I have a Bow AND a Stern deck gun. It happened with both a Porpoise-class and a Gato-class subs.


Go to post #730 for the patch link.

Paajtor 05-22-08 03:10 PM

Quote:

Originally Posted by CapnScurvy
Quote:

Originally Posted by akdavis
The Antenna Bearing Indicator above the A-scope is not really usable due to some overlapping parts:
http://img215.imageshack.us/img215/7...gindicads2.jpg

Would be great if that could be fixed, as it is very helpful for taking bearings while using the A-scope.

What sub are you using with this device and what is the year that you've seen this overlapping image? Probably can be fixed with a resize, but I need to compare the dials first.

In the meantime, you can try to overcome this issue, by using the free camera (Shift+F2), and travel to the device, and get a better viewing angle this way.

Harald 05-22-08 03:21 PM

Quote:

Originally Posted by AVGWarhawk
Go to post #730 for the patch link.

I tried with the patch. Nothing. In fact I just tried with a saved game just after I started that patrol (refueling in Midway) and the torpedoes keep suddenly turning left. Thatīs weird because my torpedoes worked just fine at that time.

The deck gun problem persists too.

AVGWarhawk 05-22-08 03:32 PM

Quote:

Originally Posted by Harald
Quote:

Originally Posted by AVGWarhawk
Go to post #730 for the patch link.

I tried with the patch. Nothing. In fact I just tried with a saved game just after I started that patrol (refueling in Midway) and the torpedoes keep suddenly turning left. Thatīs weird because my torpedoes worked just fine at that time.

The deck gun problem persists too.

Try starting a new career with the new patch and see if hat takes care of it. What deckgun problem?

Maltro 05-22-08 03:35 PM

Hi, I have tried your mod, nice mod for sure, many interesting improvments. :hmm: :up:
Just one question please, I have loose the older keys to turn the radar at left or right side and I loose too the command to move the camera hight or down.
It was the same keys in both cases... My olders keys was "Orig" and "end" (I hope they are calling like this in English!...:oops: ) Is there a file I could edit to refind the control of that keys please?

oh, I have noticed tga miss for the rosette in nav map for the uboat. I have add it to my file, just a remark ;)

A last one... What can I do if I want to keep the stock visual effects for sub, contacts ect on the nav map please ? Sorry I am not a good modder... :oops:

akdavis 05-22-08 03:38 PM

Quote:

Originally Posted by CapnScurvy
Quote:

Originally Posted by akdavis
The Antenna Bearing Indicator above the A-scope is not really usable due to some overlapping parts:
http://img215.imageshack.us/img215/7...gindicads2.jpg

Would be great if that could be fixed, as it is very helpful for taking bearings while using the A-scope.

What sub are you using with this device and what is the year that you've seen this overlapping image? Probably can be fixed with a resize, but I need to compare the dials first.

I've tested all subs in the 1943 "Sea Trials" mission. I've tried starting with SJ and SJ-1 radar on the same sub in the same year, and I took a sampling of different subs starting in different years. Problem is present in all cases. I see no difference of any sort in that particular part between any of the subs.

Quote:

Originally Posted by Paajtor
In the meantime, you can try to overcome this issue, by using the free camera (Shift+F2), and travel to the device, and get a better viewing angle this way.

Well, RFB defaults to free cam, and that is how I took the close-up screenshot above. Viewing angle makes no difference as the "parts" are tightly overlapped.

LukeFF 05-22-08 11:06 PM

We're aware of the bearing indicator texture being messed up. It's just that fixing this torpedo issue is priority #1 right now.

akdavis 05-22-08 11:18 PM

Quote:

Originally Posted by LukeFF
We're aware of the bearing indicator texture being messed up. It's just that fixing this torpedo issue is priority #1 right now.

Just providing the info CapnScurvy requested, not suggesting it is a priority.

LukeFF 05-22-08 11:19 PM

Quote:

Originally Posted by akdavis
Just providing the info CapnScurvy requested, not suggesting it is a priority.

I know. :) It's just that I didn't want people to think we were ignoring the report.

ustahl 05-23-08 02:53 AM

Quote:

Originally Posted by Maltro
A last one... What can I do if I want to keep the stock visual effects for sub, contacts ect on the nav map please ? Sorry I am not a good modder... :oops:

If, as I think, you mean the blue & red contact markers on the nav map with direction tails, the solution would be to temporarily disable the mod and remove following items from the mod:

data\menu\gui/contline.dds
data\menu/\gui/Dashline.dds

The above should bring back everything except the ship silhuettes. In order to get the ship silhuettes back, too, go to the data\sea folder, search and delete the *_shp.dds files in each sub folder (I have 144 sub folders, yours may vary).

After the above is done, re-enable the mod, and the stock contact markers should be back.

Additionally, if you want to make sure to also have the stock contact symbols for aircraft, ship destroyed, land contact etc., you can easily make a little mod by making a copy of following folder of the stock game: data\menu\gui\units. Save that folder (with the path) into a new mod folder, say "stock contact marker". Then enable this new mod (stock contact marker\data\menu\gui\units) with JSGME after the big mod, and you should have back all stock contact markers, which however reduces the aspect of increased reality in the big mod.;)

trebby 05-23-08 05:08 AM

Hello RFB team,

concerns: my post 721 and your reply,

about DDs not having stern DC rollers.


I am really pleased, exept for the harmless escorts, with the mod.:up:
So to get it possibly working with an challenge I did following:

Deinstalled the whole game
ran an reg cleaner
Reinstalled (really)
Refilled the mods folder fresh from the ZIPs
At first ONLY activated RFB 1.5 140508, no other mods on SH4 v1.5 UM

I noticed the following:

(pardon my bad DD id, have to look better when I am back home)

1. There were DDs with Double stern rollers. Curiously, these showed an constant animation of DCs dropping without pause, with no end of supply, underwater ashcan sinking or DC explosion.
When I had myself overrun deliberately at 80 feet with flank speed and no silent running, they still showed the animation, but no DC explosions or ashcans visible underwater.

2. There were other DDs without stern rollers, but with a Single lefthand eeeuhhh port DC roller near the stern. No animations and normal ashcans with normal explosions. The port offset created somewhat reduced accuracy.

Hope this give ya a clue...

Btw, without mods the clean game v1.5 showed no abnormals, but then it has none of the goodies we all feast on...:-?

Cheers, Trebb

goose814 05-23-08 10:53 AM

Quote:

Originally Posted by sober
Now that there is extra crew on the sub i have been informed that we need more wet weather gear .
http://img216.imageshack.us/img216/6972/headjs8.jpg
W_CLEAR ENVIRO MOD 4.4a
RFB 1.5
RSRDC for RFB1.5
I'm having this problem also, but only with the first watch officer. The second and third watch officers are full bodied with rain gear. If I swap him out with someone else, they have rain gear. It's just that one officer. Any suggestions? Thanks.

NSM 4.0
ROW/PE 3.3
ROW sea foam
ROW sun flair
RFB 1.5_051408
RFB Patch 052108
RSRD RFBv15 v395 RC5
Historical Air layer for RFB+RSRD




Gus

John_Doe_16 05-23-08 12:58 PM

Hi, first of all, thanks for the great RFB-Mod, I'm enjoying it very much :up:

But I noticed a bug with the type IX-D2 Boat:
If you are in the control room, and click on the back wall, the screen strangely turns green, instead of taking you to the back of the control room... This isn't the case in the normal game, so I suppose it's caused by RFB, since it's the only major mod I have... I suppose this minor bug is quite easy to fix?

Please continue your great work :up:

John_Doe_16

P.S.: An other suggestion: Would it be possible to add a helmsman in the German submarines (IX and XVIII?) This would add a lot of realism, having him sit in the Command room...; with his place already there in both submarines... Maybe you would have to reposition the CE, but it would make the whole interior much more realistic, as the lack of this important crew member always bothere me... (There was an other seat for him in the conning tower, but that was only used when the submarine was surfaced, as the conning tower was usually empty and its hatch to the Command room usually was closed while diving deep, as stated by literature and seen on real photos taken on uboats while diving...)


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