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Soundman
02-24-09, 05:01 PM
For anyone who can't download the patch;

Here's an alternative link:

RFB 1.52 Patch (18 January 2009) (http://files.filefront.com/RFB+v152+Patch+18Jan097z/;13336231;/fileinfo.html)

Thanks much, got it downloaded ! The link works fine. :up:

pythos
02-25-09, 12:13 AM
cookie cleaning did it. Thank you.

LukeFF
02-25-09, 12:44 AM
Guys,

Until I can access the account for the RFB Team and edit the first post, please link people here to those who need the latest patch:

http://postdownload.filefront.com/13362404//efb6ca54fca4a1048c17129966afd97576e07217a11394a77f a138b294c29503b9db2f88ebb96f32

My apologies for any inconvenience this may have caused. For some reason FileFront was acting up as of late, and it took a couple of tries to get the patch reloaded.

Anvart
02-25-09, 07:50 AM
...
So when I say I am not pleased by the RFB performance due to enviro stuff, and it does slow my machine to levels **I** am not ready to accept, you can only take my word for that, as it's only my opinion.

And it is my opinion that enviro mods should be made optional.
...
I vote two hands FOR !
...
In game we have crappy braking engine and in additives ... environment mods contradicting common sense ...


This is not being packages like a car at the dealer were one can ask for aluminum wheels and pin stripes. LukeFF makes it an entire package and RSRD can run right along with it as Lurker keeps all compatible. I do not know about you but I would not stop driving a Rolls Royce because there is a dent in fender. :D
No probs to make package like in car or other gadget ...
The desire is necessary only ...

AVGWarhawk
02-25-09, 11:00 AM
...
So when I say I am not pleased by the RFB performance due to enviro stuff, and it does slow my machine to levels **I** am not ready to accept, you can only take my word for that, as it's only my opinion.

And it is my opinion that enviro mods should be made optional.
...
I vote two hands FOR !
...
In game we have crappy braking engine and in additives ... environment mods contradicting common sense ...

This is not being packages like a car at the dealer were one can ask for aluminum wheels and pin stripes. LukeFF makes it an entire package and RSRD can run right along with it as Lurker keeps all compatible. I do not know about you but I would not stop driving a Rolls Royce because there is a dent in fender. :D No probs to make package like in car or other gadget ...
The desire is necessary only ...


Refer to post #2742.

I'm goin' down
02-25-09, 12:26 PM
I like RFB. What my game needs deparately is a replacement for the captain mod. The captain of my boat is so pathetic that after four attempts to find the IJN at the Battle of Midway, he gave up and returned to Pearl touting, "There is nothing like a fully armed Submarine in open water."

Seriously folks, I think the work of the team members at RFB is highly commendable. Everything in life begining before the wheel was invented could stand some improvement. How it should be improved is open for debate, and in the Subsim, "Should be do it this way or that way?" is par for the course. Opps! Out time. "Sorry darlin', I say as I don my Captain's hat and exit local nurse girlfriend's Honlulu apartment (she is featured in the picture below on the far right) by the back door, I have just been informed that we cast off in one hour, distination Midway -- again!" Sheesh!:wah:

rcjonessnp175
02-26-09, 03:05 AM
Just want to say im lovin sh4 with RFB and the intergration of pe4 by kriller2 and company, you all deserve a round of beers.

Jonesy:yeah:

RFB Team
02-26-09, 05:57 PM
The corrected link for the 18 January 2009 patch has been added to the first post of this thread.

Soundman
02-27-09, 04:06 PM
Quick question, are the contacts on the navmap supposed to dissapear when zooming in close enough that my ownships bearing overlay begins to appear. AND if so, why ? I find this rather odd.

tater
02-27-09, 04:31 PM
I think the idea is to be able to leave map contacts on with less "GPS RADAR" plotting of targets.

Soundman
02-27-09, 07:51 PM
I think the idea is to be able to leave map contacts on with less "GPS RADAR" plotting of targets.

I suppose that's reasonable, thanks Tater!

Armistead
02-27-09, 09:22 PM
Played a career with TMORSRD, time to give RFB a try and see the differences. Only thing I don't like about TMO is the AI is a little unreal finding you. I almost lived through the war playing at 100% no cams or contacts, but finally got killed in 44.

As I understand load RFB and the patch. Saw something about air layers and to load that mod last...is that in the patch or a seperate mod elsewhere that I've been too lazy to find yet.

I was also running hud mod, crew quarter mod, tried several smaller mods.

New at RFB, studying up....would like a list of what mods you guys run with it for best effects without screwing things up.

I'm goin' down
02-28-09, 01:06 AM
I do not want to add any mods that will screw up my RFB v1.52 and its related patches, and RSRDC v.420 and its related patches, which I play without any other game play mods except for my custom built boat from Kill Flags, Radio Station Manager, a small chrono and tools mod activated by JTex and not JSGME.

I like everything about the game, but am interested in compatable mods, and whether anyone has tried and is satified with environmental mods. Note, the TSAC v2.1 mod caused my deck guns and nomograph to disappear, so if anyone finds it compatable, let me know if it was enabled with RFB v1.52 and RSRDC v.420. If you are not sure of compatibility, please do not post a representation that it might be, as I have spent the last couple of days repairing my computer and am not for another round with Microsoft.

LukeFF
02-28-09, 02:33 AM
Saw something about air layers and to load that mod last...is that in the patch or a seperate mod elsewhere that I've been too lazy to find yet.

?

No, there's no separate air layer file to load after RFB.

Anvart
02-28-09, 08:03 AM
... No probs to make package like in car or other gadget ...
The desire is necessary only ...


Refer to post #2742.
Refer to last string ...
And how colour (envir.) adjustments, detailed water adjustment, high resolution textures and so on ... influence (on) the basic conception of RFB mod ...?
And in general, the environment ... it is very subjective, and tastes at all are differents ...
...
I do not speak about correction of Dev's errors ...

AVGWarhawk
02-28-09, 09:08 AM
... No probs to make package like in car or other gadget ...
The desire is necessary only ...


Refer to post #2742.
Refer to last string ...
And how colour (envir.) adjustments, detailed water adjustment, high resolution textures and so on ... influence (on) the basic conception of RFB mod ...?
And in general, the environment ... it is very subjective, and tastes at all are differents ...
...
I do not speak about correction of Dev's errors ...



Yes, taste for all are different but a decision was made to incorporate an environment mod. RFB will not please everyone and that is just the reality of it.

AVGWarhawk
02-28-09, 09:10 AM
Saw something about air layers and to load that mod last...is that in the patch or a seperate mod elsewhere that I've been too lazy to find yet.

?

No, there's no separate air layer file to load after RFB.

There was an air layer mod long ago that I believe was started by Leo Vampire. I believe it did not work with 1.5 or was not worked on after 1.5.

rcjonessnp175
02-28-09, 10:56 AM
I think your right Avgwarhawk in reference to Dave working on air layers, i think that was one of a couple things he was doing before he went on eternal patrol, i know when i was in iraq sending him messages back and forth that was one thing he was talking about. But i do believe RFB has this already, as ive been out of the loop for awhile cant be 100%. But i will say RFB rocks and again i like the enviroment mod they chose and cant wait for the addition of the combined work of Wclear and Kriller 2's new enviroment mod.

Just want to say its amazing all the advances all you modders have made and we all know Dave would be beside himself.:salute::salute::salute::salute:

Arclight
02-28-09, 03:48 PM
I had a thought (yes, seriously);

Given the fact the Mark 14 was in such short supply early war, wouldn't it make more sense to make the Mark 10 free and have the 14 cost renown? At least early war?

Or perhaps change the default loadout for fleet-boats to a 10/14 mix in this period?

Just my 2 cents. :salute:

I'm goin' down
02-28-09, 05:00 PM
Arclight, your Bertrand Russel quote is pretty damn good. The other side of the coin is my Jessica Simpson quote (I saw the video on the news when it happened and it is contained in the various online libraries of her "noteworthy", and I use that term VERY loosely, quotes.)

Arclight
02-28-09, 05:42 PM
Thanks, if you "waste" as much time in front of a monitor as me, it really appeals to you. :lol:

Yours is pretty funny; who the frick would invite Jessica Simpson to the White House anyway. :nope:

BTW let's not clutter or derail the RFB thread further; plenty of space in my inbox. ;)

ancient46
03-01-09, 01:17 AM
Possibly Ms. Simpson has something besides brains that would make her worthy of an invitation to party.

I'm goin' down
03-01-09, 01:54 AM
Possibly Ms. Simpson has something besides brains that would make her worthy of an invitation to party.

Unfortunately, unlike Suzzane Somers and Christina Appelgate, she can be herself when portraying a dumb blonde. She is the real deal, i.e. "Chicken of the Sea? Is it chicken or is it fish?" and "Buffalo Wings? I didn't know that Buffalos had wings?"

Arclight
03-01-09, 01:57 AM
Possibly Ms. Simpson has something besides brains that would make her worthy of an invitation to party.
:rotfl: possibly... :rolleyes:

But you would think a smart president would avoid such situations.

On the other hand... :hmmm:

“I generally avoid temptation unless I can't resist it” - Mae West

tater
03-01-09, 10:49 AM
Brief PR from last night (showing the awesome, frightening capability of IJN ASW in RFB ;) ). Got a convoy on radar SW of the Tsushima Strait heading NE, November, 1944. Plotted an end-around at flank speed, and set up a "O'Kane" attack as per RR. Moon up, a slight chop. They zigged after my set up, and I had a minor correction to make (they were far enough off all I had to do was turn ~15 degrees).

Opened all the tubes, went to silent running at 1 knot, and watched the hydrophone. Popped the scope up for a looksee. Kaibokan close aboard, turning (D type, look at all those throwers!). Down scope!

Crossed my fingers... he didn't hear me, and was turning away.

Merchant screws getting near 10° off the bow, up scope. Man, several large ones to chose from. I decide to be greedy and I fire 2 each at 3 large AKs. I fire 2 at the first, then do a 360 and don't like the other kaibokan on the flank of the convoy. I turn the scope, and reset the bearing. Yeah, not 90 degrees anymore, so what, I'm at ~1200 yards. 2 more away. Do the same for another farther astern of the group. Down scope. Make depth 300ft. Left rudder to bring us parallel to the convoy.

2 hits on the first (good set up), 2 more hits, no idea on what, was pretty sure from the spacing one on each of the other 2 targets shot from the hip. Some escorts closing, some seem to be quiet. After a while I ease up to PD, and take a look. Star shells all over, and searchlights. 3 burning AKs, one dead in water and settling (1st one), other 2 making way... barely, but VERY slow. I reset speed on TDC to 0, and eyeball a fish. One kaibokan sort of astern, still. I have a cutie loaded, so I try that (first time I've ever fired one on a real patrol, I usually play early war). 2 more kaibokan ahead to port driving around. I pull the plug, go deep, and turn to cross the convoy path astern of it. Boom on the fish at one of the crippled AKs. Cutie misses I guess. POs the escort, and he drops some ineffective DCs back behind me. I hear much pinging, so I let the boys reload.

1 AK sinks at some point.

Quite a while later I come to PD, and 2 are burning, both clearly done for (one had a 2d hit on it, the other must have been stopped by the 1 fish). 2 other in the group are going away towards the safety of the Sea of Japan. I'm not gonna end around into a mine field, so I move away, WSW. Escorts seem determined to find me, but are circling where I was, not where I am. They even DC me over there, lol. Probably about a dozen DCs. At some point I come to radar depth, and move away faster. Then surface. 1 escort's still patiently waiting astern of the convoy, another moving around looking for me. I go to flank for a while to clear he area before dawn when the planes will come (they do).

Was almost at 25% fuel, so I headed home to Guam.

Very realistic feeling, hardly the "uber" ASW some are claiming.

Quagmire
03-01-09, 11:48 AM
Hey Tater (or anyone on the RFB team), do you guys have a "feature list" that you can share with us yet? I've been reading about so many exciting RFB 2.0 tidbits (new enviro mod, new torpedo models, a range readout for the A scope, etc.) in other threads. A list of what to expect would sure give an excitement rush!

If this has been done already could you point me in the right direction. RFB 2.0 is going to be mega. I cant wait!

Thanks guys! :salute: :yeah:
.

Soundman
03-01-09, 12:29 PM
The patch for 1.52 is complete and has been uploaded to the server. See the first link in this thread for details.

Fixes:


Fixes a problem with the ship damage model where ships would continue to steam on with hits to the machinery spaces.
Fixes some minor issues with the submarine damage model.
Fixes a problem where the Hog Island freighter would catch fire in heavy seas.
Fixes the problem with flashing/flickering textures in the periscope and deck gun views.
Adds in a couple of missing textures from the PE4 mod.
Corrects the starting date for the acquisition of SJ-1 radar.
Corrected max gyro angle on the Mark 10 torpedo to 90 degrees.Changes:


Adjusted the ammo count on the 5"/25 deck gun to 75 rounds.
Removed the hull integrity indicator from the damage report page.
Adjusted the default deck guns for all American subs.
Some adjustments made to the visual spotting behavior for the player's submarine.
"Return to Plotted Course" and "Recognition Manual" commands can now be accessed from any view.
New sound for the wind in heavy seas.

Luke, I'm in my first RFB patrol and have something to report. I came accross a "Hog Island Freighter" in fairly rough seas. She was on fire. At the time, I figured maybe another sub had already done damage, but after reading your post of fixes, thought you may want to review it again.

I'm using RFB 1.52 with the 1.52 patch and the proper version of RSRDC.

Rockin Robbins
03-01-09, 12:52 PM
I think the idea is to be able to leave map contacts on with less "GPS RADAR" plotting of targets.
I suppose that's reasonable, thanks Tater!

Soundman, if you find that unreasonable (I emphatically do) check out TMOplot, which substitutes the much superior TMO plotting system. At least then if you stand too close to the table the contacts don't vanish!

The only defect in the TMO plotting system is that visual targets are plotted at exact position. You are on your honor not to take measurements from those visual positions. If you have a boat with radar your positions would be that accurate anyway.

This lets you use the attack screen to check the validity of your solution as the real boats did. Comparing TDC output to plot was central to the firing procedure of fleet boats. The RFB plotting system does not allow you do perform this procedure at all. It's just set and by golly shoot. Not realistic. Such a shot would buy you a hotseat in Admiral Lockwood's office.

Soundman
03-01-09, 07:29 PM
The only defect in the TMO plotting system is that visual targets are plotted at exact position. You are on your honor not to take measurements from those visual positions. If you have a boat with radar your positions would be that accurate anyway.


On my honor... :D ..I can pretty much agree with that honor system, but on the other hand, if the contact is in visual range, they would certainly have the ability to give a very accurate reading on bearing, AND would they not be able to give pretty good (maybe not exact) range as well, at least for nearby contacts ? Of course the perfect solution to this problem would be the ability to allow better range accuracy for closer contacts, not so much for farther away. Yes I know this is harder to model than it may sound, but we can wish anyway! :up:

I'm goin' down
03-01-09, 08:11 PM
While I await UBSoft to go back to work so I can get the proper codes to reinstall the UBoat add on, I am in port updating my radio and music files. I would like to know, what, if any, in game mods are compatible with RFB v1.52 and comparable RSRDC mods, beside the ones I have activated, which are jamminadrid's mini chrometer and tools mod installed via JTex, and Killflag's custom boats mod.

Rockin Robbins
03-01-09, 08:39 PM
The only defect in the TMO plotting system is that visual targets are plotted at exact position. You are on your honor not to take measurements from those visual positions. If you have a boat with radar your positions would be that accurate anyway.

On my honor... :D ..I can pretty much agree with that honor system, but on the other hand, if the contact is in visual range, they would certainly have the ability to give a very accurate reading on bearing, AND would they not be able to give pretty good (maybe not exact) range as well, at least for nearby contacts ? Of course the perfect solution to this problem would be the ability to allow better range accuracy for closer contacts, not so much for farther away. Yes I know this is harder to model than it may sound, but we can wish anyway! :up:
Actually the best way to do visual errors in range would be a random error between an upper and lower error limit which varies with distance. That is hard coded into the game and can't be touched without actually breaking our contract with Ubi not to modify any of the executables. I bet they have a whole school of those lawyer guys.

vanjast
03-02-09, 08:40 AM
A few questions with RFB
- How bad is the Mark14 dud rate with RFB.
- Are the depth keeping failure problems mainly related to the faster speed setting only, as it was discovered back then.

If all is ok, I can understand the crew's 'red level' frustration with the torps as I've sent 8 torps at 5 feet, on slow speed, at about 1500 yards at 'Large Barn doors'.
Firing a spread of 2 or 3 along the length of the ship.

Only to hear the torps 'pass through' the ship on the sonar. This sounds like a depth keeping problem - had set the torps to contact only.

:hmmm:

tater
03-02-09, 08:59 AM
RL mk14 depth keeping was not a function of torpedo speed as I understand it, it was poor calibration using test-warheads that were lighter than real ones.

Fish40
03-02-09, 09:58 AM
RL mk14 depth keeping was not a function of torpedo speed as I understand it, it was poor calibration using test-warheads that were lighter than real ones.




Tater, I believe speed indeed added to the problem. I'll try to locate an article dealing with the problems of the Mk14. In a nutshell, the increased speed caused an increase in hydrodynamic pressure (pressure along the skin of the torpedo, as opposed to hydrostatic pressure which is proportional to water depth). Anyways, the senseing ports along the torpedo were misplaced giving false pressure readings. The ports were being influenced by the hydrodynamic, not the hydrostatic pressures. It fooled the depth keeping mechanism into thinking the torpedo was too shallow, thereby causeing it to run deep.

Fish40
03-02-09, 10:03 AM
Here's the link to the article: http://www.geocities.com/Pentagon/1592/ustorp2.htm What you said about the difference between the weights of the practice vs warshot was also a factor. Great techie article:yep:

tater
03-02-09, 11:28 AM
Interesting.

I think that unfortunately, the depth errors, unlike pistol problems are NOT related to speed at all in the SH4 engine. FWIW, I think that they almost never fired fish set to slow in RL. Only for long-ranged shots. The online PRs many times have the torpedo forms which show the warhead, speed setting,, even the serial number of the specific torpedo fired. Might be interesting to check.

LukeFF
03-03-09, 12:49 AM
I think that unfortunately, the depth errors, unlike pistol problems are NOT related to speed at all in the SH4 engine. FWIW, I think that they almost never fired fish set to slow in RL. Only for long-ranged shots. The online PRs many times have the torpedo forms which show the warhead, speed setting,, even the serial number of the specific torpedo fired. Might be interesting to check.
You are correct. Basically, the Mark 14's failures are set up like this:
Depth-keeping errors: will occur 100% of the time up to ~mid-August 1942. Variance is between 10 and 11 feet IIRC.
Premature detonations: dependent on the state of the sea and the magnetic exploder being active. If the magnetic exploder isn't activated, then there will be no chance of a premature.
Duds: dependent on the angle of the shot and the speed setting, with the worst characteristics present to about the end of September 1943. Shots at or near 90 degrees will always result in a dud; when the low-speed setting is used, the chance of a dud is reduced by 50%.
Circle-runners and gyro angle errors: set to fixed chance rates. Not affected by torpedo speed, detonator, sea state, etc.SH4's torpedo failure characteristics are actually very well-modeled, IMO. The only feature they don't have that I wish they did is a failure chance for the magnetic detonator. Because of this, I have set the magnetic detonation range to a very small value.

Franklin Van Valkenburg
03-09-09, 04:22 PM
104 pages is a lot to look through so if this has been addressed previously I apologize.

I am running SH4 1.4 with the following mods:

Real Fleet Boat v1-4 031408
RFB zones file - dont use with NSM or ROW
RFB_V1-4_TorpedoFix_081108
SS275 USS Runner_Fooskin_Black_Franklin Van Valkenburg

For some reason the con tower on my Gato is missing... not there at all... just a hull in the water. Digital_Trucker and I have looked into this issue, trying various ways to fix it (namely going into the UPC files and changing the texture files from T01 to T02). DT has suggested that it is an internal problem within the RFB mod and not a confliction between the mod and my skin.
I am using a Gato Class boat and am currently at June of 1942.

I understand that RFB for SH4 1.4 is no longer being worked on, but if anyone has suggestions so I can fix the files myself I would be quite thankful!

vanjast
03-09-09, 04:26 PM
I am running SH4 1.4 with the following mods:


Update to V1.5... quickly :D

Franklin Van Valkenburg
03-09-09, 06:46 PM
And if updating to 1.5 isn't an option?
Sorry to be stubborn... but to spend $10 and register on Ubi (who will spam my e-mail) just to fix something that I know can be solved by changing some code? Just point me in the right direction... what file or line, what to change?

AVGWarhawk
03-09-09, 08:51 PM
And if updating to 1.5 isn't an option?
Sorry to be stubborn... but to spend $10 and register on Ubi (who will spam my e-mail) just to fix something that I know can be solved by changing some code? Just point me in the right direction... what file or line, what to change?

It is a quite bit more than changing a code or two. In fact, it has been two years of changing codes. Trust me, the easiest route for you to take is spend the $10.00. Spam mail? Never received Spam from UBI about anything. Yes, I did purchase the add on from UBI. The only spam I got was my code to load the game and big thank you for the purchase. :salute:

Franklin Van Valkenburg
03-09-09, 09:11 PM
Then I'll look into it! :)

Hitman
03-12-09, 11:17 AM
Franklin you don't need to register at UBI at all...I purchased my U-Boat missions in Codegame format DVD and never have had to register anything (There is a key in the SH4 original DVD manual, for multiplayer, but none in UBM).

Happy hunting :salute:

----------------------------------------------------------------------

And now on to RFB. I just did a completely clean reinstall of SH4 & RFB as follows:

-SH4 1.0 clean from DVD, then UBM clean from DVD over it
-Installed RFB1.5, then patch 1.52 then the hotfix (No JGSME used, I did a dedicated install for RFB so I went directly to overwrite everything)

Load the game, intro OK (You could aswell have made it a bit less louder LOL), RFB specific loading screen OK, then when the red bar is about to finish loading BANG!

Get the message that it can't find the file "Menuiconstab.tga" :damn:

What have I missed???

Piggy
03-12-09, 02:37 PM
I think the idea is to be able to leave map contacts on with less "GPS RADAR" plotting of targets.

I understand the reasoning behind the decision to do this, and as I get better at manual targetting and plotting it probably wont bother me much.

However, is this something I can change back to "semi-stock" easily enough, like adding in a "yes" or "1" instead of "no" or "0" in some line in a file?

If so could someone be so kind as to tell me what file and line?

You see, Ive just started using manual targetting, the Dick O'Kane fast 90 method and am trying out new ways as well, its all very confusing for me at the moment so I need all the help I can get from the game itself.;)

Pretty please... :D

vanjast
03-12-09, 03:43 PM
A question for RFB..
The only time I can 'compress time' is when viewing the navmap.

I cannot remember if Time Compression was available (in stock) in the other positions, or has this facility been removed ?
:)

tater
03-12-09, 04:09 PM
Piggy, you can do this with maps.cfg I think.

It's in Data/Menu (possible a sub directory in there, I don't remember).

Inside (it's a text file) there is a line for "ZoomLevels" with a bunch of numbers 1, 2, 5, 10, 20, 50, 100, etc.

There is an entry called "SymbolZoom" below that. It is remarked that from that zoomlevel up, units appear as symbols.

I bet if you drop that number from whatever it is to one of the lower values listed in ZoomLevels right above, that will do the trick for you. Not sure, but I think that will work.

Remember, don't mod this in /Data/Menu, but in the MOD, in this case RFB.

So, un-enable RFB with JSGME, then mod the Maps.cfg file IN THE RFB DIRECTORY, then re-enable the mod.

Make sense?

Piggy
03-12-09, 04:38 PM
Makes perfect sense Tater.

Thanks very much! :up:

Edit: Cant seem to find it in the data/menu folder, the only thing close to it is a subfolder called "Kgrid" located in the "menu" folder, however it only has a few lines, one that says "Kgridzoom" and below that are 5 levels.

This is what it looks like, is this it?

[KGridZoom]
Level0=40000
Level1=10000
Level2=2000
Level3=500
Level4=100

[KGridColors]
;Outer=0x808080FF
Outer=0x368d54B5
Inner=0x368d54B5
Selected=0xAA0000FF
Text=0x368d54D5

vanjast
03-13-09, 12:26 AM
Carefull with this as the map longitude and latitude line go for a 'ball of turkey', which I think is hardcoded according to the zoom level.
:)

Hitman
03-13-09, 10:20 AM
Get the message that it can't find the file "Menuiconstab.tga" :damn:


OK further tests show that the problem appears with the 1.52 patch. The first install with just the latest main release of RFB causes no problems.

What is happening here? Is someone else having the same problem?

May be one of the hosts -I can't remember right now were I downloaded it from- has a corrupted 1.52 patch with the missing file, or may be is something else?

Piggy
03-13-09, 11:19 AM
Carefull with this as the map longitude and latitude line go for a 'ball of turkey', which I think is hardcoded according to the zoom level.
:)

So Im guessing the Kgrid has to do with Long & Lat lines and not ship icons? (I didnt touch anything)

I'll keep looking...

Edit: Had something odd in my patrol last night out of Manilla (RFB+RSRD), I came across a TF where the destroyer icons were red, and the ship outline was present, all the way down to the highest zoom level, however it was only the DD's, the two BB's and CA's were normal black boxes (or triangles) that dissapeared at as you zoomed in?

It was only this one TF, in all other encounters DD's showed as normal black triangles.

Is that supposed to be happening?

lurker_hlb3
03-13-09, 04:58 PM
Edit: Had something odd in my patrol last night out of Manilla (RFB+RSRD), I came across a TF where the destroyer icons were red, and the ship outline was present, all the way down to the highest zoom level, however it was only the DD's, the two BB's and CA's were normal black boxes (or triangles) that dissapeared at as you zoomed in?

It was only this one TF, in all other encounters DD's showed as normal black triangles.

Is that supposed to be happening?

This is an RSRDC issue. incorrect *_shp.dds file.

Te Kaha
03-14-09, 02:07 PM
Am on patrol and had my entire deck crew injured including one officer killed after a vicious merchant didn't like to be engaged by my deck gun.

After reloading the save I did yesterday, they're all at health 100 again, living as if nothing happened :o

I was submerged while saving, and the crew was in the berthing or conning tower respectively. This is the 2nd time this happens.

Loaded are;

RFB_v1.52_102408
RFB_v1.52_Patch_18Jan09
Spaxs SH4 Uboat SPEECH FIX_V8
OpsMonsun_V700
OM_V700_Patch2
Loading Screen v7
Intro Music - Das Boot Theme
Metric Nomograph
OPCFv1.2_green_RFBv1.52
Captains Office

Malakie
03-17-09, 04:14 AM
Hi all,

Last night I finally got the chance to really play SH4 on a system that could handle it. So nice. Being a United States Navy disabled Veteran, I have a unique perspective on sims like this and I am sure anyone else here with the same experience would agree from their point of view as well.

Ironically, my rating for the first half of my career was STG (Sonar Technician Surface). Later I also became rated in Law Enforcement and then Special Operations. As an STG, I was trained in sub tactics, how to find them, destroy them, sonar, ocean and sound propagation etc etc. Served on Adams class and Spruance class DD and DDG's. Later in my career I ended up, ironically, enjoying a few 'rides' in the very submarines I was trained to hunt and kill (well not ours of course but you get the point I am making I hope).

I am running the latest SH4 with RFB and RSRD mods ONLY active.

Anyhow, after running some patrols last night, I noticed a few things and wondered if 1) they are limitations of the game engine and so not possible, 2) just not implemented for whatever reason, 3) not thought of and therefore possible future enhancements for RFB.

I also ran across a couple things that could use some tweaking in the future if any of these are even possible...

1) I was pleasantly surprised to 'hear' the sounds of a ship dying in the game. I did not expect it in the game so it.... well let's just say it added to the game play. If you have never heard this for real, it is one of the most erie and forelorn sounds you can hear at sea. It was a great thing to hear in the game. BUT... I noticed a couple things. First, the sounds start as the ship is settling. And the sounds loop constant. In reality, some of these sounds should be heard during that period of a ship sinking but not constant. Bulkheads giving way, some equipment letting go, etc... Then as the ship rolls or goes bow/stern vertical and finally sinks, that is when you should hear constant ship dying sounds - especially the bulkhead collapse and heavy equipment (boilers etc) crashing through the ship. The other thing missing is something a bit more harrowing. Depending on water density, temperature etc, you might also hear the screams of trapped men... Just a thought for possible future change in terms of realism.

2) I found one major sound and/or effect missing from ships of that era when sinking. There are times when boilers suddenly inundated with sea water, literally explode... and that can tear a ship apart. Because of the new sinking mechanics and damage models, is this not possible to simulate? (conversely does the new model incorporate ammo locker explosions from lucky torp and gun hits? - and YES I read the docs by do not remember seeing anything about these two things).

3) Would not crewman start to abandon ship at some point and launch boats, rafts etc? Once in a while I do see a lifeboat and even less than once in a while, a dead floater (body) but there should be a LOT more bodies and/or lifeboats and rafts IMHO... would add to the immersiveness of a sinking...

4) Would the new damage model allow for parts of the ship to break off? I.E. funnels, cranes, cargo etc? Or is this asking to much of the game engine? Would be cool to say hit a funnel just right with the deck gun and watch it topple...


Now for a couple questions/problems I noticed.. if these are known issues, please let me know. If it is due to something I have set wrong, please let me know that as well...

I have tried the sim on normal and hard modes. I uusually se the fuel cheat option, camera options, and a couple others for playability. None of these appear to be part
of the AI functions in the sense of how the AI operates.

1) I never seem to hear any sonar pinging from any DE, DD, CL or other support craft capable of sonar/sub operations. Is this a limitation in the game, a bug or something else I am not seeing?

With that in mind, to me the AI seems extremely dumb. I have been able to sit, move around, make all sorts of noise and yet the AI just moves around like it cannot find me. AND I have left my scope fully extended even as they drive right on by.. If I surface, they do actually shoot at me but I have yet to be depth charged in any battle even after sinking ALL convoy ships except the escorts!

The escorts just do not seem to be actively trying to find me and my sub for some reason. Is this a known problem or is something else going on here that I am not aware of? Right now battles are pretty boring because the AI is just not being aggressive at all. The only thing I have experienced is getting to close to a merchant and he rammed me. Even then the escorts did not do anything nor come charging down any of my torp bearings to trashcan me.

Anyhow, if someone can offer any advice to some of this, it would be appreciated.. The sim is the best out there for the genre, no doubt. But unless I can get the AI to give me some kind of challenge..... As for the other stuff, I would be interested in hearing about the questions I asked and suggested...

Just to reiterate, I am running SH4 patched up, UBoat patched up, RFB patched current, RSRD patched current. I installed exactly as instructions said. Game runs smooth, no obvious things missing or broken other than what I have mentioned...

Thanks...

AVGWarhawk
03-17-09, 07:46 AM
Hey Malakie! The ship dying sounds are limited to what the game engine can offer and the sound can only play so long before it has to loop. If I'm not mistaken if the sound clip is to long it will not play at all. I could be mistaken here and that is best left up to LukeFF to answer. But, yes, the ship dying noises is cool and I wish we could hear it through the hydrophone as well.

AI. There is a mix of very smart DD and very dumb DD. I, like you, seem to find the very dumb ones. Also, I might be speaking out of line here but I believe the early war you will find DD that are not very bright and do not ping in search of you. Later on in the war they become more aggressive. Again, this is only speculation on my part as I finally have been able to run a few partrols in the early war and this has been my experience thus far. I do know the next release is using the new environment mod and AI detection needs to be worked on because the AI can find you much to easily. So, that is a good thing.

Anyway, join the RFB forum or just view the threads to see what is happening, up coming and add your observations. Link below:


http://forum.kickinbak.com/index.php...647a9120c08614 (http://forum.kickinbak.com/index.php?sid=7a82042423185c20ab647a9120c08614)


PS: I run just RFB and RSRD (patches includes) like you so we are pretty much on the same page.

vanjast
03-17-09, 07:51 AM
Malakie:
There is a gazillion list of 'flaws' in the game. The MODs have tried to correct most of these but at some point the game engine just won't let one go any further.

Also UBI are not forthcoming with a DEV kit (developer kit) that will allow the mods to go further, but there are a few individuals who have put 'years' work into decifering the game by trial and error. Without their efforts I don't think UBI would have been able to sell this game at all, considering the original condition it was released in.

Any real first hand experience is a rare thing and always welcome.. and of course, Welcome to the Forums.
:up:

Malakie
03-18-09, 01:33 AM
Hey Malakie! The ship dying sounds are limited to what the game engine can offer and the sound can only play so long before it has to loop. If I'm not mistaken if the sound clip is to long it will not play at all. I could be mistaken here and that is best left up to LukeFF to answer. But, yes, the ship dying noises is cool and I wish we could hear it through the hydrophone as well.

AI. There is a mix of very smart DD and very dumb DD. I, like you, seem to find the very dumb ones. Also, I might be speaking out of line here but I believe the early war you will find DD that are not very bright and do not ping in search of you. Later on in the war they become more aggressive. Again, this is only speculation on my part as I finally have been able to run a few partrols in the early war and this has been my experience thus far. I do know the next release is using the new environment mod and AI detection needs to be worked on because the AI can find you much to easily. So, that is a good thing.

Anyway, join the RFB forum or just view the threads to see what is happening, up coming and add your observations. Link below:


http://forum.kickinbak.com/index.php...647a9120c08614 (http://forum.kickinbak.com/index.php?sid=7a82042423185c20ab647a9120c08614)


PS: I run just RFB and RSRD (patches includes) like you so we are pretty much on the same page.


Well hopefully the AI will kick in at some point. After posting that message I went on two more patrols... really wish there were some way to skip from one way point to the next... gads waiting for the time it takes to move from Pearl to mission points reminds me of the REAL THING... ARGH such a pain... Anyhow, the first mission I sank two full convoys of ships plus a few other stragglers. Got a bronze out of it. Second mission I sank 1 huge convoy, just sank two CA's in a small flotilla with no other ships, sank 1 small convoy and a myriad of other stragglers. Have not docked yet as I saved and fell asleep but suffice it to say all of this has been a cakewalk. I have not even dented the paint on my sub yet... in fact it still has that 'new sub' smell! LOL

So either something is not working right, or the AI is still just superbly dumb even with RFB and RSRD. I know my real life experience is helpful in playing but not to this extent.

Malakie
03-18-09, 01:51 AM
Malakie:
There is a gazillion list of 'flaws' in the game. The MODs have tried to correct most of these but at some point the game engine just won't let one go any further.

Also UBI are not forthcoming with a DEV kit (developer kit) that will allow the mods to go further, but there are a few individuals who have put 'years' work into decifering the game by trial and error. Without their efforts I don't think UBI would have been able to sell this game at all, considering the original condition it was released in.

Any real first hand experience is a rare thing and always welcome.. and of course, Welcome to the Forums.
:up:


I kind of figured there were some issues not able to be fixed or altered but you never know which until you ask about the ones you find yourself.

It is to bad UBI Soft has not supported this game and the mods. the X-Series (X Beyond, X2 Reunion and X3 The Threat and now Terrain Conflict) is a space SIMulation I play and support fully. The main reason? The devs support of mods and we the players. XBeyond was released in 1991 or so if I remember.. And only a month or so, X3TC was released. This newest just released version of X3 just shows that when devs and mods support a game, it really can work. That is a game franchise that not only has had staying power but gets better and better each time. For those not familiar with it, if you like Space simulation/gaming you MUST check this out. In this series you can do whatever you want. You can build your own stations and create your own empire, build a commercial venture, built fleets of ships and armadas, battle for sectors or the universe, explore strange things, or be a taxi driver! You can command and/or fly every kind of ship from fighter to battlecruiser to carrier to an entire fleet. You can control them from the 3D bridge or from RTS type viewing. You can dock at your stations or alien stations, you can capture ships and stations or blow them up... In essence you pretty much decide everything and anything..

And that does not come close to describing the game, let alone how much more it is even enhanced and grown due to the myriad of hundreds and hundreds of addons, mods and so forth. If you were an Elite fan in the old days, you have to check this out because if you are like me, you will not be disappointed if you have never seen the X series. (geez they need to pay me .. I sound like a saleman... YUCK!)

THAT is how games today I feel should be designed. SH4 COULD be so much more. The core engine and design in terms of graphics and visuals are one of the best for Naval sims. It could be so much more though.

I have always wanted a Naval sim that was in essence like the X-Series is to space sims. I have also wanted a Naval sim like this but for MODERN warships and subs and aircraft. Could you imagine SH4 done right with Seawolf, Akula, Spruance, Nimitz and all other modern class warships and weapons and with the graphics of SH4? That would be most awesome to experience IF done right and as a true open simulation of modern naval warfare.

You mentioned my experience and a welcome.. I have been on the forums a couple times before but not really involved because I could not really run or enjoy the game on my system. Now I can plus due to my injuries I now have LOTS of time.

I am also surprised that there are not more like me here with real life experience!! I would expect there to be quite a few people like me here.... perhaps not specifically as a Sonar Technician as I was but at least Naval and Military people... Suprised that is not the case.

BTW, does the game engine work and take into account water conditions for detection in this game? I.E. the layer, density etc,? If I dive below the layer does it make a difference in detection for the escorts?

LukeFF
03-18-09, 02:37 AM
I am also surprised that there are not more like me here with real life experience!! I would expect there to be quite a few people like me here.... perhaps not specifically as a Sonar Technician as I was but at least Naval and Military people... Suprised that is not the case.

We actually have a number of testers and contributors that are either submarine veterans (one of whom served on fleet subs in the postwar era) or surface Navy vets (Lurker, the author of RSRDC, is among this latter group). Others as well are veterans of the other military branches, like myself (Army, 6 years). So, we do have a good bit of real-world input.

BTW, does the game engine work and take into account water conditions for detection in this game? I.E. the layer, density etc,? If I dive below the layer does it make a difference in detection for the escorts?The game uses sea state (i.e., how heavy the seas are) and thermal layers to determine how detectable the player's submarine is. Things like density, salinity, etc., are not, however.

Malakie
03-18-09, 02:40 AM
We actually have a number of testers and contributors that are either submarine veterans (one of whom served on fleet subs in the postwar era) or surface Navy vets (Lurker, the author of RSRDC, is among this latter group). Others as well are veterans of the other military branches, like myself (Army, 6 years). So, we do have a good bit of real-world input.

The game uses sea state (i.e., how heavy the seas are) and thermal layers to determine how detectable the player's submarine is. Things like density, salinity, etc., are not, however.


Great to know there are others here! And good to know about the sensor detection thresholds in game.. I can understand the limits for detection in game but it is good that two of the most important are used.. sea state and thermal..

ancient46
03-18-09, 11:46 PM
How about we trade games? My game has merchants with sharpshooters that severely damage my sub with their first shot if I surface. If I leave the periscope up for more than a few seconds in daylight I am spotted and the DDs with the sonar ops with super hearing find me right away and stay on me a long long time. I could use some ignoring and bad shooting now and then.

ancient46-a postwar baby and a Navy vet sailing in a Fletcher Class DD for 3+ years and a River Patrol Boat for six months.

vanjast
03-19-09, 01:24 AM
You can change this AI behaviour.

I've read countless articles and books, and when I saw the AI parameters, I laughed... and changed them.
'../data/cfg/sim.cfg'
:D

R3D
03-21-09, 07:19 AM
so i see SCAF has been integrated, question i have is, How do i know what part of the ship to take my range calculations from since the red mark in the recognition book doesnt exist in RFBs version of SCAF.??

jimbob
03-21-09, 11:37 AM
so i see SCAF has been integrated, question i have is, How do i know what part of the ship to take my range calculations from since the red mark in the recognition book doesnt exist in RFBs version of SCAF.??

Lets see...

Page 39:
Merchant Ships: top of the tallest mast.
Aircraft Carriersand Aircraft Transports: flight deck.
All other warships: top of the tallest funnel.

RTFM !!!

:haha:

LukeFF
03-21-09, 11:03 PM
Speaking of warships, right now I am helping Observer re-zone the destroyers, so that they fall in line with the rest of the ship damage mod. Japanese DDs are now blowing up quite nicely and (very quickly) in a variety of ways. :smug:

theluckyone17
03-22-09, 09:34 AM
Great. Now I'm gonna waste how many fish trying to hit 'em? :nope:

Seriously, though, it's good to hear the warships are getting revamped, too. :yeah:

LukeFF
03-22-09, 03:51 PM
Great. Now I'm gonna waste how many fish trying to hit 'em? :nope:

Most times a single torpedo will be enough to down a DD, though there will be times a second one will be needed. This corresponds fairly well to reality. For the times a second one is needed, it will almost always be the case the ship will be already be stopped as a result of the first hit, so the second shot will be very easy.

bond672
03-23-09, 12:35 AM
please can someone load this MOD on anything other than filefront!! the speeds are slower than my Gran on her zimmer!

cheers
regards
Bond

el cheguevara
03-23-09, 04:49 PM
So when installing, is it rfb 1.52, then the patch and hotfix? or is the hotfix not needed anymore? thanks in advance. :03:

CapnScurvy
03-23-09, 05:57 PM
so i see SCAF has been integrated, question i have is, How do i know what part of the ship to take my range calculations from since the red mark in the recognition book doesnt exist in RFBs version of SCAF.??

SCAF is not integrated with RFB 1.52. It was indeed included with the 1.51 release, but was removed with the latest release. I have just begun to look at range finding using the RFB reference points. Two ships so far, the Yamato, and the Fuso.

Yamato lists a "funnel" height of 27.4 meters
Fuso lists a "funnel" height of 25.9 meters

The Yamato will give you a 118 meter error over an actual 1053 meter distance. It's too short. The Fuso will give an 177 meter error, too short, over an 1121 meter distance. This is with both sub and target stationary at the listed distances. That's roughly a 20% error for the actual true range. Want to hit the target, get as close as you can. Gut shots are always accurate.

Regio Sommergibile
03-24-09, 04:09 PM
What about the 2.0 release ? i read about it on your forum discussion...;)

LukeFF
03-24-09, 06:20 PM
What about the 2.0 release ? i read about it on your forum discussion...;)

Long way off. We're hashing out a lot of stuff right now.

Regio Sommergibile
03-25-09, 08:45 AM
thanks i just wanted to know smth about it :up: i'm really enjoying your work so....

Fish40
03-26-09, 04:26 AM
Quick question. I know I read it somewhere befor, but I can't recall where it was. I'm running the current version and patch. It's Sep/43. I'm in a Gato class on my second patrol. After docking from my first patrol (Home port is Fremantle) I was notified my boat was being refitted with the new style conning tower. While being refitted, I noticed I could aquire the forward mounted DG, which I obtained. The problem is I now have no crew spaces to man the DG. I could man it myself however, but no spaces for my virtual crewmembers.

LukeFF
03-27-09, 12:46 AM
please can someone load this MOD on anything other than filefront!! the speeds are slower than my Gran on her zimmer!

cheers
regards
Bond

As a matter of fact, yes. :) Check out the new downloads section here at the site.

RFB Team
03-27-09, 12:52 AM
All,

We've updated the download links in the first post. You can now download either RFB 1.52 or 1.4 right here from Subsim (note the comment I made about the Subsim download).

The FileFront links will remain up until the site closes down at the end of this month.

msalama
03-27-09, 02:08 AM
Guys, I have a huge problem with RFB now after doing some computer spring cleaning (and re-installing SH4 among other things). I'm using both RFB and RSRDC patched to current and installed with JSGME as per instructions.

It seems that the mods and my GeForce 7600GS refuse to work together for some reason. When I start a patrol everything is OK until I switch stations, after which my vertical sync goes all apedoodoo and the picture starts to jump up and down. The sync locks again if I alt-tab to DT for a brief moment, but when I go back the game then loses the card's AA & AF settings and everything goes all shimmery and jaggy. And the same thing happens again at the next station change!

The picture stays stable if I force the vertical sync on from the NVIDIA display panel, but then my framerate lows drop to some 3-4 FPS making the game totally unplayable. And the AA & AF problem still remains regardless.

Any ideas whatsoever anyone? The stock game works flawlessly so I'm afraid we can't even blame UBI this time :damn:

EDIT: Got it working. Boy, was that a weird gig. Went something like this:

* Reinstalled - no dice
* Reinstalled again - ditto
* Tried stock - works fine
* Tried some smaller mods - ditto
* Dediced to try RFB once more - not working
* Desperately combed through the config files - stumbled on env.cfg in the env directory - changed Seainfo01/Compressed to yes - works like a charm now

Just FYI...

sunbeam_cz
03-27-09, 11:39 AM
Hi my lovely RFB team :salute:

Damage model for sinking ships is really awesome!!

But - I have noticed that only first holes in ships are visual (5-7) then I can hit it with everything I have(torps too) and there isn´t even a scratch!!
for example: I have torped large merchant ship(laarge hole appered),then surfaced and started to deckgun it(4 smalller holes appeared) but that was all.I tried to torp her again in front - hit, but no more hole again... :wah:


When no hole appers does it mean that there was no penetration/flooding??? cause when I hit simple merchant with torp there must be always penetration,or not?

I wonder if there is some graphic hole restriction in system code or what? :damn:

thx for answer

AVGWarhawk
03-27-09, 12:48 PM
Hi my lovely RFB team :salute:

Damage model for sinking ships is really awesome!!

But - I have noticed that only first holes in ships are visual (5-7) then I can hit it with everything I have(torps too) and there isn´t even a scratch!!
for example: I have torped large merchant ship(laarge hole appered),then surfaced and started to deckgun it(4 smalller holes appeared) but that was all.I tried to torp her again in front - hit, but no more hole again... :wah:


When no hole appers does it mean that there was no penetration/flooding??? cause when I hit simple merchant with torp there must be always penetration,or not?

I wonder if there is some graphic hole restriction in system code or what? :damn:

thx for answer



Damage texture does not always show. If the torp went off when hitting the ship, damage was sustained. The damage texture is eyecandy and fun but that is all it really is.

Te Kaha
03-27-09, 04:14 PM
Damage texture does not always show.

Add to this that all damage texture is lost when reloading a saved game.

sunbeam_cz
03-28-09, 07:51 AM
1)How does work air search radar? I mean I have "bought" it on June1942 (I have only air search yet) and I cant it turn it on. Do I need to buy surface radat too and then it will work?
2) I have started carieer with Gar class is any chance that i could later exchange it for better class?I mean will game offer me a better class later?

using: patched RFB1.52+patched RSRDC_RFBv15_V420

JREX53
03-28-09, 09:34 AM
sunbeam_cz,

Question 1: Your Air Search Radar is on all the time when you are surfaced.
You'll get reports like "Very fast contact at 330 degrees". "Very Fast" contacts are usually airplanes.

Question 2: Yes, you will be offer new submarines, but that is determined on how well you do with your current submarine.

Armistead
03-28-09, 12:46 PM
Time to give RFB a try. Have been using TMO1.7RSRD.

I am using the new real env with the fog fix. I'll read again, but seems it wasn't ready for RFB..anyone know.

After I load RFB, what other mods are you guys using. I read about ROW, anything I need to load.

I assume they're are patches. If anyone knows the dl order so I get no conflicts...would be nice.

msalama
03-29-09, 04:53 AM
Yup, definitely got it working now. Just want to thank you guys for a brilliant realism mod once again. In a pig boat at the moment... and will be for the rest of the war, too, this time b/c I want to see if it's doable. A nice challenge that!

Got off to a good start anyhoo, 2 large merchies sunk already from a HUGE task force off the Philippines west coast. Got awfully hairy with the DDs though - and there were like 15(!!!) of them too - but escaped unharmed nevertheless :ping:

I suppose the new RSRDC has added those larger convoys / TFs b/c I'm pretty sure they weren't there before?

S!

Peto
03-29-09, 01:47 PM
I suppose the new RSRDC has added those larger convoys / TFs b/c I'm pretty sure they weren't there before?

S!

Lurker has had those in for a while but they do tend to slip by me more often than not :shifty:. Those are historical groups which include the ships that were actually involved. I found 1 a couple weeks back and was able to slip in, sink 1 Old Passenger Liner and slip out undetected. It took about three hours before my trusty S-36 was clear. I'd like to say the approach and evasion was pure genius but luck was a huge factor :yeah:!

AVGWarhawk
03-29-09, 01:55 PM
Time to give RFB a try. Have been using TMO1.7RSRD.

I am using the new real env with the fog fix. I'll read again, but seems it wasn't ready for RFB..anyone know.

After I load RFB, what other mods are you guys using. I read about ROW, anything I need to load.

I assume they're are patches. If anyone knows the dl order so I get no conflicts...would be nice.



RFB incorporates the enviro mod and the new 2.0 they are working on incorporates the newest enviro mod by Kriller/WC. Really, all you need is RFB and RSRD.

lurker_hlb3
03-29-09, 03:29 PM
I suppose the new RSRDC has added those larger convoys / TFs b/c I'm pretty sure they weren't there before?

S!

This group was part of the "original" RSRDC ( Oct 2007 )

LukeFF
03-29-09, 03:34 PM
In a pig boat at the moment... and will be for the rest of the war, too, this time b/c I want to see if it's doable. A nice challenge that!

No, unlike SH3, where one can stay with older boats indefinitely, all of the S boats are eventually retired from combat operations. When this occurs depends on what port you're based out of. For the most part, this means S boats will removed from combat in RSRDC by the end of 1943.

Peto
03-29-09, 11:17 PM
No, unlike SH3, where one can stay with older boats indefinitely, all of the S boats are eventually retired from combat operations. When this occurs depends on what port you're based out of. For the most part, this means S boats will removed from combat in RSRDC by the end of 1943.

...at which time you will certainly deserve an upgrade :salute:.

msalama
03-30-09, 06:20 AM
Ahha, thanks for clarifying this to me. I was thinking I'd be sent to Dutch Harbor with my teeny boat for the rest of the war truth be telt :ping:

Yah, I've never seen those big convoys and task forces in SH4 before, so it was pretty impressive to bump into one for the first time! I actually had a bad case of deja-vu and thought I'm in a U-Boat again :o :DL

Regio Sommergibile
03-30-09, 03:14 PM
I wanted to use a complete Sound mod for this.

Somebody suggests me Poul's mod? or others? because also with german sub hotfix i still hear some eng voices and again, i would like to hear some "enviromental" sounds like described in Poul's mod.

LukeFF
03-30-09, 09:22 PM
Ahha, thanks for clarifying this to me. I was thinking I'd be sent to Dutch Harbor with my teeny boat for the rest of the war truth be telt :ping:

IIRC Dutch Harbor allows one to command the S boats the latest in RSRDC (late 1943-early 1944).

Sailor Steve
04-02-09, 12:19 PM
I've decided to ignore my graphics card's limitations and start looking into SH4 more deeply - it's just too good to ignore. Of course I'll never be able to give up SH3 until I can play a U-boat campaign that is as good as the ones found there, and until I can apply my 'Ship Names' mod to SH4. But still, here Iam. After trying several missions I loaded up RFB. Haven't done enough to really make a judgement, but so far it's looking like this is the one I want to stick with.

I wanted to use a complete Sound mod for this.

Somebody suggests me Poul's mod? or others? because also with german sub hotfix i still hear some eng voices and again, i would like to hear some "enviromental" sounds like described in Poul's mod.
I've listened to Poul's mod, and it's good, but a lot of the voices are taken from SH2, and they have German accents. If that doesn't bother you go for it.

I'm just starting to work on as complete a conversion as I can do for both American and German voices in SH4, but it's going to take awhile.

Regio Sommergibile
04-02-09, 02:21 PM
I've listened to Poul's mod, and it's good, but a lot of the voices are taken from SH2, and they have German accents. If that doesn't bother you go for it.

I'm just starting to work on as complete a conversion as I can do for both American and German voices in SH4, but it's going to take awhile.

I I just tried it, but unfortunately seems that many crew sounds are long or parallel to common ones and so repetitions are boring after some time...

I appreciated the many secondary sounds, but to me there should be a sound mod that only adds new sounds to the existing ones, or substitute som of'em with some variety...

AVGWarhawk
04-02-09, 03:29 PM
I've decided to ignore my graphics card's limitations and start looking into SH4 more deeply - it's just too good to ignore. Of course I'll never be able to give up SH3 until I can play a U-boat campaign that is as good as the ones found there, and until I can apply my 'Ship Names' mod to SH4. But still, here Iam. After trying several missions I loaded up RFB. Haven't done enough to really make a judgement, but so far it's looking like this is the one I want to stick with.


I've listened to Poul's mod, and it's good, but a lot of the voices are taken from SH2, and they have German accents. If that doesn't bother you go for it.

I'm just starting to work on as complete a conversion as I can do for both American and German voices in SH4, but it's going to take awhile.

Good for you Steve! I'm glad you threw caution to the wind and loaded SH4 with RFB to boot! Have fun.

Fish40
04-02-09, 05:20 PM
Welcome to the RFB family Steve!:woot: It won't disappoint I promise. If you don't mind me asking, what kind of GC are you useing? If an ATI 9800pro is a bit better then what you got, it's all yours. I'll even pay to ship it:yep: My wife will be grateful since it'll be one less box cluttering up the closet:haha:

Wilcke
04-02-09, 05:22 PM
Steve,

Take your time on the work, were all in it for the long run and to have fun! You always put out good stuff. Thanks!

YukonJack_AK
04-04-09, 08:16 PM
OK - so I figured what the heck and just ordered SH4! :DL Should be here on Monday! :rock: I've been doing alot of reading and I'm REALLY interested in trying out RFB but as I only ordered the regular SH4 (not the version with the UBoat Expansion Pack - If I want Uboats I'll play SH3/GWX :up:) I understand that I can only patch to v1.4 and RFB uses v1.5 :damn: Is there an older version of RFB for SH4 v1.4? and where would I find this lovely asset? ;)

Peto
04-05-09, 12:30 AM
Well--it's on page 1 of this thread ;)! Look down the links and you'll see 1.4 there. I do recommend going to 1.5 though. There's a lot more to 1.5 than U-boats. Some of the best mod work is only available for 1.5.

Cheers!

nauticalwheeler
04-06-09, 06:46 PM
Is it possible to disable or remove the PE mod from RFB 1.52? If so are there instructions somewhere on how to do this? RFB 1.4 made SH4 my favorite sub game of all time but my graphics card simply cannot handle the PE changes. No matter what graphics settings I have, within seconds of loading interior or exterior 3D enviroments the game freezes and requires a hard power cycle. I have tried multiple drivers and fresh installs, all with the same problem. I have a degree is computer science so I am pretty confident I have done everything reasonable to try to make it work.

Sailor Steve
04-07-09, 10:06 AM
So that's why my ocean and sky look so good! I had no clue RFB included an environment mod. That's what I get for ignoring the basic RTFM rule.

@ nauticalwheeler: I'm sorry I don't have an answer to your question, but WELCOME ABOARD!:sunny:

Ssgt_Wolverine
04-10-09, 08:21 AM
Hello!

I have installed with JSGME Mod enabler, RFB, RSRDC, and the patch that goes with RSRDC, and after installing RSRDC, the patch and also RFB was grey out on the JGSME. Also I had some warning while installing the RSRDC and the patch, that some files were already modified by RFB. Is this normal and here is the picture of it:




http://img.photobucket.com/albums/v435/AngelDeath/Grayout.jpg

vanjast
04-10-09, 09:21 AM
Hello!
Is this normal and here is the picture of it:

Yes, it's quite normal as you'll find most mods change the same files.
With mods that are either patches or are know to be compatible with each other(eg RSRD and RFB) this is not a problem.

The big problem is when all the other small mods overwrite the supermod files.
this has the effect of breaking the overwritten mod/supermod.

The best solution here is then to see what the small mod changes, and then impliment these changes manually (with the S3D utility, or text editor - depends on the changes made) on the supermod file. Most smaller mods should come with instructions on how to make these changes.
:D

Sailor Steve
04-10-09, 11:10 AM
Hello!

I have installed with JSGME Mod enabler, RFB, RSRDC, and the patch that goes with RSRDC, and after installing RSRDC, the patch and also RFB was grey out on the JGSME. Also I had some warning while installing the RSRDC and the patch, that some files were already modified by RFB. Is this normal
Yes, it's normal. If you use JSGME to install a mod that alters files already altered by a previous mod it lets you know what will be changed, so you can decide for yourself whether you want to do that. Most of the time there is no danger of instability - just that something in the new mod will cancel something in the old one. A good example of this is the new 'Eye Patch' mod. It uses some of the same files as John Hamm's 'Hats and Uniforms' mod. If 'Hats' is installed after 'Eye Patch' it breaks the things that 'Eye Patch' fixed, so you have to install 'Eye Patch' last. That's the only real danger, and JSGME is polite enough to warn us it might happen.

Once a mod is installed which changes a previous mod, the first one is greyed out so you can't uninstall it without uninstalling the one that changed it first.

[edit] That's what I get for answering a post before looking to see if someone else has already answered it. Usually I'd delete my post, but this time I'm sticking to my guns.

vanjast
04-10-09, 01:24 PM
[edit] ... Usually I'd delete my post, but this time I'm sticking to my guns.

Ok, be like that.. :har:
:D

Ssgt_Wolverine
04-10-09, 03:46 PM
Yes, it's quite normal as you'll find most mods change the same files.
With mods that are either patches or are know to be compatible with each other(eg RSRD and RFB) this is not a problem.

The big problem is when all the other small mods overwrite the supermod files.
this has the effect of breaking the overwritten mod/supermod.

The best solution here is then to see what the small mod changes, and then impliment these changes manually (with the S3D utility, or text editor - depends on the changes made) on the supermod file. Most smaller mods should come with instructions on how to make these changes.
:D

Well thank you for your help! :salute::woot:

Ssgt_Wolverine
04-10-09, 03:47 PM
Yes, it's normal. If you use JSGME to install a mod that alters files already altered by a previous mod it lets you know what will be changed, so you can decide for yourself whether you want to do that. Most of the time there is no danger of instability - just that something in the new mod will cancel something in the old one. A good example of this is the new 'Eye Patch' mod. It uses some of the same files as John Hamm's 'Hats and Uniforms' mod. If 'Hats' is installed after 'Eye Patch' it breaks the things that 'Eye Patch' fixed, so you have to install 'Eye Patch' last. That's the only real danger, and JSGME is polite enough to warn us it might happen.

Once a mod is installed which changes a previous mod, the first one is greyed out so you can't uninstall it without uninstalling the one that changed it first.

[edit] That's what I get for answering a post before looking to see if someone else has already answered it. Usually I'd delete my post, but this time I'm sticking to my guns.

Thank you very much the explanantion, very nice of you! :woot::salute:

RFB Team
04-12-09, 09:56 PM
The link for the 1.4 version available on FileFront has been updated. There is no more need to download more than one file to run this version of the mod.

vanjast
04-15-09, 02:55 PM
Maybe someone will have an idea about this...
Say if you found a Medium Old Split, and you...
1) raked the port side with ~ 40 APs (along the waterline), and 20 HEs on the deck structure..
2) Then ran around to the other side and placed 6 mark 10s all along the starboard side..

It should sink don't you think... :rotfl::haha::har:
:D

vanjast
04-17-09, 02:52 PM
Resolved this leetle problem..
I upgraded my torps to Websters V3.. and voooma.
http://www.vanjast.com/SHPics/SH4_01.jpg

I replayed the career from the 'contact' savepoint and did the same story...
40AP's into the engine room (and surrounds) to bring it to a standstill..

From the other side Put 2x mk10's into stern and under the funnel, and she settled within 10-15 minutes (not bad)... ran some time compression equivalent for an hour, and she'd drifted off. A quick lineup an the third torp into the bow cargo bay was enough.

Now I'm happy with 3 torps on a medium size 'tough' ship, as this is about right.

The V3 torps visually shred the ship like a sieve, but as I'm playing at 100%+ I never get that close, so all has worked out OK.
:yeah:

LiveGoat
04-17-09, 08:52 PM
Heh, seems like everytime I upgrade RFB I screw something up. Everything works like a charm till I go up on deck. Then after a (very precise) amount of time on the bridge looking at scenery I get a black screen and a "sorry" message and I'm at the desktop. I think it's Nvidia related. Any specific settings I should know about for the Nvidia control panel? I'm using an 8800gt, RFB, RSRD+RSRD 420 2A, The eyeball fix and a couple skins. I tried everything with the in-game settings but still no luck. I don't think it's event file related with the radio stations either. Oh, I just started a new career out of Pearl as well.

Why, oh why didn't I just leave the game alone till a major RFB update?!:cry:

Arclight
04-18-09, 12:20 PM
About Nvidia tweaks: http://www.subsim.com/radioroom/showthread.php?t=128517

LiveGoat
04-18-09, 03:22 PM
New nvidia drivers seem to have done the trick. Thanks for the tweak link, don't know how I missed it.

Really enjoying RFB now that I've learned the proper way to "play". I'm a longtime SHIII player and have had difficulty adjusting to RFB. The longer transit times, and unforgiving time compression were a big sore spot with me but it seems to me that playing it slow and steady is the best way to get the most out of SH4. Getting into attack angle? flip on the radio for entrtainment and keep the TC to a minimun to avoid effing up the approach. In shiii I never had to worry about it cause enemy ai was easy to figure out. In RFB they know every move I make.

Transit still sucks monkey poo but it did in real life so I guess I can't complain.

The environment seems to look a lot better thanks to the drivers as well. Great stuff.

Arclight
04-18-09, 04:13 PM
Driver update can do wonders, glad you got it sorted out. :up:

If transit times are a pain, you could consider starting your campaign from a different base or request a transfer. Do note however that early war your home base gets pushed back to Australia pretty fast; this can leed to you not having enough fuel to get back. Good thing to keep in mind. :salute:

LukeFF
04-19-09, 06:19 PM
Resolved this leetle problem..
I upgraded my torps to Websters V3.. and voooma.

I've said it before, and I'll say it again: you are screwing up the damage model that me and Observer have worked on by overwriting RFB's torpedo files with what Webster thinks are more correct values (and from what I've read, he's not done a lot of research on this subject). I and many others will attest to being able to sink any medium-size freighter with 2 (and sometimes 1) torpedoes. NO medium-size freighter is going to take 6 Mark 10 torpedoes and stay afloat with the RFB mod, provided the mod is installed correctly.

Peto
04-19-09, 11:05 PM
I've said it before, and I'll say it again: you are screwing up the damage model that me and Observer have worked on by overwriting RFB's torpedo files with what Webster thinks are more correct values (and from what I've read, he's not done a lot of research on this subject). I and many others will attest to being able to sink any medium-size freighter with 2 (and sometimes 1) torpedoes. NO medium-size freighter is going to take 6 Mark 10 torpedoes and stay afloat with the RFB mod, provided the mod is installed correctly.

Agreed. It can take a while for them to sink but 2 Mk10's will definitely do the job on a medium merchant. Just give it an hour or so for them to sink...

vanjast
04-20-09, 01:04 AM
Not a problem... I'll remove the torp V3 when RFB 2 comes out. :up:

Te Kaha
04-20-09, 04:15 AM
I and many others will attest to being able to sink any medium-size freighter with 2 (and sometimes 1) torpedoes.

Adding to Luke's statement, you can even sink a 12,000 ton tanker with only 2 torpedoes provided you aim them correctly, and wait long enough for the 2nd shot.

Mav87th
04-20-09, 05:02 AM
A small contradiction that i have to post after having stuffed 8 torpedoes into Nagara Maru without seeing it sinking - it just lies still realy low in the water.

Not saying that RFB is a bad mod - those that know me know i feel the contrary. But i think that sinking THIS ship is a little out of whack with reality.

This is the story of USS Whale's sinking of Nagara Maru's sistership Naruto Maru. Had to use that as Nagara was sunk by aircrafts and not torpedoed. The Naruto Maru was sunk using only two torpedoes contra my usage of 7 vs. the sistership in SH4+RFB+RSRD campaign

"
On 7 August 1943, Whale covered the Tokyo-Truk lane east of the Boning. The following day, Whale's periscope watch sighted a large aircraft ferry and her escort. When everything was set to fire a spread of straight bow shots, the forward gyro regulator failed, and it was necessary to shift to manual operation of the gyro regulator. After one torpedo hit, 7,149-ton Naruto Maru stopped dead in her tracks, listed to starboard and started going down slowly by the stern. Whale fired another torpedo which hit amidships and prodded the ship into sinking faster. The submarine escaped aircraft bombs and set course for the Tokyo-Truk route."

DaveR
04-20-09, 03:45 PM
i'll add to this; every once and awhile i have ran into a split medium, that doesn't seem to want to sink. i put three torps, bow, mid, rear, all were mag detect, all blew under the ship, it settled in the water and still took off a 7 knots. after 6 hours of chasing it all over the place, put two more torps and it finally sank. another unarmed frght, put one in bow, one aft, that disabled it. i was out of torps, i circled the damn thing and put 80 4" rounds into the thing, at least half below water line. after 15 game hours, i gave up at left, it never sank. another split medium (i think), another 3 torp spread. start following that one and after one game hour, the breakup song started. that went on for another '8' game hours when it finally sunk. at this point, i tried webster's 1.25 torp and although i agree that it is most likely it is an over kill, it's better than sitting around waiting for something to sink.

until last weekend. i managed to get 3 torps on another split medium before being chased off by escorts. seconds after the 3rd torp hit, i heard breakup song start. i followed the group, that ship settled with bow and stern just sticking out of the water, but it was still doing 7 knots. 15 hours later and 3 torps left, i started another attack run, the breakup song played the entire time. i used one torp and 6 hours later, it still didn't sink. being rather pissed i reload and tried again. i fired all 3 torps, went outside to watch. 2 torps followed each other into the mid section, the other just missed. again, 6 game hours later, still afloat, still 7 knots.
reloaded again and carefully fired 2 spaced torps, but was chased off before firing rear tube. i watched external view and the torps hit just behing the bow and the other just in front of bridge, it finally went down.

on the flip side, i had sunk a light cruiser and heavy cruiser (before x1.25), both with 3 torps, both blew up and sank immediately (was also awarded cmh, which i thought was stupid). then couple weeks ago fired a 6 torp spread at an escort carrier, only 2 hit. about 5 seconds after 2nd impact, there was a huge explosion and it went down immediately. (also, got message 'torp missed,.. torp missed,.. torp impact,.. torp missed', which start another chase story.)

i still prefer rfb over stock, even if i don't argee with sinking model, it is better than the stock arcade model.

all injured ship's run off at ether 7 knots or 6/5 knots if zig-zagging. i have never seen a ship moving at 5 (no z/z) 4,3,2 or 1 knot. I have only had one that the engine got shut down (several that shot off prop), seems damage model ignores drive shafts/rudder cables/boilers. if a drive shaft gets even slightly bent, it could shake the ship apart, at least lowering it's drive speed. if ship sinks to where bridge is just above water, i would expect the boiler to have been put out. trying to push a ship that is getting heaver with water and holes that are adding friction, well seems it would be rather hard. if a ship's construction has been compromised, especially the keel, if one tries to push the ship with the prop, the ship's will collapse.

the silly'st thing a have seen is a ship, bow underwater, doing 7 knots. the prop would had forced it under, that is, with the stern in the air, the prop didn't cavitated so badly, it got any push at all.

even with all my whining, i still say the mods are very neat and appladed the authors (standing ovation), just can't please everyone.
2cents

Arclight
04-20-09, 04:06 PM
I don't get it. Even a half decent hit to the engine room always brings ships to a stop for me. You people sure you're using the latest version + patch and didn't screw up the install order or something? It just goes against all my experiences with RFB. :-?

CapZap1970
04-20-09, 09:53 PM
Hi:
I would like to ask what do I need to do in order to restore the color contacts and tails. I like using RFB very much, but the only thing I would like to change is that. Any tips will be welcome.
Thanks in advance for your help :up:
CapZap

Mav87th
04-20-09, 10:18 PM
Yes - Very sure Arclight.
RFB 1.52 102408
RFB 1.42 patch 18Jan09
RSRDC 1.52 V420
RSRDC V420 patch2

Perhaps its just one or two specific shiptypes that has a problem, Nagara Maru being one of them?

Arclight
04-21-09, 01:49 AM
Could it be magnetic triggers perhaps? These things are terribly unreliable; if they detonate too far away from the target, damage is going to be minimal at best. Not sure you use them, but DaveR mentioned using them.

They were ordered disabled in RL; I strongly suggest anyone playing RFB to do the same.

Mav87th
04-21-09, 12:22 PM
Not used by this seasoned skipper as well :arrgh!:

Just to test it off i tried to roll back on my saves in the campaign and replay the torpedoing. I now have a situation saved where the Nagara Maru has received 3 torpedohits prior to the save. Its dead in the water, but not sitting low yet.

Im 500 yards of its port side with an easy setup.

Repetable times i have tried to put 4 torpedoes into the Maru (the opposite side then the first attack) and neither of the attacks had the Maru sunk after 4 hours. The nearest was the Maru sitting in water to over the decks 5 hours after the last 4 (of a total of 7) torpedoes.

Regio Sommergibile
04-21-09, 01:07 PM
Is it possible to play a campaign with the T class submarine by Keltos ??

DaveR
04-21-09, 01:23 PM
arclight: when i first started, i never used mag triggers and at the first part of the campaign, i was running into only smalll and medium freighters.
ALL of the freighters sank with ONE torp (with in 2 to '6' hours as i recall). the normal trend was 'dud','dud' 'boom' (and a -few- misses). So on this medium freighter, i decided to try mag triggering and was pleased and surprised when a 3 torp (well) aimed spread went 'boom' 'boom' 'boom'. so i was really surprized when this thing didn't sink. i took pictures of the damage tiles, all were directly under the ship. one in the rear, i think, should have taken out the drive shaft. one under the funnel, i think, should have taken out the boilers. i also think, that all 3 should have compromised the keel, i.e. that ship should have gone no where but down.

all the other ships i mentioned were with contact triggers. i went on several successfull patrols using mag trigger (with only 2 or 3 premies'). then for historcal sakes, went back to contact.

i mentioned that 2 torps hitting in the same place (and was where a prevous torp had hit), because, if i understand what was said in the rfb manual, once a compartment is flooded/damge, hitting it again would do no more flooding/damge. I was wondering, if this isn't what mav- was seeing. i would think, 3 torps in the same place, would tear the ship in two.

LukeFF
04-21-09, 02:41 PM
I'll test the Nagara Maru again to check all is right. 3 torpedoes should be all that's required to sink this particular ship.

Arclight
04-21-09, 02:45 PM
I believe you when you say you ran into something that just doesn't want to sink. There's after all a fair degree of randomness programmed into the mod; sometimes 1 hit sends the ship skyhigh while at other times it doesn't seem to have much impact at all.

Ehm... well this is what it boils down to really: IMHO the problems being pointed out are either features or no fault of the mod. Let me pick it apart a bit:

i'll add to this; every once and awhile i have ran into a split medium, that doesn't seem to want to sink. i put three torps, bow, mid, rear, all were mag detect, all blew under the ship, it settled in the water and still took off a 7 knots. after 6 hours of chasing it all over the place, put two more torps and it finally sank.
I still think mag trigger is the culprit here. Even without it, it's possible for a ship to survive 3 hits. 2 more put it under. I see no problem here.
another unarmed frght, put one in bow, one aft, that disabled it. i was out of torps, i circled the damn thing and put 80 4" rounds into the thing, at least half below water line. after 15 game hours, i gave up at left, it never sank.2 hits and disabled, good. Circled and 40 shells below waterline? First of all, concentrate fire on a compartment untill it shows signs of sinking (10 to 20 shells below waterline), then move to next compartment. Hitting the ship on the other side will only balance it out again. Spreading your fire all over is inefective.
another split medium (i think), another 3 torp spread. start following that one and after one game hour, the breakup song started. that went on for another '8' game hours when it finally sunk. at this point, i tried webster's 1.25 torp and although i agree that it is most likely it is an over kill, it's better than sitting around waiting for something to sink.Breakup song doesn't really mean anything. Efforts were made to delay the "ship sunk" message as long as possible. As a result, I think it's possible to hear this song prematurely.
until last weekend. i managed to get 3 torps on another split medium before being chased off by escorts. seconds after the 3rd torp hit, i heard breakup song start. i followed the group, that ship settled with bow and stern just sticking out of the water, but it was still doing 7 knots. 15 hours later and 3 torps left, i started another attack run, the breakup song played the entire time. i used one torp and 6 hours later, it still didn't sink. being rather pissed i reload and tried again. i fired all 3 torps, went outside to watch. 2 torps followed each other into the mid section, the other just missed. again, 6 game hours later, still afloat, still 7 knots.
reloaded again and carefully fired 2 spaced torps, but was chased off before firing rear tube. i watched external view and the torps hit just behing the bow and the other just in front of bridge, it finally went down.IMHO excellent example of the random factor as programmed by the team. Feature, not problem.
on the flip side, i had sunk a light cruiser and heavy cruiser (before x1.25), both with 3 torps, both blew up and sank immediately (was also awarded cmh, which i thought was stupid). then couple weeks ago fired a 6 torp spread at an escort carrier, only 2 hit. about 5 seconds after 2nd impact, there was a huge explosion and it went down immediately. (also, got message 'torp missed,.. torp missed,.. torp impact,.. torp missed', which start another chase story.)
Makes sense, as far as I know none of the warships were altered by the mod.
all injured ship's run off at ether 7 knots or 6/5 knots if zig-zagging. i have never seen a ship moving at 5 (no z/z) 4,3,2 or 1 knot. I have only had one that the engine got shut down (several that shot off prop), seems damage model ignores drive shafts/rudder cables/boilers. if a drive shaft gets even slightly bent, it could shake the ship apart, at least lowering it's drive speed.A ship in distress moves of at full steam, which will likely result in similar speeds for all ships. RFB team took great effort in simulating boiler damage to bring a ship to a halt. You note that this indeed works. Damage model does not ignore drive shaft/rudder cable; these parts are simply not part of the models in-game at all. Not a fault of the mod, but a limitation of the engine/modeling. Perhaps it can be a part of the mod in the future, but it will cost a vast amount of effort, if possible at all.
if ship sinks to where bridge is just above water, i would expect the boiler to have been put out. trying to push a ship that is getting heaver with water and holes that are adding friction, well seems it would be rather hard. if a ship's construction has been compromised, especially the keel, if one tries to push the ship with the prop, the ship's will collapse.
You talk about friction, but the game engine does not include any modeling of hydrodynamics, nor structural damage. Not a limitation of the mod. Damage over time is another impossibility.
the silly'st thing a have seen is a ship, bow underwater, doing 7 knots. the prop would had forced it under, that is, with the stern in the air, the prop didn't cavitated so badly, it got any push at all.Again, hydrodynamics are not part of the engine.



I hope it gives a bit of insight into why "compromising the keel" or hitting the same spot multiple times to "tear the ship in two" are not valid arguments in this matter.

Sorry if I come across a bit blunt, I'm really tired. :dead:

Mav87th
04-21-09, 02:45 PM
DaveR - no. I spread out the 4 torpedoes all along the ship - with 4 visible holes in the ship after the impacts. (note that the 3 impact holes from the previous 3 hits prior to the save of the campaign are not visible when the campaign is loaded)

LukeFF
04-21-09, 02:51 PM
Just some points here:


Ships will come to a stop once a certain amount of the deck is under water.
Propeller shaft and rudder damage is indeed a part of the damage model.
As has been pointed out, the damage model does not cover any warship at this time. We are working on and testing the warships right now (currently all the Japanese DDs have been re-worked for the new damage model). From there we will work up to cruisers, then carriers, then the battleships.

bertle
04-21-09, 02:57 PM
new to the mod and need something clearing up

I turned manual targetting off because it's not my cup of tea while I enjoy realism in most other areas but I intercepted a small japanese convoy and after hitting the lead ship with two torpedoes I began to have trouble. The target speed indicator became locked at 17 no matter if I was aiming at a stationary target, a slow target or a fast target. I thought i'd pressed the position tracker button accidently but no. Nothing I could do would get rid of the speed value of 17. This made all my auto targetted torpedoes go off target (unless shooting at something going 17kts I guess)

it's fine if that's just how things are supposed to be and I have to enter the speed myself but I just wanted to know if this was intentional or not or if i've missed something simple

Brenjen
04-22-09, 09:57 AM
I had the exact same problem, the auto targeting doesn't work correctly & makes the mod buggy.....keep using it & you'll see a few more things.

I like manual targeting but I'm still trying to learn it & the auto targeting helps me to see what I'm doing wrong so I use it here & there & then I use manual targeting for a while.

My 2 cents is that if you need to use auto targeting to get a hit you should either -

A: hunt in the harbors using manual targeting like I do (stationary targets are easy to line up & I'm better at evasion than aiming)

or

B: try using a combination of the other mods that gives you the same look & feel as this one but allows the auto targeting to work correctly

All that said; using the RFB & RSRDC mods are a joy to look at & play - thanks for all the hard work folks.

DaveR
04-22-09, 12:23 PM
arc: no problem being blunt, thanks for the explainations. thought alot of this was probably sh4 engine problem, just whinning.

the 80 rounds freighter, forgot to mention that i had concentrated on the rear of the ship, until it looked like swiss cheese, then start working on other area's. as near as i could tell, the ship never sank any more from the point i started shooting it with cannon.

i think i have seen at least 2, if not more, of the sinktothebridge freighters and they were always doing 7 knots.

not sure what you mean by random, but sorry, i do not see it as a feature.

do you know? i was a big fan of sh1, (designed a plotting board to try radar plots); in the captains cabin, in the log or something, it had sun rise/set and moon rise/set/phase. miss that a whole lot. started a saved game and the moon came up full, where as the game's night before, i thought, was half. is moon phase random?

i can be a critical pia, but i'll say it again, rfb team is doing a very great awesome job.

edit: reread luke's post. yea, now remember, team did state that warship modeling was in next.

Arclight
04-22-09, 03:13 PM
With the random I mean torpedo damage can vary a bit. Results in sometimes needing more torpedoes then you would expect. I must admit I never had any luck with the DG either, feels like a pee-shooter.

Ships doing 7kts while decks are submerged is just not something that can be fixed (as far as I know). Don't forget it's all just the SH3 engine with some polished graphics; it's 4 to 5 years old. Pretty much ancient in computer terms.

Not sure about moon phases, but I think I read that the stars are actually accurate enough for some old-school navigation. :hmmm:

Regio Sommergibile
04-22-09, 03:47 PM
I know i may come inadeguate, in particular because of the main target of this mod but may i suggest somekind of graphic improvement addition ?? Smth like W_clear's waterworks, a better base skin work for subs, dunno... too much out of topic ?

Btw today i experienced a dud torpedo in circle run aside my sub...it was great, also for the suspence because i didin't know you added it!
:up:

lurker_hlb3
04-22-09, 06:16 PM
new to the mod and need something clearing up

I turned manual targetting off because it's not my cup of tea while I enjoy realism in most other areas but I intercepted a small japanese convoy and after hitting the lead ship with two torpedoes I began to have trouble. The target speed indicator became locked at 17 no matter if I was aiming at a stationary target, a slow target or a fast target. I thought i'd pressed the position tracker button accidently but no. Nothing I could do would get rid of the speed value of 17. This made all my auto targetted torpedoes go off target (unless shooting at something going 17kts I guess)

it's fine if that's just how things are supposed to be and I have to enter the speed myself but I just wanted to know if this was intentional or not or if i've missed something simple


1. You need to read the "NYGM Submarine Visual Sensor" section in the "User Manual"

2. This from a post I made in another format that may help you

I noted the following issues with periscope “autolock” that I would like to pass along.

During testing of OM I ran it a situation where the system no longer “visual detected” the surface contact. Executed an “autolock” (which lasted about 5 seconds), fired my torpedoes, and hit the target in one of the engineering spaces and the ships began to slow. When I generated a “new” autolock, I noted that the system continued to generate the original detected speed of 10kts vice the approximate speed of 2 knots that the contact was now moving at. This incorrect speed now creates an incorrect firing solution causing the torpedo to miss. Addition controlled testing has confirmed these findings.

Since RFBv152 Patch 111608 has the “Captain level” version of the NYGM Submarine Visual Sensor Mod, any one that is uses “autolock” to generate a firing solution on a target that’s has been hit and lost speed or changed speed “will” get an incorrect firing solutions and miss the target

Regio Sommergibile
04-22-09, 06:38 PM
Possible solutions not to attend submarine training ? :D

I experienced the same issue encountering a Jap task force.
The leading Kuma was hit 4 times quite at the same time but i shot all the torps together even if for every torp couple i had to relock...

vanjast
04-22-09, 07:46 PM
Not sure about moon phases, but I think I read that the stars are actually accurate enough for some old-school navigation. :hmmm:
Moon phases are not right .. at last known intel
Stars are accurate, but seasonal variance (time of year) accuracy is unkown at the moment.
:D

LukeFF
04-23-09, 12:01 AM
I know i may come inadeguate, in particular because of the main target of this mod but may i suggest somekind of graphic improvement addition ?? Smth like W_clear's waterworks, a better base skin work for subs, dunno... too much out of topic ?

RFB features all of FooFighter's best work on the American submarine skins, and IMO they are far and way the best skins available for the game right now.

As for adding some more of W_Clear's work, I'm waiting on that for the moment. We're focusing more on game play issues and features right now and not so much on graphics enhancements (though I have implemented Hitman's awesome new optics work for the TBT and the deck gun :up:).

Chaoic16
04-24-09, 03:17 PM
I am EXTRELMEY FRUSTATED with TDC using this mod, along with RSRDC v420 and patch2A, plus OpsMorsun V700 and OM V700 Patch 3. I tried successful using TDC like I learned in normal Sh4 but these (BLEEPING) torpedo kept missing, missing, and MISSING the (bleeping) Mogmai no matter how accuracy I put range, AOB, and speed.

I alway was so successful in normal Sh4, but torpedo ALWAY act weird and kept missing ship by bloody large margin! (by going past them from rear).

Ok i am done reanting, I apologize if I sound harsh, but I had to take this out of my chest after being extremely frustated with this mod, even though I LOVE this mod, but I have never successfully use TDC yet.

its like if this mod changed whole thing, therefore making my TDC even harder to learn.

However, I am SURE that one of you are very skileld using TDC with this wonderful megamod, can one of you please give me an advice on improvign my TDC?

What I usually do is, bring maunal book up, match the ship, while switching the speed of front torpedo to high.

Then I use map to pin where ship is heading to (why does ship icon is changed to big dot on map?), using compass to make a line where ship are heading (making a line) where it would reach to where my 0 degree heading is.. therefore finding the angle between moving ship line to mine.

For example lets say, Mogmai were moving about 100 degree (AOB). Then I would go and use range measure by touching the bottom of ghost image of ship itself on a very top of ship object to determine the range. Then I input AOB (100 degree), then range again (for determining the speed of ship).

Then that is when I switch to speed measure by clicking on icon and it gave me 6 knots, then I upload into TDC. and I fired torpedo. In SH4, I most of time, hit ship with that method, but in RFB, I miss ship more than 95 percent of time...........!?!??!??

So any advice from any of you will be truly appericated, so that way I wont lost my hair at this rate after pulling my hair when kept missing ship with torpedo tooo many times.

:damn:


Chaoic out...

Arclight
04-24-09, 03:40 PM
First of all, the way you measure range is changed. I think for warships, you should measure the top of the stack. Even then there's still an error margin, like it was for real (ONI manuals where not always 100% accurate). This is all in the manual.

Second... are you opening torpedo doors before firing? :D

dejectedarr
04-24-09, 04:05 PM
Hey all,

Very new to the SH4 community, have just been playing for about a week or so.

I downloaded this mod first because I like what I was hearing and read, so it's the only thing I have with my game.

I tried loading my current saved game but it kept crashing (I was on a mission out at sea in my Gato sub it's March 1943).

So I tried loading up my save while still at base. Did that Ok, but when I was checking my sub out, I noticed that I only had my main gun. There wasn't even an option for an AA gun on the sub. Weirder still was that my crew selection screen still had my two crewman in the AA gun slots. When I went out to sea, sure enough no AA gun on the boat. But I can still select the AA gun tab and have those options available. I cannot hit the F key to go to the gun though.

Started a new Campaign over again in 1941 and had the AA gun on that sub. So my question is, do I just need to start over with a new campaign with this mod?

I've tried unloading and reloading. Even deleted the MOD files and downloaded the mod again but keep getting the same results.

Thanks!

Peto
04-24-09, 04:29 PM
Hey all,

Very new to the SH4 community, have just been playing for about a week or so.

I downloaded this mod first because I like what I was hearing and read, so it's the only thing I have with my game.

I tried loading my current saved game but it kept crashing (I was on a mission out at sea in my Gato sub it's March 1943).

So I tried loading up my save while still at base. Did that Ok, but when I was checking my sub out, I noticed that I only had my main gun. There wasn't even an option for an AA gun on the sub. Weirder still was that my crew selection screen still had my two crewman in the AA gun slots. When I went out to sea, sure enough no AA gun on the boat. But I can still select the AA gun tab and have those options available. I cannot hit the F key to go to the gun though.

Started a new Campaign over again in 1941 and had the AA gun on that sub. So my question is, do I just need to start over with a new campaign with this mod?

I've tried unloading and reloading. Even deleted the MOD files and downloaded the mod again but keep getting the same results.

Thanks!

:hmmm: You may have to I'm afraid... It sounds like for some reason your saved file is corrupted. It does happen sometimes (although it isn't something to do with any particular mods per se). Going forward, keep at least 2 saves per boat (I do). And pay special attention to what your situation was when you saved (Time Compression? Submerged? What screen were you on? etc.) I always save from the navigation screen at 1X time compression, surfaced and not near any ships--Allied or Axis.

Welcome to SH4 and RFB!!! Hope you enjoy your sailing (and evading ;))!!!

Peto

Arclight
04-24-09, 04:32 PM
As far as I know, yes, you need to start a new career. Pretty extensive changes are made by this mod. I think you'll find that answer in the manual as well. :hmmm:

* got beaten to it. :D

dejectedarr
04-24-09, 04:38 PM
Thanks for the replies! Will get that new career going then :D

Chaoic16
04-24-09, 05:37 PM
I found out what was wrong, my firing solution are fixed. Its becuase how you determine the range of different ships is different in RFB, compared to normal SH4.

I was measuring warship by their mast instead of their highest funnel which was what I was not supposed to do in RFB mod. And I am able to hit mogami 3 times in row without missnig and that felt good!

:yeah:

And oh by thew ay, E X C E L L E N T job with RFB, im loving this megamod so far, along with other megamods, and I want to express my big thank to whoever made this megamod (RFB)!

:salute:


Chaoic out...

Fragtzack
04-24-09, 08:40 PM
Anyone figured out how to disable Pacific Environments?

The water, sand and some sky just looks terrible on my system. I had someone walk by my monitor that doesn't even play games comment on how bad the water looked.

I tried hacking up RFB to remove the environment stuff before the install of RFB, but the end result is that while the water now looks good (stock), some other things look very odd such as the water reflecting on the black sub hull and a huge sun.

Would really like to try RFB (This is the second attempt now), but the RFB graphics from Pacific Environements is a show stopper. I wonder with such a large super mod with so many people involved if there was any voting on the artistic bent here.

I know my post is not the first where people didn't care for the looks of Pacific Environments, but I didn't see any posts where folks had any success decoupling Pacific Environments from RFB.

Searching for a way to remove Pacific Environments from the latest RFB. Thank you.

LukeFF
04-25-09, 11:18 PM
I found out what was wrong, my firing solution are fixed. Its becuase how you determine the range of different ships is different in RFB, compared to normal SH4.

I was measuring warship by their mast instead of their highest funnel which was what I was not supposed to do in RFB mod. And I am able to hit mogami 3 times in row without missnig and that felt good!

:yeah:

And oh by thew ay, E X C E L L E N T job with RFB, im loving this megamod so far, along with other megamods, and I want to express my big thank to whoever made this megamod (RFB)!

Glad you are liking it! RFB is a team effort by various modders, who contribute to the mod in whatever way they feel like contributing. I like to think of RFB as an "open-source" mod - people are free to add features to the mod as they please, and no one is required to work on certain things. Me, I'm just the conductor who puts the package altogether and helps make sure everything is working right (though I do contribute my share of mod work as well).

Just a little hint in case you forget what part of the ship to use when measuring range: the check box on the recognition manual has a tooltip that lets you know what reference point to use. For now, just remember:


Merchants: top of highest mast
Aircraft carriers: flight deck
All other warships: top of highest funnel

Fish40
04-26-09, 03:57 AM
Anyone figured out how to disable Pacific Environments?

The water, sand and some sky just looks terrible on my system. I had someone walk by my monitor that doesn't even play games comment on how bad the water looked.

I tried hacking up RFB to remove the environment stuff before the install of RFB, but the end result is that while the water now looks good (stock), some other things look very odd such as the water reflecting on the black sub hull and a huge sun.

Would really like to try RFB (This is the second attempt now), but the RFB graphics from Pacific Environements is a show stopper. I wonder with such a large super mod with so many people involved if there was any voting on the artistic bent here.

I know my post is not the first where people didn't care for the looks of Pacific Environments, but I didn't see any posts where folks had any success decoupling Pacific Environments from RFB.

Searching for a way to remove Pacific Environments from the latest RFB. Thank you.


I can't understand that bro. The environment mod incorporated into RFB (Kriller's and W Clear's work) is one of the highlites of the mod. I would check all your graphics settings and drivers, to be sure something isn't amiss in that department.

I'm running the game on a fairly old system, and the other day my wife happened to walk past my monitor during one of those classic Real Environment sunrises, stopped in her tracks, and commented how gorgeous it looked! Check your settings, drivers, ect..

Peto
04-26-09, 03:38 PM
Me, I'm just the conductor who puts the package altogether and helps make sure everything is working right (though I do contribute my share of mod work as well).

That is an extreme example of understatement :03:!!!

WalterJConklin
04-26-09, 06:04 PM
Hi, I am sorry if this issue has been mentioned before. I did quickly scan the forum for answers but did not find any relevant information.


I am currently new to SH4 and computer submarine warfare in general and am therefore learning how to operate a simulated sub. When I select the artilitary school missions, I cannot get the gun to load, even though I click on the gun shells. However, when I manually click on the guns during other missions, I can get the gun to load and I can shoot with the gun. I would appreciate your help to resolve the aforementioned issue. Thank you for your help.

I have RFB v1.4 installed, as I do not have as of this writing the SH4.5 upgrade.

Walter

Sincerely,
Walter

LukeFF
04-26-09, 10:10 PM
That is an extreme example of understatement :03:!!!

I aim to remain humble. :cool: The real pioneers of RFB are people like Observer, Der Teddy Bär, and Skwas, without whom the mod wouldn't exist in its current form.

Mav87th
04-28-09, 05:57 PM
I'll test the Nagara Maru again to check all is right. 3 torpedoes should be all that's required to sink this particular ship.


Anything yet LukeFF ?

When i have a mission made with ONE of the Nagara Maru's and ONE submarine i can put 6 well placed torpedoes into him and he just dont sink. I then turn the boat and put 4 torpedoes into him again and let 5 hours pass, still not sunk below decks awash and no kill message.

For the record - no duds, prematures, underruns or pistol faults in the 10 impacts - as non of them were set to underrun the target or explode on proximity; all were set to contact only.

XonE:32
04-28-09, 11:07 PM
Sorry, sorry, excuse me, sorry... noob question comin' up.

First off - Luvin' RFB1.52 with RSDC so thanks to all for their efforts. Mastered SH3, but then took a looong break from subs and just got into SH4 a cpl O' weeks ago and to boot haven't played the vanilla version.

Started off with RFB 1.52 + RSRD.
I HAVE rtfm on RFB and thanks for puttin' it together. It answered most of my questions except this one and I did search but couldn't find the answer.

Just need a quick clarification on "rig for depth charge".

Ok so I get it's a manual thing (e.g. moving dudes from certain crew slots to others). But I must be dim as I found what's written in the manual a smidge unclear. Or my sub crew is misconfigured.

From the manual:

1)Never station crew on external parts of the ship.
Main Deck Watch
Deck Gun
AA Gun

That's completely clear and unambiguous so no issues there.

2)Never fill the last, empty, crew member slot in the conning tower.

Slightly unclear for me. Is "...the last, empty, crew member slot in the conning tower," the third slot from the left as I assume it to be??

3)"Prior to any attack on the submerged/submerging sub the player must manually Rig Ship For Depth Charge! Rigging the ship for depth charge involves the following player actions:
1. Move the OOD from each Deck Watch section to the empty crew slot in the conning tower. For Example, the 1st watch section OOD should move to the 1st watch section slot in the conning tower."

Ok it's self explanatory I know, but I guess I'm confused because this must mean I'v got my sub conning tower guys misconfugured?

You see, I've always got two guys in each watch of the conning tower. One in the First slot (furthest to the left of the 3 slots) and one in the middle slot. So if I move my OOD's to the first slot I have no where to put my conning tower guys. In addition to that, my OOD's for the watch crew are not trained well for electrical and mechanical as they're watch guys so my conning tower efficiency rating goes way down?

The other steps of moving the remaing watch crew to Hogan's Alley and making sure there's no one in the AA or Deck Gun slots is also completely clear and unambiguous so no issues there either.

If someone could post a pic of their crew sheet while "Rigged for Depth Charge" that'd be nifty.

Do you guys put around while submerged and being DC'd with your watch crew OOD's in the first slot of the conning tower??:o

LukeFF
04-28-09, 11:41 PM
Anything yet LukeFF ?

Not yet. I've been working on other things for the mod at the moment.

LukeFF
04-28-09, 11:47 PM
2)Never fill the last, empty, crew member slot in the conning tower.

Slightly unclear for me. Is "...the last, empty, crew member slot in the conning tower," the third slot from the left as I assume it to be??

What it means is that, prior to a patrol, don't fill up those three empty slots in the conning tower, because they will be needed for the officers from the bridge watch.

From left to right, the slots for each conning tower watch are as follows:

Sonar > Radar/Radioman > Bridge Watch Officer

Also, it is configured so that the third slot in the conning tower has the same leadership bonus as the first slot of the bridge watch (since it is occupied by the Officer of the Deck and thus, the officer in charge of the entire crew at that time). Because of this, this third slot in the conning tower should always be occupied by an officer when the boat is submerged and under threat of a depth charge attack.

LukeFF
04-29-09, 12:10 AM
Anything yet LukeFF ?

Alright, I ran a test. Two well-placed Mark 14s sank a Nagara within 20 minutes for me. :hmmm:

XonE:32
04-29-09, 02:36 AM
What it means is that, prior to a patrol, don't fill up those three empty slots in the conning tower, because they will be needed for the officers from the bridge watch.

From left to right, the slots for each conning tower watch are as follows:

Sonar > Radar/Radioman > Bridge Watch Officer

Also, it is configured so that the third slot in the conning tower has the same leadership bonus as the first slot of the bridge watch (since it is occupied by the Officer of the Deck and thus, the officer in charge of the entire crew at that time). Because of this, this third slot in the conning tower should always be occupied by an officer when the boat is submerged and under threat of a depth charge attack.

That response was not only expeditious Luke, it's superfabulastic. It not only clarifies everything, it provided me with info I was not even aware of (i.e. the conning tower slot arrangement). If I missed that in the manual, my apologies.

Thank You

LukeFF
04-29-09, 04:48 PM
That response was not only expeditious Luke, it's superfabulastic. It not only clarifies everything, it provided me with info I was not even aware of (i.e. the conning tower slot arrangement). If I missed that in the manual, my apologies.

No, you read it right, but the wording of that section needs to be made more clear for the next release.

Mav87th
04-30-09, 02:25 PM
Ill be damnd - thnx Luke

Apparently something wrong with my install.

i dont have anything that should apply to this ship appart from the patch to RSRDC

MODS\RFB_v1.52_Patch_18Jan09\Data\Sea\NKLCS_Nagara

That changes 4 files of RFB

NKLCS_Nagara.dat
NKLCS_Nagara.sim
NKLCS_Nagara.sns
NKLCS_Nagara.zon

The RFB and RSRDC mods have been installed in this order - please verify this is correct.

RFB v1.52_102408
RFB v1.52_Patch 18Jan09
RSRDC RFBv15_V420
RSRDC_V420_Patch2

EDIT EDIT EDIT EDIT

ok i might be on to something

Websters Ship Maneuvering Fix is installed after the above mods. And it has a different Nagara Maru .sim file where at least the mass value are very different from the 0,0 in RFB. Ill try to remove this mod and try it out again....

Could be problematic for more then just me i guess..

LukeFF
04-30-09, 04:39 PM
Ill be damnd - thnx Luke

Apparently something wrong with my install.

i dont have anything that should apply to this ship appart from the patch to RSRDC

MODS\RFB_v1.52_Patch_18Jan09\Data\Sea\NKLCS_Nagara

That changes 4 files of RFB

NKLCS_Nagara.dat
NKLCS_Nagara.sim
NKLCS_Nagara.sns
NKLCS_Nagara.zon

The RFB and RSRDC mods have been installed in this order - please verify this is correct.

RFB v1.52_102408
RFB v1.52_Patch 18Jan09
RSRDC RFBv15_V420
RSRDC_V420_Patch2

EDIT EDIT EDIT EDIT

ok i might be on to something

Websters Ship Maneuvering Fix is installed after the above mods. And it has a different Nagara Maru .sim file where at least the mass value are very different from the 0,0 in RFB. Ill try to remove this mod and try it out again....

Could be problematic for more then just me i guess..

Two things here:


RFB 1.52 is now just one file. I'd recommend downloading the new file and replacing the two you have installed now. No patches to the mod are needed at this time.
Webster's mod absolutely will cause problems with RFB's ship damage modeling. However, we are working on our own maneuvering mod, so if you can wait a while, you'll have your ship maneuvering and acceleration fix. :yep:

Psychocandy
05-03-09, 06:00 PM
Has the AI been tweaked much in this modification?

I'm asking as I'm running into some difficulty attacking an American task force in my Type IX. It's a while since I played SH3 (with GWX) but I don't remember having this much difficulty approaching a convoy. I think I need a little help...

Maybe I'm underestimating the AI sonar operators, but they seem to spot me from far too far out. I'm trying to approach a convoy of battleships, but I can't seem to get into position for a shot before being spotted. The convoy is being led by a destoyer and screened on the flanks a few km out by a couple more, with another (I think) at the back.

I placed myself in the convoy's path then dived to periscope depth when they were about 10km away. I set myself up so that I was 1500m left of the lead destroyer's path, and well out of range of the destroyers screening the convoy. Then, when the lead destroyer was still over 3500m away, it started flashing its lights and the whole convoy began evasive manoeuvres! The lead destroyer (and its friends) headed straight for me - then it was watery death.

My intention was to try and move around their field of detection, but I don't think I know what that is now!

I'm trying to remember the range of the sonars in SH3 GWX; I think it was a 1500m - 2000m crescent around the front and sides of the ship - isn't this still the same? These guys on SH4 with RFB seem to be detecting me from very far out. :(

Can anyone help, or at least just provide me with the rough detection ranges of American destroyers mid to late war?

vanjast
05-04-09, 12:50 AM
If you listen to the escorts, a lot of them intermittently switch off their engines to passively listen for subs (they don't have active sonar - the 1500-2000m crescent thing), so if you're going hell for leather under water they're going to hear you. If you keep your scope up for too long in good weather - bingo!

You have to get into firing postion in front, facing directly the convoy (gives less cross-sectional area for active sonar) and sit tight at ~300 ft. As the 1st merchant/escort passes, head up to scope depth (takes ages) and turn 90 degrees to convoy, or keep it straight to fire at a gyro angle=90.

Once you fired your torps back to max depth, and move away from your firing position (tell-tale torp wake), and continue through the back of the convoy @ 1 Knot.
Worked every time for me.
:up:

Peto
05-04-09, 07:16 AM
Has the AI been tweaked much in this modification?

I'm asking as I'm running into some difficulty attacking an American task force in my Type IX. It's a while since I played SH3 (with GWX) but I don't remember having this much difficulty approaching a convoy. I think I need a little help...

Maybe I'm underestimating the AI sonar operators, but they seem to spot me from far too far out. I'm trying to approach a convoy of battleships, but I can't seem to get into position for a shot before being spotted. The convoy is being led by a destoyer and screened on the flanks a few km out by a couple more, with another (I think) at the back.

I placed myself in the convoy's path then dived to periscope depth when they were about 10km away. I set myself up so that I was 1500m left of the lead destroyer's path, and well out of range of the destroyers screening the convoy. Then, when the lead destroyer was still over 3500m away, it started flashing its lights and the whole convoy began evasive manoeuvres! The lead destroyer (and its friends) headed straight for me - then it was watery death.

My intention was to try and move around their field of detection, but I don't think I know what that is now!

I'm trying to remember the range of the sonars in SH3 GWX; I think it was a 1500m - 2000m crescent around the front and sides of the ship - isn't this still the same? These guys on SH4 with RFB seem to be detecting me from very far out. :(

Can anyone help, or at least just provide me with the rough detection ranges of American destroyers mid to late war?

Mid to Late Allied sonar is nasty. A maximum range of under 2000 yds is very consevative for active sonar systems even at the beginning of the war. It was more like 2500 dependant on weather and operator ability.

The period you're speaking of is worse--in a couple of ways. Max Active range isn't really increased--in fact--later Allied active systems had a shorter range than earlier systems. Type 147 (spring '43) is known to be the deadliest because of it's look down capability and could be used in conjunction with Hedge Hog and Squid. Yet it's range was only about 1100 Yards. Escorts equipped with 147 typically had another system as well (144A for example) which could still reach out to the 2500 yard area. Systems with Q Apparatus actually had less range when using the look-down capability (about half).

Passive systems do get nastier but I actually decreased their range in RFB as I found them to be rediculously nasty and too sensitive. Weather plays a huge role in detection (what was the wind condition?) and crew quality is also extremely important regarding the range of detection. The 3500 meter detection range you mention seems too far even in good weather--unless I'm missing a detail. Scope up for how long? Silent Running? The more details you can give makes it easier to formulate a good response.

I'd like a couple more details as I've been looking for some feed-back on how these systems are working. Bring it on!

:yeah:

XonE:32
05-04-09, 12:09 PM
Mid to Late Allied sonar is nasty.

Heh, one of the only surveys I've ever answered in my life was Neal's from a cpl o' days ago. With the question "Which do you like better" with regard to SH3 or SH4. The ASW of SH3 definitely came to mind. Although the Japanese ASW kinda sucked during the war and in SH3 it was more of a challenge, SH4 presents a whole set of different challenges that I enjoy. (patrol distance and fuel consumption to name one). I of course copped out and answered with the "both" option.;)

I do have a couple questions and I THINK they're RFB related, but I just don't know. I keep blabbin' this preamble below with every post I make:yawn:, ...but the simple fact is I've had SH4 since it came out, but never installed it untill a cpl o weeks ago and immediately bought 1.5 and then proceeded to throw on mods. Bottom line... I've neer played stock SH4.

1)WCA Passive Range?
This is sonar related, but from the Fleet Boat side. When I aquire a contact in SH4 that's strong enough to illuminate the green light, but I can't hear anything on the phones... What's the largest size circle I should be drawing round my boat? 10, 15, 20 miles?

The WCA sonar listed in the boat sensors page says it has a passive range of 8500yds. I've been playin' SH4 w/RFB1.52 long enough now and that value seems ...conservative? In SH3 I knew the ranges of my u-boat's sonar. When I had a contact on the edge of it's range I used the compass to draw a circle round my boat as a rough reminder to me that the contact was within said area.

2)Collision Damage?
As I get comfy with the TDC in SH4 and I enjoy the scenery, I've been playin with the camera on. I'm weak willed so it has prevented me from dying as it's easy to avoid DC's when you can see where they are going. On two occasions I did take damage from a DD, but it was due to being rammed as I was calculating a shot. I thought it very cool, but I was a little disappointed at the amount of damage I took.

EDIT: oops, forgot to add I was at periscope depth when rammed in case it's relevant. Pease don't ask me why my stupid sig is appearing twice in this post, I'm as befuddled as you.:-?

-Periscope shears slightly damaged,
-AA gun slightly damaged,
-Radio antenna very damaged.

Is this too difficult to mod (i.e. is it hard coded)? From what little I've read there where quite a few instances of the Allies ramming U-boats in the Atlantic Campaign and the damage was usually significant to both vessels, but much more so for the U-boat. I'd love to see them (the DDs) take a bit of damage, but I've seem them running into each other by accident and then steaming away quite happily lol. I assumed it was just something you couldn't mod very well due to UBI. Just curious.

Regards,

XonE:32



Current Mods
http://i5.photobucket.com/albums/y189/xone32/SHIV/th_CurrentMods.png (http://s5.photobucket.com/albums/y189/xone32/SHIV/?action=view&current=CurrentMods.png)

LukeFF
05-04-09, 07:37 PM
The WCA sonar listed in the boat sensors page says it has a passive range of 8500yds. I've been playin' SH4 w/RFB1.52 long enough now and that value seems ...conservative? In SH3 I knew the ranges of my u-boat's sonar. When I had a contact on the edge of it's range I used the compass to draw a circle round my boat as a rough reminder to me that the contact was within said area.

That's the correct passive range for WCA. Of course, targets were picked up at longer ranges than that, but on the whole, from reading a variety of sources (Norman Friedman's book, the patrol reports, to name a few), 8500 yards was the median range at which targets were picked up. You need to remember that WCA was designed to pick up supersonic frequencies; these sounds travel a lot less distance than sonic frequencies. More on this here:

Sound in Water (http://www.hnsa.org/doc/fleetsub/sonar/chap3.htm#3A)

JP sonar, on the other hand, is a sonic listening device.

Lastly, keep in mind the submarine's sound detection model in SH3 and SH4 is very simple and doesn't take into account things like salinity, water temperature, currents, and thermal layers (this last facet, while in the game, affects only the AI's sonar). That's why I've chosen the numbers you see in RFB.

2)Collision Damage?
As I get comfy with the TDC in SH4 and I enjoy the scenery, I've been playin with the camera on. I'm weak willed so it has prevented me from dying as it's easy to avoid DC's when you can see where they are going. On two occasions I did take damage from a DD, but it was due to being rammed as I was calculating a shot. I thought it very cool, but I was a little disappointed at the amount of damage I took.

EDIT: oops, forgot to add I was at periscope depth when rammed in case it's relevant. Pease don't ask me why my stupid sig is appearing twice in this post, I'm as befuddled as you.:-?

-Periscope shears slightly damaged,
-AA gun slightly damaged,
-Radio antenna very damaged.

Is this too difficult to mod (i.e. is it hard coded)? From what little I've read there where quite a few instances of the Allies ramming U-boats in the Atlantic Campaign and the damage was usually significant to both vessels, but much more so for the U-boat. I'd love to see them (the DDs) take a bit of damage, but I've seem them running into each other by accident and then steaming away quite happily lol. I assumed it was just something you couldn't mod very well due to UBI. Just curious.

The submarine damage model is working like it should. As of right now, the destroyer (and all warships, for that matter) damage modeling is still undergoing conversion to match the sinking characteristics of the merchant shipping.

XonE:32
05-05-09, 05:10 AM
That's the correct passive range for WCA. Of course, targets were picked up at longer ranges than that, but on the whole, from reading a variety of sources (Norman Friedman's book, the patrol reports, to name a few), 8500 yards was the median range at which targets were picked up. You need to remember that WCA was designed to pick up supersonic frequencies; these sounds travel a lot less distance than sonic frequencies. More on this here:

So if it's a median range then would a suggested 6 mile circle.... OMG, I'm such a douche.:har:

I'm thinkin'; your answer makes perfect sense and it's backed up, why is it that I seem to be picking up sh!t further away.

My math:
"Ok... so 8500yds times 3 is 25500ft. So 25500 divided by 8500 is 3 miles. 3 miles is a median range ergo draw a 6 mile circle." But I know I'm pickin' stuff up further out than that.

Then I put DOWN the crack pipe...

...and realize I might want to divide 25500 / 5280 in order to get a median range of approx 5 miles and draw a 10 mile circle on my plot map. :doh:

The submarine damage model is working like it should. As of right now, the destroyer (and all warships, for that matter) damage modeling is still undergoing conversion to match the sinking characteristics of the merchant shipping.

Oh right I forgot the damage model wasn't applied for the warships yet. I remember reading that in the manual now I think. That will be interesting.

I ran into a Task Force out of Camranh the other day and as I was plopping off shots at the 2 Kongos one of the Maya Heavy Cruisers T-boned an Asashio DD at about 16knts. It was hilarious to watch and painful to listen to as the grinding of metal went on and on. The DD finally got pushed out of the way after almost being rolled over and then it (the DD) carried on it's merry way.:o

Thanks Luke, sorry for wastin' your time with my busted brain.

XonE:32

vice_sinatra
05-05-09, 06:50 AM
5280 feet = 1 mile:timeout:

vanjast
05-05-09, 06:58 AM
To confuse things a bit more..

Which mile are you talking about.. there are 3 types!. :woot:

XonE:32
05-05-09, 02:26 PM
5280 feet = 1 mile:timeout:
Hehehe, I know I know don't rub it in lol. I haven't had a brain-fart like that in a while. I don't mind them as they're usually kinda funny... in a sad, humiliating, ego-debilitating kinda way. But when you waste other people's time with em it's more than a little embarrasing.

To confuse things a bit more..
Which mile are you talking about.. there are 3 types!. :woot:
Not anymore Van, at least according to me. Now there's FOUR! woohoo. Yep, 8500 yards is the new mile everyone. It's called the "xone". :know:

"Contact, closing. Bearing three, seven, zero. Range, two... xones??":-?

LukeFF
05-05-09, 04:25 PM
To confuse things a bit more..

Which mile are you talking about.. there are 3 types!. :woot:

Everything in RFB is calibrated to nautical miles where applicable.

8500 yards = 4.2 nautical miles.

XonE:32
05-05-09, 06:59 PM
Luke I have a question that's killin' me. Been pullin my hair out over it.

It has to do with RFB Cameras.dat. I would like to create a "semi-external view" option so I could leave the game option of external camera on, but not get so much info out of it. I Like everything about RFB Cameras.dat (e.g. ability to move about the interior, abiilty to walk across the bridge etc) so I don't wanna change any of it except the dummy_free_cam and that by only a bit.

I've already commented out the "next unit" & "previous unit" section of the commands.cfg so I can't use em. But I'm useless at Sh3ditor it seems as I can't even create a bloody node properly.

All I'd like to have is the free cam available to me, but locked on my sub with the ability to rotate around it for screenshots. Kinda like the view you get when you hit "next unit" when nothing is in range except your boat.

The simplest course would be to just not use the free cam to one's advantage during combat, but I'm weak willed.

Would you know who I could talk to on the RFB team for some guidance?
If not, it's not a huge issue. I'll just keep plodding around Sh3ditor and hope something comes of it.

Cheers

XonE:32

LukeFF
05-06-09, 02:19 AM
Luke I have a question that's killin' me. Been pullin my hair out over it.

It has to do with RFB Cameras.dat. I would like to create a "semi-external view" option so I could leave the game option of external camera on, but not get so much info out of it. I Like everything about RFB Cameras.dat (e.g. ability to move about the interior, abiilty to walk across the bridge etc) so I don't wanna change any of it except the dummy_free_cam and that by only a bit.

I've already commented out the "next unit" & "previous unit" section of the commands.cfg so I can't use em. But I'm useless at Sh3ditor it seems as I can't even create a bloody node properly.

All I'd like to have is the free cam available to me, but locked on my sub with the ability to rotate around it for screenshots. Kinda like the view you get when you hit "next unit" when nothing is in range except your boat.

The simplest course would be to just not use the free cam to one's advantage during combat, but I'm weak willed.

Would you know who I could talk to on the RFB team for some guidance?
If not, it's not a huge issue. I'll just keep plodding around Sh3ditor and hope something comes of it.

I belive the node you want to edit in S3D is "FreeMove," under the "_Dummy_Cam_FreeCamera" section.

XonE:32
05-06-09, 03:04 AM
I belive the node you want to edit in S3D is "FreeMove," under the "_Dummy_Cam_FreeCamera" section.

Thanks Luke. I believe you're right. Probably be the simplest solution just to slow it down so it's not worth it to look around at long distances. I don't think there's much more you can do with that controller. As far as I can see there's no way to make the _Dummy_Cam_FreeCamera "lock" onto your boat. Presumeably that's why it's called a 'free' cam.

At least in my plodding around Sh3ditor I did end up learning how to make proper nodes, chunks, child chunks etc.. so it wasn't a complete waste o time. Thanks again.

Coolhand01
05-06-09, 10:44 AM
@ XonE:32 or LukeFF,
Is there a way to limit the zoom in and out so you "can't leave the boat" with the camera? If so I would be interested in knowing how to do this as I am also tempted to roam around the pacific to see who's out there....CH

Sailor Steve
05-06-09, 12:03 PM
5280 feet = 1 mile:timeout:
Only to a landlubber. A nautical mile is 6076.1155 feet, or precisely 1853 meters.

XonE:32
05-06-09, 03:57 PM
@ XonE:32 or LukeFF,
Is there a way to limit the zoom in and out so you "can't leave the boat" with the camera? If so I would be interested in knowing how to do this as I am also tempted to roam around the pacific to see who's out there....CH

Ahh it's nice to know I'm not the only one who gives into temptation Coolhand. I've just started with SH4 so I had the camera on while I learned the TDC. I've got it off for the patrol I'm on now as a test and I do find it refreshing as I'm reaquainting myself with the way I used to play SH3.

However to answer your question, in short.. If you want to be unable to actually leave the boat and scan for baddies out in the deep blue then you can just turn off the external cam altogether. I assume you knew this so I assume that's not what your asking. I hate assuming and your question is straight forward enough, but I'm unclear as to what you're looking for. Just throw a dirty sock at my head if I'm misunderstanding your question.

Did you want to be unable to leave the boat with the free cam yet still retain the "previous unit" & "next unit" function??

If this is the case, I think my solution of slowing down the boats external free camera movement speed might be an option for you.

For instance just as a thought experiment: If your external free camera movement speed was similar to the speed as say the free camera for walking across the bridge to take a look out the other side of your boat would you still be tempted to scan miles of ocean?

My knowledge of Sh3ditor (S3D) is still very basic, but I can help you with that.

vanjast
05-06-09, 04:34 PM
Only to a landlubber. A nautical mile is 6076.1155 feet, or precisely 1853 meters.
Err... Steve maybe you mean 1852 metres (standard average) :03:

LukeFF
05-07-09, 12:52 AM
@ XonE:32 or LukeFF,
Is there a way to limit the zoom in and out so you "can't leave the boat" with the camera? If so I would be interested in knowing how to do this as I am also tempted to roam around the pacific to see who's out there....CH

Not sure about that, sorry. The cameras.dat file isn't my area of expertise.

Sailor Steve
05-07-09, 01:05 PM
Err... Steve maybe you mean 1852 metres (standard average) :03:
Yes I do. Sometimes the hand is quicker than the brain.

andqui
05-09-09, 05:52 PM
I'm having one or two small problems. I've read the last 5 pages and haven't seen anything mentioned, so forgive me if this has already been discussed.

My JSGME looks like this:
1. RFB_v1.52
2. RSRDC_RFBv15_V421
3. ROW Sound Effect v_9

My problems:
1. My watchcrew can usually see ships from much further away than I can. They call ship spotted, and when I turn my binocs in that direction there's nothing visible. I'd guestimate that the contacts that they see are around 3000 yards oast my visual range.

2. I'm having random patches of smoke appear on the water. They don't follow me, so it's not quite like the trouble I had with the NSM mod. Anybody know what's going on?

thanks

XonE:32
05-09-09, 11:48 PM
I'm having one or two small problems. I've read the last 5 pages and haven't seen anything mentioned, so forgive me if this has already been discussed.

My JSGME looks like this:
1. RFB_v1.52
2. RSRDC_RFBv15_V421
3. ROW Sound Effect v_9

My problems:
1. My watchcrew can usually see ships from much further away than I can. They call ship spotted, and when I turn my binocs in that direction there's nothing visible. I'd guestimate that the contacts that they see are around 3000 yards oast my visual range.

2. I'm having random patches of smoke appear on the water. They don't follow me, so it's not quite like the trouble I had with the NSM mod. Anybody know what's going on?

thanks

Hmph, not much help I'm afraid. More of a confirmation than anything else.

You can see my mods installed in my sig. I'm running a similar setup. I haven't put a sound mod in aside from the BBC one, but I'm told they shouldn't affect these types of things.

Your Watch Crew behaves exactly like mine. They have much better eyes than me. I thought it might have something to do with the "Real Environment Mod" I have in there as I've heard environment mods can (not necessarily) mess up sensor data. According to your post though you're using the default Enviro-mod that comes packaged with RFB (I forget what it's called). As to what the range difference is, I'm not sure but I would say your guess isn't too far off.

As for the "smoke patches", unfortunately I've never seen that before, but it sure sounds odd.

XonE:32
05-10-09, 12:09 AM
The submarine damage model is working like it should. As of right now, the destroyer (and all warships, for that matter) damage modeling is still undergoing conversion to match the sinking characteristics of the merchant shipping.

Just a quick rehash Luke. I had a better result today.

Tracked an incoming task force in the Ceram choke-point. Got detected even though I was stopped, rigged for silent at 300ft with an AOB of zero to them as they approched:o. Went up to periscope (stupid) to see where the carriers where and got run over by a DD.

I took damage to the same areas:
Periscope shears, Antenna, and 20mm... BUT I heard him buuurning after he ran me down.

I know you guys are converting the warships to be (for lack of a better term "tougher") like the merchies. I think that's completely valid as a Carrier going down after 3 torps is little hard to believe, but I hope you take these collisions with the little DD's into account if possible.

ichso
05-12-09, 04:54 AM
Hi,

I doubt it's possible but what would be nice to have is a kind of 'torpedo load' mode as crew management option. Additional to the standard travel and battlestations modes.

Because everytime I want to quickly reload torpedoes the whole crew has to stay highly alert just because I need more men to work in the torpedo rooms at the same time.
This is even worse when reloading the external reserves although I can understand the need of high alertness in that case.

Historic
05-13-09, 12:41 PM
:yeah: Wow what fun this is after finding out from a mate about sh4 mods I join this site and got these 2 mods RFB1.5 and RSRDC_RFB1.5

I felt after my first pat I needed to stop by and say thanks yes I lost my Sub :nope: and have now started to miss alot more :hmmm: even tho I never play stock under 100%(think its a range problem), But wow omg woohoo and yippy what a MOD.

First target was a large modern fired 3 all 3 hit 1 dud tho :damn: but to see the boat slow down after the engine room started to burn then to watch as it slowly fill up and sink pulling its nose out the water only for it to slowly go back under.

DEEP JOY I :salute: you

Sailor Steve
05-13-09, 02:58 PM
WELCOME ABOARD, Historic!:sunny:

I first came here the same way, back in 2002 - looking for patches and mods for Silent Hunter 2.

LukeFF
05-13-09, 06:56 PM
I doubt it's possible but what would be nice to have is a kind of 'torpedo load' mode as crew management option. Additional to the standard travel and battlestations modes.

Because everytime I want to quickly reload torpedoes the whole crew has to stay highly alert just because I need more men to work in the torpedo rooms at the same time.
This is even worse when reloading the external reserves although I can understand the need of high alertness in that case.

Unfortunately, this is not possible. I would love to see this in SH5.

Historic
05-14-09, 04:18 AM
Cheer's steve :salute:

Well worked out the miss problem I was getting seems at some stage the game swaped feet for meters and for some point I cant get my head round the Metric system in this game.
Tested it out too made a quick mission to sink a ship tried it uses meter's got 70% hit rate but with feet 90% :o not sure whats going on there but now i know staying with feet :)

SteveUK
05-22-09, 07:08 AM
Hello all - new to these forums so sorry for the noob question, have been playing SH4 for a few weeks now and really enjoy it, but stock gets a bit repetative after a while. Always see RFB mentioned as being more realistic/true to life so took the plunge and downloaded.

Looks great and it's amazing what all you modders can do so thanks a lot :DL

Just a quick question however I cant seem to get the camera to move up and down! have been searching round for a bit but cant seem to find the answer in this thread, sorry if it is! Apparently it's the Home/End keys to move the camera is there something I have done wrong on the install at all? or doesn't the camera move in 1.5? no problem if it doesnt at just wondered.

Install was silent hunter 4 then uboat missions (from CD) only recently installed RFB

Thanks a lot guys

Historic
05-22-09, 07:36 AM
camera as in free camera then left click and use mouse and arrow keys mate up and down done by point view up or down and pushing forward arrow key (up has a limit tho)
Hope that helped

SteveUK
05-22-09, 08:51 AM
Great thanks a lot Historic sometimes this game looks to darned good want to see it all!!

Quagmire
05-26-09, 11:21 AM
Hey folks,

OK, I guess I'll be the "that" guy. How close are we to the release of RFB 2.0? Any status updates? All the enhancements look so AWESOME and I really need something to spice up the experience.

Thanks for all you do!! :salute:
.

LukeFF
05-27-09, 02:56 PM
Hey folks,

OK, I guess I'll be the "that" guy. How close are we to the release of RFB 2.0? Any status updates? All the enhancements look so AWESOME and I really need something to spice up the experience.

I'm not sure at this point. One of the key modders for the ship damage model is away at the moment, so for the time being effort is being put into other aspects of the mod. Mid-summer, perhaps? We'll see.

FlyingTiger
05-31-09, 06:29 PM
Hi guys,
I recently just downloaded the RFB and several stuff. My JSGME is as followed:

RFB v 1.52
RSRD RFBv1.5 v421
Real environmental 5.0
Submarine hull number
Gato Skin camo
Eye patch for RFB

When I played, everything's fine but there're still some problems:

Using AA gun is impossible at bearing 60-80 degree because the viewing is stuck in the bridge side

Crew management becomes difficult to put sailors to man the AA or deck gun because the HUD dial is too big.

When reverse the boat at 2 knots, I saw some funny white lines on the sea surface instead of foam or small wave.

I don't want to be absurb, honestly I love this mod and want to build this one to become the best mod like GWX in SH3. I hope you will have an update for RFB and here is my idea for the next patch:

The ship's movement is still unreal so maybe adding the maneuvering fix can help.

vanjast
06-01-09, 12:51 AM
Hi guys,
The ship's movement is still unreal so maybe adding the maneuvering fix can help.
In the next version I believe... In the meantime grab Webster Ship maneuvering fix.. it works with RFB.
:)

peabody
06-01-09, 07:29 PM
RFB team,

In regards to Flying Tiger's problem, he was talking to me about something else and the issue came up, so I looked at it.
The camera on the 20mm and 20mm double is too far back and it comes out of the tub on the Early war Gato tower. I am not sure exactly which tower it was, but the sides were not cut down.
So when he uses the AA all he can see when he turns the gun is the outside of the tower. I looked at it and by changing the EditObjPos from -0.079 to -0.069 it worked fine. Just wanted to save you some time and explain what his problem was. I did not look at the other AA guns or other subs, only the one he asked me about.

Peabody

FlyingTiger
06-01-09, 07:58 PM
Good day to you,

As Peabody mentioned above, I will post some pictures about the problems and hope it will help you guys for the next update
http://img505.imageshack.us/img505/4720/sh4img20090601055956889.png (http://img505.imageshack.us/img505/4720/sh4img20090601055956889.png)




http://i40.tinypic.com/2uh5pis.jpg

At 80 degrees, and when elevate the gun, the viewing is blocked.

http://i40.tinypic.com/s5wqvc.jpg

As you can see, the hud dials are kind of big, they cover the slots for AA gun.



http://img134.imageshack.us/img134/5963/sh4img20090601095628703.png

When I reverse the boat, there are some effects on the wave as being shown on the image.
My current mods are:
RFB v1.52
RSRD RFB V421
Real environment 5.0

That's all the things I knew so far. Thank you for your attentions.:salute:
Cheerio, lads

Wilcke
06-02-09, 03:08 PM
Until LukeFF can address the issue I suspect that RE 5.0 is conflicting with something in RFB 1.52, suspect the camera. There are probably another hundred incompatibilities but I do not have enough in depth knowledge to comment.

LukeFF will be by soon. Hang in there.

chemical scum
06-02-09, 04:11 PM
Hey everybody

This is probably mentioned before, but the first thing i noticed when i tried the RFB mod were the glow-in-the dark wake particles. Is this a bug and how am i able to fix this? I know it's just a little issue, but it kept me out of the experience of realism. And I'm not even a graphics freak :)

OrangeYoshi
06-03-09, 02:47 PM
Hello.

I want to thank the RFB team on all of the hard work you have put into this mod. I use this as my base game. I started out with TMO, but moved to this after a while. I think this is certainly better, for me at least.

LukeFF
06-03-09, 03:21 PM
http://i40.tinypic.com/s5wqvc.jpg

As you can see, the hud dials are kind of big, they cover the slots for AA gun.

You can get around this issue one of two ways:


Increase the game's resolution
Press the Delete button on your numpad. This will remove the hud display and allow you to move crewmen to the AA gun.




http://img134.imageshack.us/img134/5963/sh4img20090601095628703.png
I believe that is the engine smoke effect.

Camera issues for the AA guns are being worked on and should be working better in the next RFB release.

Other things are still being worked on for RFB. Don't worry, there will be future RFB updates for you all. :yep:

Rockin Robbins
06-03-09, 03:28 PM
Folks, please realize that Webster's Ship Maneuverability Fix is not certified RFB compatible. You might find effects that are significant or you might not discover any except by accident later. I recommend jrex's Ship Acceleration Physics instead, as it was designed for use with RFB.

XTBilly
06-10-09, 03:39 AM
I wonder if any progress has been made on converting the warships to the SDM (Ship Damage Mod).

As I'm aware, the manual states that the merchants, AI subs & small coastal vessels are subjects to realistically model damage & sinkings.

I enjoy the realism of this mod (the most realistic mod by far!!), and the SDM for warships is a must!!

Thank you!:DL:salute:

LukeFF
06-12-09, 12:50 AM
I wonder if any progress has been made on converting the warships to the SDM (Ship Damage Mod).

As I'm aware, the manual states that the merchants, AI subs & small coastal vessels are subjects to realistically model damage & sinkings.

I enjoy the realism of this mod (the most realistic mod by far!!), and the SDM for warships is a must!!

Yes. About half the destroyers are more or less done at this point.

XTBilly
06-12-09, 03:12 AM
Good news LukeFF!!:DL

Thanks!

Very nice work you've done mates!!
And it's getting even better!:yeah::salute:

OrangeYoshi
06-12-09, 05:08 PM
A slight bug to report here.

My watch crew is always on the conning tower. Always. No matter how deep we go, they are always there with their binoculars looking for ships. This has happened on a few patrols now. I've got pics if you want or need them.

Arclight
06-12-09, 09:18 PM
Seems to happen when you alt+tab out of the game while on the surface. Likewise, alt+tab while submerged causes the co2 to keep rising, even after surfacing. Both problems can be fixed by save-reload.

As far as I know it's an issue with the game itself, not the mod. Can only be fixed by a patch too; nothing the community can do about it. ;)

[RS]Wedge
06-13-09, 11:37 PM
Does the following IJN Recognition Manual by Mike Kelly using Krupps Dimension Fix mod work with RFB?

http://www.subsim.com/radioroom/showpost.php?p=516018&postcount=41

Thanks for any insight on this. I was going to print the above pdf and use it, but if the dimensions are off because RFB uses different dimensions I will not use it.

FritzRommel
06-14-09, 11:52 PM
my game crashed anytime i tried to load into the game outside of the main menu? like when i wanted to start a campaign or do a quick mission, any ideas?

Orion2012
06-15-09, 03:37 PM
my game crashed anytime i tried to load into the game outside of the main menu? like when i wanted to start a campaign or do a quick mission, any ideas?

Try a fresh install, or removing mods in order until the problem is corrected.

ivank
06-15-09, 06:11 PM
Does this version include US Torpedo Overhaul (http://www.subsim.com/radioroom/showthread.php?t=148526)?
If not when will a version that does be released?

LukeFF
06-16-09, 11:47 PM
Does this version include US Torpedo Overhaul (http://www.subsim.com/radioroom/showthread.php?t=148526)?

RFB 2.0 will include this, yes.

ivank
06-17-09, 12:52 PM
When is that due?

Sledgehammer427
06-17-09, 01:00 PM
the question on everybodys mind, ivank :DL

I'm goin' down
06-20-09, 08:32 PM
I downloaded RFB yesterday. I set it up via JSGME and it is not working at all. I did not find the patch and fix. Where are they? (note, I previously played RFB and RSRD, but deleted them about a month ago).

Armistead
06-23-09, 08:44 PM
Try the first page.......

I'm goin' down
06-23-09, 09:20 PM
I had one too many folder levels in one of my mod files. I deleted one level and viola, it works.

LukeFF
06-25-09, 09:11 PM
When is that due?

In due time. ;)

I'm goin' down
06-25-09, 09:45 PM
If what is due in due time is not delivered, someone may have to do time for nondelivery in due time!:har:

The chief mate always talks like that which is why we never sink anything. I have to order him to shut him up on torperdo runs.

Ejjarufaf
06-28-09, 06:14 PM
Hello, I installed your mod onto the stock version, all by itself atm and I am having problems finding the Attack Map. I looked through the manual and found nothing that would explain how to bring it up, and no offense but 149 pages of forums is alot to look through. :)

Is it supposed to not be ingame anymore? And if so my manual days are numbered =p

EDIT: Nevermind found it.

Lafferty
06-29-09, 03:48 PM
I downloaded RFB for 1.5 but all I have is RFB v1.52 in Acrobat format. I can't get it to install or anything anyone know what might be going on?

Arclight
06-29-09, 03:51 PM
I think you need to download the mod instead of the manual. :hmmm:

http://www.subsim.com/radioroom/downloads.php?do=file&id=428

Lafferty
06-30-09, 08:56 AM
yeah, Thats what i've downloaded and for some reason when its done its in acrobat format and can't get it do anything.

Arclight
06-30-09, 09:44 AM
What's the extension for the file? If it's .pdf, it's really only the manual. If it's .7z, you need to extract the archive. :06:

For this, you need an archiver. Win XP and newer are capable of extracting a specific type natively, but I forgot which one. Anyway, 7zip (http://www.7-zip.org/download.html) is an excellent freeware archiver.

http://www.7-zip.org/download.html

After installation, a double-click should open the archive contents in a new window. Right-click on the archive should give you options in the context menu to extract the contents to a desired location, in this case the "MODS" folder created by installing JSGME into the main directory of SH4.



If you already have something like 7zip, there might be something wrong with the file-associations, causing Win to mistake a compressed archive for something intended to be openend with Acrobat. You should still get appropriate options in the right-click context menu, I think. :hmmm:

Lafferty
07-01-09, 09:41 AM
ok thats it I need that extracter. Boy do I feel dumb now lol.....

Arclight
07-01-09, 03:14 PM
Pfft, if everyone knew everything about computers, I'd have a lot of free time on my hands. Heck, a lot of people would.

Hope you can get it sorted, and if not, you know where to ask. :salute:

RFB Team
07-02-09, 02:36 PM
All,

I've updated the download links in the first post. It seems that, in FileFront's recent website overhaul, the link to 1.5 was removed entirely, so for the time being the mod will not be available from that site.

FritzRommel
07-04-09, 10:39 AM
is there anyway to stop the horrible clicking nosie in this mod, also why cant i control the hyrdrophones? i cant turn them on my own, i tell to go somewhere then in moves where ever it wants too. does the periscope have a max range of around 3300 yards for the TDC to automaticlly lock on to it?

SteveUK
07-04-09, 10:42 AM
Just wanted to say a big thank you to all the people involved in RFB.

Have finally managed to sink my first ships! the length of time they take to sink just blew me away. Totally different experiance from the standard quick sinking of the stock game.

Takes a lot of patience and forward planning to achive the same results as the "if it hits it will sink" feeling.

You all need to be congratulated and I hope you keep up the good work!!

Thanks again guys and total respect :salute:

Steve

Adam84
07-08-09, 09:27 AM
Fantastic mod, keep up the good work.

Ad

I'm goin' down
07-10-09, 08:13 PM
I installed the Easy AoB mod and when I went to the Attack Map I could not see the torpedo angle. Without the torpedo angle, the Easy AoB mod is useless. I am missing something or is RFB lacking a visual torpedo gyroangle?

dfirestine
07-14-09, 09:59 PM
You can get around this issue one of two ways:


Increase the game's resolution
Press the Delete button on your numpad. This will remove the hud display and allow you to move crewmen to the AA gun.



I am running RFB 1.52 on my laptop. All is working well except that the dials cover the AA gun crew positions. Using the delete button does not remove the hud. Also my resolution is maxed out. Other than not using the AA position are there any ideas on how to get around this?

Playing at 1280x800 resolution.

Thanks for the help,
David

karamazovnew
07-14-09, 10:02 PM
For some unknown reason I had avoided RFB until now, relying on TMO for all my SH4 patrols. This was mainly because I have avoided SH4 in favor of SH3 :D. Somehow TMO is easier to get into but RFB really feels more... real. To bad i'm getting pc crashes while using it (and RSRD as the only other mod). I'll check into that. By the way, the sinking model is simply amazing. Hogan's alley took some getting used to but at least I don't have to move the crew every time I dive to check the plancton. The underwater visibility is simply spot on. The binoculars don't bounce as much as in other mods. The Sub feels more crowded. The crew now see ships farther than I can, while the enemy don't see me from India. Less duds, movable mast dial, I could go on for ages, amazing mod.

But here's a question: I love the sounds that were used in RFB and i'm planning to port them to SH3. Has anyone else tried this? Should I expect any problems? I mainly want to copy/paste the corresponding files and not edit other files.

karamazovnew
07-15-09, 03:31 AM
Ok, I've just copied most of the audio files over my Thomsen's Sound Pack. I've edited the Submarine_hyd.wav file by merging that file with the amb_Underwater.wav and Submarine_electric_exterior.wav files, I've distorted them to my liking and reduced the repeating "slashing" sound of the blades. I've also added radio noise to the amb_Hydrophone.wav and when I tested them in SH3 my jaw dropped.

Now at any setting but Full Stop, I can barely hear any ship. At Full Stop they're perfectly audible if closer than say... 8 miles and have a very nice metalic sound. At up to 2 thirds engine I can still make out the props of a ship, if I know it's there from the beginning ofc. At Flank Speed it's impossible to make anything up. Even more, once I go to 180 the noise is so loud it hurts my ears and the sub's blades are perfectly audible. All in all there's no way I'll ever be able to yell at my soundman for not reporting ships that I can perfectly hear from 20 km away. :ping: And the sounds of the ships are amazing. It's a bit harder to tell a merchant from a warship at a single contact but when those sounds merge in a convoy I can perfectly tell if a merchant is behind a DD or the other way round.

I can't wait to test it more and I'd like to post it as a SH3 mod if the RFB team agree. If so, I'll add the amb_Hydrophone.wav as a strong background to all the prop sounds to have more noise for the sounds. It'll be awesome.

LukeFF
07-18-09, 07:48 PM
Using the delete button does not remove the hud. Also my resolution is maxed out. Other than not using the AA position are there any ideas on how to get around this?

Unless you've modified your key commands, Numpad Delete will hide the HUD.

dfirestine
07-18-09, 08:20 PM
Unless you've modified your key commands, Numpad Delete will hide the HUD.

Again, I am using a laptop so I do not have a Numpad Delete on my keyboard. No Number Pad at all (unless I go into function mode, and this does not have a delete button).

Thanks,
David

I'm goin' down
07-18-09, 11:20 PM
I installed the Easy AoB mod and when I went to the Attack Map I could not see the torpedo angle. Without the torpedo angle, the Easy AoB mod is useless. I am missing something or is RFB lacking a visual torpedo gyroangle?
__________________

Paul Roberts
07-19-09, 07:43 AM
I hope it's all right to ask: is there a tentative ETA for the next full version of RFB? I seem to recall July being mentioned, but that was back in the Spring.

Thanks!

I'm goin' down
07-20-09, 01:31 PM
I did not see a torpedo angle on the attack map. see post 2991. What is the story?

R3D
07-20-09, 05:41 PM
think it might be one of those "realism" issues, its one of the few things that i think is wrong with RFB, but i suppose theres an easy way to re-enable it but i dont know what exactly that is.

Captain Wolf
07-21-09, 09:11 AM
Hi I am new to the forum, as being a member is concerned. But I am not new to the silent hunter franchise, have both SH3 (since Feb 2005) and SH4 (since Dec 2008) and usually have them set to 100% realism.:rock:
I recently added RFB 1.4 and The corresponding RSRDC and I have to say that when being used at full realism it is absolutely brilliant.:yeah:
The only problem I have and it is not RFB's fault since the problem was around in Stock SH4 is the fact I can never seem to be able have the conning towers updated. I have been using the USS Gato and I am now in October 1942 and I know that the conning tower should have been changed by now.
The problem may be something wrong with the coding or I am being a numpty:88) (the latter may be more the case).
I have recently purchased the U Boat missions expansion (after waiting for the price to drop a bit) so that I will be able to use RFB 1.5x. Will be really be grateful to anyone who can solve the above conumdrum since it is the only real bug i really notice in SH4 after all the patching and modding.;)

Piggy
07-21-09, 05:12 PM
All,

I've updated the download links in the first post. It seems that, in FileFront's recent website overhaul, the link to 1.5 was removed entirely, so for the time being the mod will not be available from that site.

Is the RFB 1.52 link on the first page an all inclusive version, IE: no patching required?

Because its the only one I can find/download but I recal having to patch it the last time I used RFB. (just got a new rig, so have re-download all the mods/games etc...)

Edit: NV, found my answer about 6 pages back, installed and appears to be working... yay!

Frederf
07-31-09, 08:07 PM
Ok, I've just copied most of the audio files over my Thomsen's Sound Pack. I've edited the Submarine_hyd.wav file by merging that file with the amb_Underwater.wav and Submarine_electric_exterior.wav files, I've distorted them to my liking and reduced the repeating "slashing" sound of the blades. I've also added radio noise to the amb_Hydrophone.wav and when I tested them in SH3 my jaw dropped.

Now at any setting but Full Stop, I can barely hear any ship. At Full Stop they're perfectly audible if closer than say... 8 miles and have a very nice metalic sound. At up to 2 thirds engine I can still make out the props of a ship, if I know it's there from the beginning ofc. At Flank Speed it's impossible to make anything up. Even more, once I go to 180 the noise is so loud it hurts my ears and the sub's blades are perfectly audible. All in all there's no way I'll ever be able to yell at my soundman for not reporting ships that I can perfectly hear from 20 km away. :ping: And the sounds of the ships are amazing. It's a bit harder to tell a merchant from a warship at a single contact but when those sounds merge in a convoy I can perfectly tell if a merchant is behind a DD or the other way round.

I can't wait to test it more and I'd like to post it as a SH3 mod if the RFB team agree. If so, I'll add the amb_Hydrophone.wav as a strong background to all the prop sounds to have more noise for the sounds. It'll be awesome.

Let me know how this goes, that sounds very interesting.

oscar19681
08-04-09, 07:28 PM
Why arent there any other subs in RFB when i,m in port? Just wondering.

nubcake
08-05-09, 02:39 PM
I'm new to the game and recently installed TMO, but wanted to compare it with RFB. I installed RFB 1.52 and also RSRDC for RFB. I just started a new campaign and I noticed that I have a problem straight away.

I was plotting a course from Pearl Harbor to Midway to refuel on the way out to Japan. Using the timewarp I waited as my sub approached the harbor and then slowed down the clock so I could watch the approach. To my dismay, however, my sub wasn't in the location that I had plotted. It seems to be a navigation chart problem I'm experiencing. When I zoom in and out or drag the nav map, my sub appears in different locations.

Can anybody give me any ideas what could be causing this problem?

I didn't experience this with TMO.

edit: Well I did a fresh install and I still have the same problem. It seems that at certain zoom levels objects on the map will shift and move around. I only have two Mods installed (RFB_v1.52, RSRDC_RFBv15_V421, RSRDC_V421_Patch2) and installed in that order. As I said, I didn't notice this problem when I was running TMO and RSRDC, but it is highly annoying and I'm surprised that I haven't been able to find any information or other people experiencing this.

SteveUK
08-05-09, 05:19 PM
When you plot a course on a lower zoom level to a harbour say, and then zoom in to a high level then actual end point will always be slightly different then what you intended because of the zoom.

I have the same problem, but I've put it down to my antiquated PC :DL.

Believe me this is a totally amazing mod, a real credit to all those who have worked so hard on this :salute:, and in my humble opinion it's well worth working round any little minor problems or annoyances you may have.

The first time you sink a ship in RFB it will blow you away. The way ships sink seems to be so realistic from the manor and time, no more quick explosions and sinkings unless you are really lucky!!

Hope this helps, you are not alone but it's worth while living with :DL.

Munchausen
08-05-09, 05:21 PM
It seems that at certain zoom levels objects on the map will shift and move around.

:hmmm: Some mods add the range-bearing overlay ... and some of the range-bearing overlays include additional zoom ranges. Problem is, the port graphics don't work at those ranges. One way to get rid of the shifting is to edit the corresponding configuration file and delete the exra zoom ranges. Another is to simply skip over them.

nubcake
08-05-09, 05:53 PM
Oh thank you both for your quick responses, I really appreciate that.

Well, with your help Munchausen, I was able to remove those zoom levels. This might be able to help you too, SteveUK.

I found my map.cfg file in C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Menu\cfg

I opened up map.cfg with my notepad and found the zoom level portion of the code:

[Map0]
MapID=Navigation_map
Position=0,0
Resolution=1024,768
MajorSqrs=4,3
MinorSqrs=5,5
PixPerUnit=50
ZoomLevels=1,2,10,20,50,100,200,500,1000,2000,4000 ,10000,20000;,40000; meters per pixel
InitialZoom=500
SymbolZoom=10;units are drawn as symbols from this zoom up
GroupsZoom=100;units are drawn in groups from this zoom up
CityZoomLow=1000;low priority city names are displayed from this zoom down
CityZoomMedium=4000;medium priority city names are displayed from this zoom down
KriegZoom=2000;krieg labels are separated displayed from this zoom up
HarborZoom=50;harbors will be displayed from this zoom up


I checked in the game which zoom levels I was having troubles with and just removed them from the line of code and it seems to have worked. In my case I was having problems with 4,8, and 15. 500 is default and the lower numbers are zoom in, 1 being the closest zoom. Hope it helps and thanks again guys!


edit: Forgot to mention that I haven't used my attack map yet, but map.cfg also contains your attack map zoom levels in the next block of code after the one I just posted. :p

SteveUK
08-05-09, 06:17 PM
Gald you have it sorted and thanks for the tip :D

FADM Gryphon
08-06-09, 12:27 AM
Can I get a link to down load this please?