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02-03-10, 10:41 AM | #196 | |
The Old Man
Join Date: Jan 2007
Posts: 1,441
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Quote:
I can try testing again, will need... Active MOD list from JSGME Month/Year Patrol Area Sub type Will be this weekend my schedule is full this week.
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Wilcke For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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02-04-10, 05:12 AM | #197 | |
SH4 Mod Team
Join Date: Mar 2008
Posts: 165
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A sneak peek at what the next RFB update/patch will bring:
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Thanks for everyone's encouragement and support. The RFB team is an open group and our work is open to anyone. Although we have a separate forum for development and testing, it is not a private forum, so you can drop in and see what's going on or contribute. The forum is open to other developers that need a place to exchange ideas too. http://forum.kickinbak.com/index.php...647a9120c08614 |
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02-04-10, 04:29 PM | #198 |
Navy Seal
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The patch sounds awseome.One question, you guys take a look at the radar? Not only was I getting lag when when SJ was on but my SJ was not picking up contacts, my crew was always spotting them first.This made the game somewhat unplayable, esp the lag part and not having radar, bummer.Not once did crew ever report SJ contact.
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02-05-10, 10:29 AM | #199 |
Mate
Join Date: Oct 2009
Location: Tennessee
Posts: 55
Downloads: 102
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"-Adjusted damage zone modeling for Japanese sampans and fishing boats."
Any estimate on the change compared to current? Over all effect, or hull only? Slightly easier to sink, a lot easier, or harder? I modded mine but I just adjusted across-the-board armor values so I probably weakened some things that didn't matter to sinking. The other changes look good. |
02-08-10, 05:19 PM | #200 |
A-ganger
Join Date: Nov 2008
Posts: 72
Downloads: 190
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I posted this under RSRDC because some one else was having a simular problem:
" history: under rfb1.52 (and RSRDC), i had, occasionally, couldn't load a saved game. Very occasionally, when torpedeo hit, would have ctd. (but would) restart the mission and no problems, would (just) sink the target. now, under rfb2, the unable to load 'saved game', over the time of restarting 3 patrols, got worse to the point that none of the 'in game' saved games will 'directly' load, with out ctd. what do i mean by 'in game' and 'directly'? i found that if i loaded the 'autosaved..leaving..port..' file, then start the mission and then once at sea, if i load the 'saved game', it would run. this indirect loading, has worked every time. For the first patrol, i sunk 4 merchants. started second patrol, sunk a merchant, then on second merchant, so far, with several trys (at least 8), when a torpedoe hits (mk10 or 14), i get ctd. Vista pro64 sp1 Nautilus out of Pearl 14 April 42 11d 22' 13d1', off Camran bay " getting no comments, i'm reposting here, with an update. started new campaign in a tambor class, out of pearl, during april 42. first patrol was in south china sea and managed to sink 6 merchants and had no file loading problems or ctds. 'however', the very last tranport, (end of may, china sea) took a torpedeo directly in the stern. it most likely was the rudder, because when i viewed it with the outside camera, there was no visable stern damage overlay, but the rudder and props were gone. the transport, though, kept going on at 7 knots. with slightly rough seas, the stern would lift out and still get the feather wash effect. when i surfaced 2k off its beam, it turned away. after target practicing awhile, i decided to retry the encounter. i closed the exact same way as before and again fired a 3 torp spread. not surprizingly, all 3 hit. but it went dud, dud, boom and the boom was again in the stern. this time, visual inspection showed that there was exstensive damage at the stern and again no rudder or props. again it maintained 7 knots. however, this time when i surfaced, it kept going straight. it finally sunk about an 2 hours later after about 30 3" shells, on a straight course. to me, this was more than odd because i have never seen a ship continue if the props were gone (or stopped). running low on fuel and torps i decided to end the patrol. refueled at midway. when i got the 'end mission' window at pearl and clicked on it, and got ctd. i tried docking 4 or 5 times, i even saved so i'm reloading the game outside of pearl and there were no file loading problems. i went back to gsme, where i had also loaded 4 or 5 other mods behind RFB and RSRDC. i unloaded those files leaving just the 4 RFB/RSRDC. that worked. went back and started putting back the mods i liked, until one caused the problem (i'm at work, so don't remember which one). leaving the trouble some mod out, i started second patrol, pulling the patrol site, 200 miles south/west of tokyo. 3 weeks into the patrol, with speed set at 2/3 and x1024 game speed. i'm casually looking back and forth from tv and computer screen when, suddenly, it occured to me, the dot is not moving. checked game speed was at still x1024, set speed stil 2/3, but then noticed that the speed display say's '0kts'. hit stop, back to 1/3, up to 2/3, flank, still at '0kts' (and x1024). jump to outside camera. ships is in a typhoon. 'but' setting on the stern of the sub is this... this... glowing ufo(?). it is made up of these 'large' 'square' 'colored' 'blocks'. it is round (as round as square blocks can make it) and it glows, lighting up the stern and surrounding water, except, where it is setting right at the tip of the stern, i.e. can't see the stern pole. i switch to the bridge to see if it looks any different. but no. however, the lookouts have rain gear on and the rain gear was 'glowing' (rain reflection?). i saved the game and then backed out of the game completely and restarted. if you haven't guessed it, no, the file will not load. i removed all the other mods, except for the 4 RFB/RSDC files, no difference, will not load. i haven't gone back to see if i can indirectly load the game as i had done before because i have given up. i plan on getting sh5 and only hope their developers have learned some lessons from the aw-some work the RFB, RSRDC, other mod teams and modders have done. happy hunting |
02-09-10, 07:44 PM | #201 |
Rear Admiral
Join Date: Mar 2005
Posts: 13,224
Downloads: 5
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Issue with moving crew?
RFB 2.0 its a real pita to move crew members.. say to man the deck gun. They just drop in over whatever slot you 'drag' them accross. Not the old drop and drag.
Am i missing something?
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02-10-10, 02:08 AM | #202 |
Samurai Navy
Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
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Excuse me for butting in Steamwake.
Been toying with SH4 again after a long break. So first thing came here and grabbed and installed these mods.... RFB_2.0 RFB_2.0_Patch1 RSRDC_RFB_V575 RSRDC_V5xx_Patch1 OpsMonsun_V705 OMv705_to_V720 OMv720_Patch1 RFB_Metric Nomographs ASW_RFB-2.0_RSRD-V575_OM-720 (Version 1.0) Two things to note, 1/ Everything runs great, looks great, feels great. 2/ Most importantly, installing these MOD packs was easy. Instructions for all above were excellent. Things glue together easy Nice work all in RFB, and nice work once again Lurker (if you read this). Really top stuff |
02-10-10, 03:05 PM | #203 |
Engineer
Join Date: Dec 2001
Posts: 214
Downloads: 7
Uploads: 0
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Damage model is still screwed up.
1.5 + RFB 2.0 + RSRDC, no other mods. Ships are surviving INSANE amount of damage. IJN small escort carrier survived THREE torpedos, evenly spaced, not in the same compartment. In reality these ships were very vulnerable, converted merchant hulls, "spiced" up with legendary atrocious IJN damage control. I don't know of any case these ships survived a torpedo attack. One torp should sink an escort carrier most of the time. In my case she wasn't even that close to sinking. She never stopped, she didn't even slow down! Three torpedos! That is just ridicolous. IJN damage control was so BAD, they were losing FLEET carriers to one single torp hit. Do I have to add that a full sized FLEET carrier to an ESCORT carrier is like a M1A1 tank to a Yugo? I also think that IJN escorts are too smart, but that may be just me. I am allright with DDs being smart, but smaller escort craft, subchasers and minelayers should be much much less capable and smart. Some of these ships didn't even have sonars installed! I have more complaints about both RFB and RSRDC but they are not as big and probably not show stoppers. Ridicolous damage model is a show stopper IMO, especially knowing that damage model is a premium content of this mod. Thanks for wasting my time. And please RFB fanboys, spare me of "it's a free mod how dare you complain" speech. I know it's a free mod, that's why I said thanks for wasting my time, not for wasting my money. Last edited by OlegM; 02-10-10 at 03:27 PM. |
02-10-10, 06:22 PM | #204 |
SH4 Mod Team
Join Date: Mar 2008
Posts: 165
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You wouldn't have wasted your time writing that post if you had taken the time to read that the damage model in RFB doesn't cover aircraft carriers, be they fleet or escort.
__________________
Thanks for everyone's encouragement and support. The RFB team is an open group and our work is open to anyone. Although we have a separate forum for development and testing, it is not a private forum, so you can drop in and see what's going on or contribute. The forum is open to other developers that need a place to exchange ideas too. http://forum.kickinbak.com/index.php...647a9120c08614 |
02-10-10, 06:30 PM | #205 | |
Engineer
Join Date: Dec 2001
Posts: 214
Downloads: 7
Uploads: 0
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Quote:
Plus it's hard to believe - are you suggesting damage model for carriers is retained from stock game? In every mod small CVE should sink after three torps, so just tell me which mod or coder is responsible for this |
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02-10-10, 06:54 PM | #206 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,901
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I think the policy is "if you can get close enough to make an attack on a carrier and hit it with enough torpedoes that actually explode, you deserve every ton of that kill."
I only found a Battleship group once, I sank an Ise and I felt I worked for it nonetheless
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
02-10-10, 06:59 PM | #207 |
Engineer
Join Date: Dec 2001
Posts: 214
Downloads: 7
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I remember I played this game - or was it SH3 - so that ships would actually STOP and go DEAD IN WATER when hit, as they SHOULD, especially when hit near the engine or screw shafts.
Sometimes they would start again, sometimes not. It was so long ago I don't even remember which SH game or mod that was. I could perhaps understand a ship surviving three torps once in a blue moon. However I am irritated to no end that it simply refuses to stop and chugs along with whatever it's speed was prior to being hit! I hit this carrier near the stern, should have taken out it's ability to move and manouver right away. OK so RFB guy says RFB is not responsible for this, just tell me who is? And who, and when, removed the model with ships going DIW as they should???? Bring me the head of Alfredo Garcia! |
02-11-10, 12:13 AM | #208 |
The Old Man
Join Date: Jan 2007
Posts: 1,441
Downloads: 234
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How have you been! It has been awhile and I still have some of your great ASW modlet files stashed away in the old harddrive. Perhaps I could talk you into sharing the latest one I see active in your JSGME mod list!
Happy Hunting!
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Wilcke For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
02-12-10, 01:43 AM | #209 | |
Grey Wolf
Join Date: Sep 2007
Posts: 921
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If you want to talk about something being insane, it's the amount of work that goes into modifying the damage model for each type / class of ship. It's very easy to rant and rave, and demand heads until you understand how much work is involved. If it bugs you that much uninstall it and use another mod. Otherwise try to give CONSTRUCTIVE criticism
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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02-12-10, 04:07 AM | #210 |
Silent Hunter
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
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Which is exactly why my work on the DM has slowed to almost nothing. The time needed to test, adjust, and re-test every ship is extensive, never mind that I'm trying to do this on my own. At this point, if I just wanted to complete the Japanese ships, I'm looking at about 15 ships still needing to be done. With my schedule right now, that's just not going to happen.
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