SUBSIM Radio Room Forums


SUBSIM: The Web's #1 BBS for all submarine and naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Fleet Boat Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 12-31-2009, 12:09 AM   #1
RFB Team
SH4 Mod Team
 
Join Date: Mar 2008
Posts: 165
Downloads: 3
Uploads: 0
[REL] Real Fleet Boat 2.0 (Updated 23 April 2010)

At last, RFB 2.0 is here. We thank you all for your patience as we compiled and tested this mod to make sure you, our supporters, receive a high-quality mod.

Changes in RFB 2.0 include the following:

Quote:
1. The damage model now includes several warships, modified by LukeFF and Observer, which are as follows:

-Akizuki
-Asashio
-Fubuki
-Mutsuki
-Minekaze
-Shiratsuyu
-Clemson
-Fletcher
-Somers
-Subchaser
-CHa-1

2. New interior camera mechanics by vickers03. Camera now will tilt based on the fore-and-aft angle of the boat.

3. Reworked texture mapping for the S Class interior by LukeFF.

4. New and reworked texture mapping for the Gato interior (also used by Tambor, Gar, Balao, and Tench classes) by LukeFF and vickers03. Changes include:

-Re-mapped gauge textures.
-Re-mapped hull opening indicator light panel and torpedo launch panel.
-Illuminated map table in conning tower.
-New WCA sonar display textures.

5. New torpedo textures by Captain America.

6. Altered American torpedo malfunctions by LukeFF.

7. Added the CHa-1 subchaser by Nisgeis.

8. New Radar Display by Hitman.

9. New American binocular, TBT and deck gun optics by Hitman.

10. New German binocular optics by Hitman.

11. Darker American attack periscope view by skwas.

12. Adjusted camera positions for various deck guns by LukeFF.

13. Adjusted elevation rates for American deck guns by LukeFF.

14. Starting crew rosters for the Tambor, Gar, Gato, Balao, and Tench class boats now based on USS Icefish roster (June 1944) by LukeFF.

15. Starting crew rosters for the Salmon and Sargo class boats now based on USS Sculpin roster (November 1943) by LukeFF.

16. Machinists now man the control room in all American boats by LukeFF.

17. Crew skills re-worked by LukeFF.

18. Lookout specialization re-named to Quartermaster. In reality, petty officers with the Quartermaster and Signalman ratings drew the duty of 'Quartermaster of the Watch' and were assigned to bridge detail. (Source: The Fleet Type Submarine). In addition, the Signalman rating was absorbed into the Quartermaster rating twice in the post-war era (1948 and 2003).

19. Damage control team slots re-worked. In reality, the damage control parties were staffed mostly by engineering personnel (machinist's mates, electricians, and firemen). (Source: Aboard the Farragut Class Destroyers in World War II). As such, the damage control team slots are set up so the player can transfer the equivalent of one watch rotation from the diesel compartments to man the damage control team.

20. American dive and surface alarm sounds re-worked.
Notes on using the binocular optics:

Quote:
The binoculars reticule is gradated in milliradians. It will work with any measuring unit, be it imperial or metric, because the result is always a ratio.
The formula is:
(Target height or length / reticule marks ) x 100 = Distance in the same unit you inputed the target.
For example:
A 180 feet mast reaches the mark number "6" in the vertical reticle.
(180 ft / 6 marks) x 100 = 3000 ft, i.e. aprox 1000 yards.
23 April 2010 Patch Readme:

Quote:
(Latest revisions are at the bottom of this list)

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 each respective class
-S boats: 3, 6, 9, 11, max speed for each respective 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.
Changed ammo loadout for 3"/50 deck gun to 200 HE rounds (credit to DaveyJ576 for finding the info).
Changed SD radar range to 8 nautical miles.
Changed name of SD-1 radar to SD-2 radar.
Notes on SD-2 naming:
-SD radar underwent a lot of changes in the time it was in service with the U.S. Navy. The original SD radar sets (60 produced between late 1941 and mid-1942) were all field-modified to the horizontally-polarized U-type antenna by the summer of 1942 and were designated SD-a.
-SD-1 (20 produced) had a non-retractable mast and was installed from late 1942. SD-2 (60 produced) was essentially the production version of SD-a and had provision for IFF. It was also installed from late 1942 onwards.
-SD-3 was a version made for small craft, although some were modified back into submarine-compatible sets. SD-4 (104 produced) was an attempt to cure the problems of SD by using a linear dipole array. It was delivered between July 1943 and July 1944. SD-5 (86 produced) was completed in December 1944 and increased the power 130 kilowatts. It had a range scale of 80nm, but Norman Friedman believes this to be an "overoptimistic" belief in its max range potential.
What this all means is that, in determining when SD radar was installed on a particular boat, the following rules will apply:
-Any SD radar set installed before June 1942 will be considered to be SD radar.
-Any SD radar set installed in June 1942 and onwards will be considered to be SD-2 radar (what is called in stock SH4 "Improved SD Radar." Although SD-2 did not appear before the fall of 1942, it had in effect the same range characteristics as SD-a.
Adjusted torpedo reload times for all American submarines to a fastest time of approximately 5 minutes (except for the Porpoise class bow torpedo room, which is set at approximately 7.5 minutes). The Porpoise class bow torpedo room was known for being too cramped, making torpedo reloading and maintenance cumbersome.
Added new flag textures by conus00.
Corrected problem with torpedo dud rates for American torpedoes.
Corrected problem with soundman not hearing contacts.
Adjusted date of introduction for various conning tower modifications.
Corrected problem with submarine's diesel engine sound.
Removed all special ability skills for enlisted sailors.
Adjusted chance for a critical hit when using torpedoes.
Key command file updated by T.}{.O.R.. Backspace key now resets the game to normal time compression and strafe up and strafe down keys re-enabled.
M2 .50 cal machine gun (fixes by Peabody) is now the standard AA gun for the pre-war fleet sub fairwater configurations.
Modified the torpedo speed label for the American TDC. Mod by etheberge.
Re-implemented OakGroove's TBT and deck gun lenses.
Several corrections to camera properties for periscopes, deck gun, TBT, and binoculars.
Reverted binocular view to stock.
Some changes to dive performance for the fleet submarines.
Fixed a problem with depth charge racks on Japanese destroyers.
Added conus00's new headphone and watch crew binocular textures.
Addeed Hitman's modification of OakGroove's TBT texture.
Increased rate of sumberged accleration for all fleet submarines.




Installation:
  • RFB 2.0 is a JSGME-ready mod and should be installed before campaign mods such as RSRDC and OM.
  • RFB 2.0 is for version SH4 v.1.5 only. Do not expect the mod to work with earlier versions of the game.
  • The patch file is to be enabled after the main RFB installation file and before any other mods.
  • You will find two additional files inside the main RFB 2.0 directory - one for alternate nomographs and one for German audio files. These files are to be enabled when playing on the German side.
Download Locations:

RFB 2.0 File:

http://www.subsim.com/radioroom/down...=1467&act=down

http://www.filefront.com/15262699/RFB_2.0.rar/

http://www.silenthuntermods.com/foru...php?board=35.0

RFB 2.0 Patch (23 April 2010):

http://www.subsim.com/radioroom/down...o=file&id=2774

http://www.filefront.com/16224499/RF...3April2010.7z/

RFB 2.0 manual (note: this is the link for the RFB 1.52 manual. It is in general still valid for 2.0, except for the cases noted above in the readme.):

http://www.subsim.com/radioroom/down...do=file&id=429
__________________
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

Last edited by RFB Team; 08-26-2010 at 02:22 AM. Reason: Updated Download Links
RFB Team is offline   Reply With Quote
Old 12-31-2009, 01:05 AM   #2
Bubblehead1980
Silent Hunter
 
Join Date: Apr 2009
Location: Florida and Louisiana
Posts: 4,546
Downloads: 359
Uploads: 18
Default

I signed on to see if 2.0 was posted yet and to my delight it is, can't wait to check it out.Thanks for all the hard work you guys do

Also, where is the campaign traffic file located? Tried to open it up with the Mission Editor to check it out, no campaign file.Thanks in advance.
Bubblehead1980 is offline   Reply With Quote
Old 12-31-2009, 01:36 AM   #3
Dieselglock
Wolf of the deep
 
Dieselglock's Avatar
 
Join Date: Sep 2008
Location: Arizona,USA
Posts: 68
Downloads: 374
Uploads: 0
Default

To Luke and all the team thank you very much for all the effort and hard work you put in to this work. This game wouldn't be worth playing without you.
Dieselglock is offline   Reply With Quote
Old 12-31-2009, 01:40 AM   #4
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by Bubblehead1980 View Post
Also, where is the campaign traffic file located? Tried to open it up with the Mission Editor to check it out, no campaign file.Thanks in advance.
RFB doesn't touch anything with the campaigns. That's all Lurker's territory.
__________________


ROW Sound Effects Contributor
RFB Team Leader
LukeFF is offline   Reply With Quote
Old 12-31-2009, 01:59 AM   #5
jimbob
Engineer
 
Join Date: May 2005
Location: Suomi Finland
Posts: 216
Downloads: 365
Uploads: 6
Default

Sweet, thanks.

jimbob is offline   Reply With Quote
Old 12-31-2009, 06:07 PM   #6
vanjast
The Old Man
 
Join Date: Jun 2006
Location: MelkbosStrand, Zuide Afrika
Posts: 1,599
Downloads: 619
Uploads: 4
Default

Quote:
Originally Posted by LukeFF View Post
RFB doesn't touch anything with the campaigns. That's all Lurker's territory.
It would be nice to know what it does/doesn't touch ?
__________________
vanjast is offline   Reply With Quote
Old 12-31-2009, 02:56 AM   #7
Bubblehead1980
Silent Hunter
 
Join Date: Apr 2009
Location: Florida and Louisiana
Posts: 4,546
Downloads: 359
Uploads: 18
Default RE

Anyone else get the error message below when download RFB 2.0? When I load the mod and try to run game, it CTD.Get the old "SH has stopped working" message.Ahhh i was looking forward to trying RFB out but its late...


! C:\Users\Skeeter\Documents\Downloads Two\RFB_2.0.7z: CRC failed in RFB_2.0\Data\Textures\TNormal\tex\NSS_SClass_Tower 02_O01.dds. The file is corrupt
! C:\Users\Skeeter\Documents\Downloads Two\RFB_2.0.7z: CRC failed in RFB_2.0\Data\Textures\TNormal\tex\NSS_SClass_Tower 03_O01.dds. The file is corrupt.......

[Edited for brevity. File issue has been resolved.-Donner]

Last edited by Donner; 01-04-2010 at 02:34 PM.
Bubblehead1980 is offline   Reply With Quote
Old 12-31-2009, 03:52 AM   #8
Corsair
Ace of the Deep
 
Join Date: Nov 2006
Location: Toulouse France
Posts: 1,140
Downloads: 48
Uploads: 0
Default

Am playing RFB plus RSRD on a 1.4 SH4 version. Is this new RFB 2.0 compatible or does it work only for 1.5 version ? Thks for the great job on all versions ( for Uboats I use SH3 with NYGM 3.3B and recently Living SH3)

Oops I had missed it in the original message... I have the reply, this is not for me...
__________________


NYGM 3.4A / Living SH3 V5.1 + SH3 Commander
Corsair is offline   Reply With Quote
Old 05-07-2010, 12:54 AM   #9
chilly7
Bilge Rat
 
Join Date: May 2010
Posts: 1
Downloads: 9
Uploads: 0
Default

There is no ammo for deck and AA guns with all submarines
how can i think any ship?

I instaled on a clean version of SH 4 in the following order

RFB_2.0
RFB_2.0_Patch_17April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1

there is no money too

Last edited by chilly7; 05-07-2010 at 01:04 AM.
chilly7 is offline   Reply With Quote
Old 05-07-2010, 02:24 AM   #10
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by chilly7 View Post
There is no ammo for deck and AA guns with all submarines
Yes, there is. Click the HE shell icon.
__________________


ROW Sound Effects Contributor
RFB Team Leader
LukeFF is offline   Reply With Quote
Old 05-16-2010, 07:33 PM   #11
Bubblehead1980
Silent Hunter
 
Join Date: Apr 2009
Location: Florida and Louisiana
Posts: 4,546
Downloads: 359
Uploads: 18
Default been away

I have been away for a while, just been super busy at work and with life in general.Just wondering if anything big has happened in SH 4 world as far as mods such as TMO RFB etc , updates from fellow captains in lieu of having to scroll a months worth of postings is a better way to get updated.Thanks in advance.
Bubblehead1980 is offline   Reply With Quote
Old 05-17-2010, 08:31 AM   #12
Bosje
Seasoned Skipper
 
Join Date: Apr 2008
Posts: 732
Downloads: 83
Uploads: 0
Default LtCmdr Bosje reporting

To whom it may concern over at RFB HQ

Dear sirs,

after fitting our brand new boat with RFB2.0, patch and sonar lines restoration, we departed Brisbane in march 1943 for our first patrol in enemy controlled waters. Destination: Solomons

A previous career with RSRD under RFB1.52 went on for years without ever encountering any convoys at all and after being somewhat bored by encountering only lone merchants we decided to give this one a try without RSRD; we were in for quite a ride.

Late March, arrived on station in the Bismarck sea. One small freighter sunk without any drama, 2 torpedoes fired, hits for both at a 45 degree AOB shot. Convoy encountered and engaged, 7 torpedoes fired at various targets, 2 misses, 5 duds at angles between 70 and 90 degrees.

March 25th, 22:00. Crew exhausted after the action and reloading the torpedoes, radar reports multiple contacts heading our way. Visual confirmation small fast convoy: 2 great big liners with heavy escort. Surface attack, it was a dark night. Barely managed to line up the stern tubes for a spreadshot, torpedoes fired at slow speeds to ensure enough range and to buy some getaway-time. Runtime over 4 minutes, sneaking away from escorts during torpedo runs. 5 minutes later gunfire heard and seen from Destroyer, starshells all over the place. Gunfire sounded phenomenally impressive!
Sonar reports 2 duds and 2 misses. Dammit! 1 minute later: explosion. Destroyer observed to be on fire and sinking fast by the stern. Extremely lucky residue hit from one of the missed shots! No trouble from other escorts, they never saw us. Extremely pleased about the sensor balance in night conditions! Surface night attacks at long last!

March 29, another convoy encountered, moving ahead of us just before sunrise, flank ahead to get into attack position during the last minutes of darkness. Periscope depth at first light, stern tubes lined up on acceptable solution at 07:00. Fired 2 torpedoes each at 2 large freighters, 7000 and 8000 tons resp.

Dived deep after firing but boats takes a long time to reach 200 ft, slow torpedoes to buy some time, again.
Sonar reports escort coming too close for comfort, silent running, detected nonetheless! Evasive manouvers, sonar reports convoy slowing down and changing course.

Sonar reports one miss and one hit on target #1, and one dud, one hit on target #2. Pleased about hitting both ships but not certain if it will be enough to sink either, assuming hits to the bow due to slowing down and zigzags.

7:20 pinged by escort, depthcharges. Very close! minor flooding and light system damage all across the board. Priority repairs for flooding, flooding contained 7:30. Thermal layer found at 220 feet, silent running.

8:49 escorts never found us again after that initial attack, sinking noises heard way aft, convoy is sailing away over the horizon but we got at least one of them, maybe even both!

stayed submerged for the rest of the day, most damage repaired, all tubes reloaded, total 7 torpedoes remaining: 3 fwd, 4 aft. Surfaced during night, remaining damage repaired over the course of the next 2 days, boat still operational, status report sent

New orders received: photo recon of the Carrier taskforce in Rabaul. Damn, that'll be risky.

March 30th, 21:00. It's a very dark night indeed, perfect conditions for a surface run into Rabaul. Hugging the shore at 12 knots, decks awash.

Destroyer ahead, coming straight at us. Reverse speed ordered, destroyer getting very close but turning away. All stop, destroyer passing 1000 yards on starboard bow. Damn! Resumed forward speed 12 knots, creeping closer into Rabaul base. Shore battery spotted, 1200 yards off our starboard bow. More escorts ahead and port. We are willingly sneaking right in the middle of all their guns. Keep going nonetheless.

22:00 Two flattops spotted at 3000 yards, barely visible in the darkness. No escorts currently near us. Moving closer, photographs taken although they won't show much except blackness. Turning around to get the hell out of there.

22:15 New plan: still no escorts near us, while we are here, we might as well use those last torpedoes. 4 aft tubes fired for spreadshot on nearest flattop. Diving to periscope depth on minimum speed, we don't want to be caught on the surface if all the lights are turned on.
all 4 torpedoes are observed to hit! Carrier keels over, burning all over, we'll count it as beyond repair.

No trouble from escorts or shore batteries, we decide to go for it and run the hell out of the bay on the surface at 16 knots. We make it.

Return trip without incident, docked at Brisbane April 5th.
29.000 tons in the log.

Conclusions: without RSRD it's a way too crowded of course, but I like the whole 'convoy attack / escort evasion' thing so I'll keep things like this for a while.
As for RFB 2.0: Never in my SH4 experience have I come across a mod which is so well balanced on every single front. I consider myself lucky on that patrol: getting relatively few duds and sinking both freighters with bow hits. But I was extremely pleased with the night surface action, the sounds, the looks, the depthcharges, the damage models, everything!

Fantastic work, you have my thanks!

Bosje out
__________________
And when an 800-ton Uboat has you by the tits... you listen!
Bosje is offline   Reply With Quote
Old 05-17-2010, 10:50 PM   #13
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by Bosje View Post
As for RFB 2.0: Never in my SH4 experience have I come across a mod which is so well balanced on every single front. I consider myself lucky on that patrol: getting relatively few duds and sinking both freighters with bow hits. But I was extremely pleased with the night surface action, the sounds, the looks, the depthcharges, the damage models, everything!

Fantastic work, you have my thanks!
Nice report, thanks!
__________________


ROW Sound Effects Contributor
RFB Team Leader
LukeFF is offline   Reply With Quote
Old 05-18-2010, 03:48 AM   #14
Bosje
Seasoned Skipper
 
Join Date: Apr 2008
Posts: 732
Downloads: 83
Uploads: 0
Default

you're welcome

despite what i said earlier, i installed RSRD too. It's just too arcade with convoys all around me all the time. S boat out of Surabaya, fun times.

one problem: All the Dutch vessels i have encountered have their flag upside down. It's blue white red and it's supposed to be red white blue.

is it likely to be RFB or RSRD? don't remember it being an issue in stock

cheers
__________________
And when an 800-ton Uboat has you by the tits... you listen!
Bosje is offline   Reply With Quote
Old 12-31-2009, 04:55 AM   #15
SteveUK
Helmsman
 
Join Date: May 2009
Location: Essex, England
Posts: 107
Downloads: 87
Uploads: 0
Default

Downloading now thanks for all your hard work getting this out guys
SteveUK is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 08:24 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Copyright © 1995- 2018 Subsim