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-   -   [REL] Real Fleet Boat 2.0 (https://www.subsim.com/radioroom/showthread.php?t=159709)

Bubblehead1980 06-29-10 04:28 PM

Quote:

Originally Posted by B_MACH (Post 1431014)
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

Sardaukar67 06-30-10 05:16 AM

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?

Gorshkov 07-02-10 11:38 AM

Does this mod change enemy AI toughness? You know, something like fearsome Duci's destroyers, lurker's ASW planes... ;)

Gorshkov 07-03-10 05:45 AM

I also cannot see radar contacts on PPI radar display (RFB+RSRDC).

LukeFF 07-07-10 01:13 AM

Quote:

Originally Posted by McHibbins (Post 1427291)
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.

LukeFF 07-07-10 01:17 AM

Quote:

Originally Posted by Fish40 (Post 1430132)
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:hmmm:
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. :88)

LukeFF 07-07-10 01:20 AM

Quote:

Originally Posted by Sardaukar67 (Post 1431444)
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).

LukeFF 07-07-10 01:20 AM

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.

aso544 07-11-10 05:40 PM

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

McHibbins 07-12-10 04:40 AM

A solution for such issues might be sometimes alt tabbing out/in the game.
Works for me all the time.

Gorshkov 07-19-10 02:13 PM

Quote:

Originally Posted by LukeFF (Post 1437635)
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?

SteveG75 07-22-10 09:09 AM

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?

Gorshkov 07-22-10 09:40 AM

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...

ETR3(SS) 07-22-10 11:31 AM

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.

Gorshkov 07-23-10 05:29 AM

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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