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Old 02-03-10, 10:41 AM   #196
Wilcke
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Quote:
Originally Posted by SgtSabre View Post
No news on the radar and sonar lag issues? I'll have to go back to the previous version of RFB because the lag at these two stations makes the game unplayable.
Have noted a few users posting this issue, but I am unable to duplicate the lag at the two stations.

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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Old 02-04-10, 05:12 AM   #197
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A sneak peek at what the next RFB update/patch will bring:

Quote:
-Changed default heavy deck gun AA armament on IXD2
-Adjusted hydrophone performance characteristics. The speed of the target now plays more of a role in max range at which a target can be detected.
-Go Back command for radar and sonar views takes player to conning tower view.
-Adjusted damage zone modeling for Japanese sampans and fishing boats.
-Re-enabled map contacts.
-Changed 10.5cm deck gun ammo loadout to 200 HE rounds.
-Changed 37mm AA gun loadout to 2500 rounds per gun.
-Fixed problem with 10.5cm deck gun sound.
-Added six empty planesmen slots to the control rooms for all American boats. Two enlisted men from each bridge watch should be placed here when the boat is submerged.
-Changed introduction date of H-6 radar for H6K, H8K, and G4M aircraft to September 1944.
-Changed max range of H-6 radar to approximately 12 miles.
-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

-Adjusted default surface speeds for all boats (credit to virtualpender for finding the info) as follows:

-Fleet subs: 6, 12, 15, 18, max speed for class
-S boats: 3, 6, 9, 11, max speed for class

-Dive times for all American boats re-calibrated to the historical standard surfaced speed as follows:

-Fleet subs: 15 knots
-S boats: 9 knots

-Changed acceleration rate for submerged American subs to equate to approximately 4 knots/minute.
-Added Gato interior mod by vickers03.
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Old 02-04-10, 04:29 PM   #198
Bubblehead1980
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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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Old 02-05-10, 10:29 AM   #199
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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.
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Old 02-08-10, 05:19 PM   #200
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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
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Old 02-09-10, 07:44 PM   #201
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Default 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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Old 02-10-10, 02:08 AM   #202
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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
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Old 02-10-10, 03:05 PM   #203
OlegM
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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.
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Old 02-10-10, 06:22 PM   #204
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Quote:
Originally Posted by OlegM View Post
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.
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.
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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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Old 02-10-10, 06:30 PM   #205
OlegM
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Quote:
Originally Posted by RFB Team View Post
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.
OK, may I ask why?

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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Old 02-10-10, 06:54 PM   #206
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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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Old 02-10-10, 06:59 PM   #207
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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!
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Old 02-11-10, 12:13 AM   #208
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Quote:
Originally Posted by AkbarGulag View Post
ASW_RFB-2.0_RSRD-V575_OM-720 (Version 1)
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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Old 02-12-10, 01:43 AM   #209
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Quote:
Originally Posted by OlegM View Post
yada ...yada ...yada ...

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!
It' s a matter of priorities. DM is first worked on the ships you encounter the most and then added progressively as time goes by to other ships.

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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Old 02-12-10, 04:07 AM   #210
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Quote:
Originally Posted by swdw View Post
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.
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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