View Full Version : [REL] RFB/Real Fleet Boat for 1.5
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nubcake
08-06-09, 01:04 PM
There are links to download in the first post of this topic, which might be page 151 all the way at the bottom.
Frederf
08-06-09, 05:31 PM
The file is maps.cfg just in case you're searching for the exact filename. Thanks for the tip because I was having the same problem.
I'm running RSRD and RFB so not every bit of feedback will apply to RFB. I'm pretty sure I know what RSRD and RFB do separately so I should be able to keep things RFB-related.
The recognition manual could use a bit of a clean up. The camera target pages are ugly and the order of pages isn't quite right. A red line (even though the rule about merchant, warship, carrier is known) would still be helpful. The national flags on the book covers could use standardization. Adjusting the height and length marks on the recogition manual to be 10ft and 50yd respectively would help as well.
Changing from fore to aft deck gun mounts has the problem of crew disappearing (I know, that's a stock issue) so perhaps crew slots for fore/aft on all subs and deck guns would fix this.
On the Narwhal class vessle I cannot man the other deck gun. Perhaps both deck guns could share the same ammo reserve? It seems silly if one runs out before the other.
Can you add the option of a "blank" deck gun if you want to have none in the fore or aft slot?
Balao class has reversed heading dial in the central table, control room. Narwhal has several small dial (near dive planes station) which have the wrong texture for the dial background. Narwhal's hydrophones (just WCA) are 90degrees in advance of where you click (click 090R it goes to 180R, click 270R it goes to 360R) and the click zone is inboard (smaller radius circle, closer to the center of the dial) of the normal click zone.
I can't wait for NSM-style damage modeling on warships! I'm spoiled with the merchant sinking mechanics (which are a tinsy-bit too resilient) so when I sink a CV with a lucky single hit in 4 minutes I wanna report that as a "damaged" instead.
Narwhal can't do silent running. I'm guessing this is to reflect the direct-drive and not diesel-electric setup in this older boat and it's related noise.
If you could get the hydrophone background noise to be very ownship speed depenedent that would be great. I few posts back mentioned how it can be done.
Can you change air radar contact reports so they have a probability of success? I don't think the SD was that reliable. Also if you could strip out the bearing on SD that would be good but I guess it's not possible.
Balao class submarine has counter rotating propellers but both propellers are the same model instead of one being left-handed and one right-handed.
Curious if you could make sub tenders not give out torpedos on refuel and rearm. Probably not.
Logarithmic marks on the A-scope would be very nice for estimating distances to the 1000yd.
The deck gun under AI control misses very silly amounts at fire and then dials in to very precise. If the initial shot can be more accurate and the aim improve slower over time to a worse "best" this would be good for both shooting and being shot at.
Munchausen
08-06-09, 08:18 PM
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
:03: I edit both maps.
Drakken
08-07-09, 08:41 PM
Reading the RFB manual about Rigging for Depth Charges, I have a basic question. Sorry if is has been already asked.
In the manual, it states that the conning tower has a empty crew slot for each watch. But in my submarine, both crew slots are occupied by default. Is it an error in the manual, or has it changed in the new version?
Thanks!
Frederf
08-07-09, 09:05 PM
Reading the RFB manual about Rigging for Depth Charges, I have a basic question. Sorry if is has been already asked.
In the manual, it states that the conning tower has a empty crew slot for each watch. But in my submarine, both crew slots are occupied by default. Is it an error in the manual, or has it changed in the new version?
Thanks!
It depends on the submarine hull class. Later, bigger submarines with 1 officer (Ensign usually) and 4 watch will have 3 conning tower spot for the 3 officers and 12 "Hogan's Alley" spots for the 12 watch.
On the smaller submarines there are only 12 watch and 0 officer so there's no conning tower slot for the officer.
Drakken
08-09-09, 03:34 PM
It depends on the submarine hull class. Later, bigger submarines with 1 officer (Ensign usually) and 4 watch will have 3 conning tower spot for the 3 officers and 12 "Hogan's Alley" spots for the 12 watch.
On the smaller submarines there are only 12 watch and 0 officer so there's no conning tower slot for the officer.
So if I have 12 men assigned to watch duty (3 officers plus their men x 3 watch), and 12 places available on Hogan's Alley, would manually moving them all (including officers) to Hogan's Alley be enough to Rig for Depth Charges?
Frederf
08-09-09, 04:18 PM
Hogan's alley is supposed to be the exact size required to move the watch below decks with no extra room. If you can fit the whole watch in Hogan's alley then it must be as designed. The cases when Hogan's alley + the spare conning tower slots being exactly enough for the watch is only true for some submarines.
Any idea when the next version is being released? Assuming that there will be one, of course.
Love the mod. Fun fun fun.:yeah:
I'm goin' down
08-12-09, 07:13 PM
Recently I have been playing FOTRS. I like RFB though and played for the longest time. I will go back to it soon. I had to add the No Airstrike Mod to make FOTRS bearable. But its animation and colors are great, and it has displays torpedo angles on the attack screen which I cannot remember if RFB does. Either TMO or RRB does not have that feature, which is a big part of my attack scenario. Also, the destroyers are not as vicious/competent as TMO, and more like RFB. Actually, all the game mods are great. I have not tried the GFO mod, but I use a bunch of Webster's other mods. I miss Hogan's Alley, and all of its poker games.
FritzRommel
08-12-09, 09:27 PM
do you guys remember in the orginal SH4 game, the map gave you updates all the time of where enemy shipping was, near you or not, is there a way to get that back in this mod? right know the map updates are few and far between.
Sledgehammer427
08-13-09, 03:48 AM
because it takes more than 2 seconds to redraw the plot to match the current tactical situation:stare:
haha, just playin, but I like the lack of "gods eye view"
Drive-By-Trucker
08-15-09, 09:48 PM
Hey guys,
This is my first post. I've been playing SH4 for a few days now, so I'm definitely new to the series. That said, I've really enjoyed playing on 80% realism so far, only using ext. view to watch my torps. I came across the RFB mod today, but something isn't working right... I extracted the files to the MODS folder in the SH4 root and everything seems to be in order, but even after I waited for a few minutes as the GSME actived the Mod, I still haven't noticed any changes to my game. Are they not immediately apparent? Am I doing something wrong? Thanks a lot.
Frederf
08-15-09, 10:41 PM
You might have your paths wrong. For some example paths:
C:\Games\Silent Hunter 4\JSGME.exe
C:\Games\Silent Hunter 4\sh4.exe
C:\Games\Silent Hunter 4\MODS\RFB_v1.52\Data\Air\ADB_B5N2_ASW
If you get the paths wrong inside the mod folder then you'll not be placing the files in the right areas and the game will just use the unreplaced stock files. With RFB you'll know because the load screens say "REAL FLEET BOAT" all over them. Also try just RFB to make sure you're not getting any odd conflicts.
Armistead
08-16-09, 12:17 AM
You are restarting the game?
Drive-By-Trucker
08-16-09, 11:32 AM
Thanks for the quick replies>>
I've restarted the game several times and so far all I've noticed is that there are fewer air attacks. Is it possible that only some of the files were properly replaced during activation? I also noticed that a few of my men have the "zombie" eye thing going on...further evidence of a partial mod upload?
Forgive my ignorance, but when you say paths, are you referring to the path I gave the GSME or something else?
Thanks again.
Drive-By-Trucker
08-16-09, 01:48 PM
Ok I got it resolved. Thanks folks. Back to protecting Java in my S-18...
Frederf
08-18-09, 10:07 PM
I'm having a bug/problem. I can't get the submarine to go into silent running. I press the button and it says "Yes sir, silent running." but it doesn't actually stick.
At first I thought this was a clever way of simulating the noisier diesel subs (USS Narwhal) before they changed over to pure diesel electric. However I'm not in the USS Gato which is a pure diesel electric and I still can't get into silent running. Any help?
Paul Roberts
08-19-09, 08:39 PM
Hi all,
Just wanted to ask again (someone must!): Is there an ETA, even a rough one, for the next version of RFB?
Thanks!
Sledgehammer427
08-19-09, 08:46 PM
So far, it seems people are happy with the current version of RFB, so I would think that you wont see another one for many many months
Paul Roberts
08-20-09, 08:44 AM
So far, it seems people are happy with the current version of RFB, so I would think that you wont see another one for many many months
I have no complaints, but I seem to recall talk of a summer enhancement update. Enhancements are always exciting.
yeah! it would be amazing if they improve RFB :o
yeah! it would be amazing if they improve RFB :o
Post your JSGME mod active list, please. Single mission, patrol date and time. Suspect a hosed install.
Happy Hunting!
pkadaj2
08-20-09, 06:05 PM
It crashes to desktop near the home base.
I was able to complete the 1st mission, but CTD occured on a return to base from the 2nd mission.
I have installed the following over SH4 1.5 (U-boat mission)
RFB_v1.52
RSRDC_RFBv15_V421
RSRDC_V421_Patch2
British Medium Old Tanker Mod
Extra ASW ships for Japan
Myoko & Smaill seaplane tender
New Ships + Yamato AA Fix
PCOkinoshima
ShipDisplacementVariation_V1
Full Screen Scopes for RFB 1.5x
All items were installed via JSGME before 1st patrol, last item was installed while in port before 2nd patrol.
Help is greatly appreciated.
is there any q-ship in RFB??
Sailor Steve
08-21-09, 11:34 AM
Did the Japanese ever use Q-ships? I don't think US submarines were ever under orders to approach on the surface and board Japanese merchants, so there would be no need.
pkadaj2
08-21-09, 01:10 PM
I think I figured it out what is causing crash on my system.
It seems to be ShipDisplacementVariation_V1 mod.
Frederf
08-25-09, 02:46 AM
Any chance of MK14 torpedoes costing renown during the '42 / '43 years? Perhaps a limited set of 0 renown variety and a set of some costing renown? That way even with 0 renown in the bank you'd at least have some.
I did a patrol in late 42 where I didn't load up a full set for "realism." Note I have no idea if the shortages forced partial combat loads but it seemed plausible enough.
It might replicate the sense of preciousness of these 1-ton fish (or is it 2-ton?) and command's very real pressure to fire sparingly. This could also fix some of the "runaway renown" problems where we're rolling in it by our 3rd patrol. While trying to save on torpedoes you might have a target slip away or shoot plenty of expensive torpedoes for a more surefire payday. It could bring a new balance to the renown game.
---
Also can I get a bearing to contact button on the periscope page?
theluckyone17
08-25-09, 07:38 PM
I *like* that idea. Might force me to a bit more realistic in my behavior, during that dark bleak time when Mark 14's were short on hand.
lurker_hlb3
08-31-09, 10:57 PM
just got the mod running w/ O.M. is there a way to enable the "track" on map contacts? this is the reason i run O.M. w/o OMEGU. lost w/o being able to see where enemies are moving to...if not it's back to just O.M. and playing stock fleet boats. :(
is there also a patch for RFB 1.52?
anything else i should be aware of?
activated mods are as follows:
RFB_v1.52
OpsMonsun_V705
OMv705_to_V712
OM_V712_Hotfix1
Spaxs SH4 Uboat SPEECH FIX_V8
Real Clothes
thanks.
EDIT=lol. click the main attack plot icon twice. what about the tracks though?
http://www.subsim.com/radioroom/showpost.php?p=1158822&postcount=49
lurker_hlb3
08-31-09, 10:59 PM
Maybe, In OM...
I don't think so
joejccva
09-03-09, 01:36 AM
Can we run RFB with RSRD? If so then I have a question.
My current mods are (in order of installation):
- TMO 1.7 (with MaxOptics patch as well as TMO_Hotfix_041709)
- TMO 1.7 to 1.8 beta (with all the 1.8 patches)
- RSRD v411
- RSRD v411 patch2
- Operation Monsun v705
- Operation Monsun v705 to v712 upgrade
- Operation Monsun v712 hotfix1
Everything works great. My question is can I just add RFB to the end of this list as a "last mod" or should I insert it in between another one of these mods?
Thanks!
green_abobo
09-03-09, 01:57 AM
there are several scenarios for different configs. that work with O.M. here:
http://www.subsim.com/radioroom/showthread.php?t=134922&highlight=operation+monsun
i know you're not asking asking anything about O.M. and i would definitely consult with lurker before attempting anything though. or you could be like me and do whatever in hopes that everything will work. you probably don't want to do that.
good luck.
Can we run RFB with RSRD? If so then I have a question.
My current mods are (in order of installation):
- TMO 1.7 (with MaxOptics patch as well as TMO_Hotfix_041709)
- TMO 1.7 to 1.8 beta (with all the 1.8 patches)
- RSRD v411
- RSRD v411 patch2
- Operation Monsun v705
- Operation Monsun v705 to v712 upgrade
- Operation Monsun v712 hotfix1
Everything works great. My question is can I just add RFB to the end of this list as a "last mod" or should I insert it in between another one of these mods?
Thanks!
I would run TMO and OM in seperate installs. I currently run three, RFB, TMO and OM. Its simpler and easier to keep track of changes and updates.
Happy Hunting!
Wijbrandus
09-11-09, 10:59 AM
I am beginning to use RFB for my game, but I do not understand the new navigation map. I'm referring directly to the map shading for depth. What do the two colors mean - shallow and deep? How do I make sense of where I should navigate? I prefer to cruise in the deepest water, and only go into shallower if I need to chase a target. Is it possible to revert to the "stock" map, or will that screw up something else?
sharkbit
09-11-09, 12:32 PM
I've only tinkered with RFB(I'm still trying to decide what I like best-TMO or RFB), but it looks like the maps are opposite than what you're used to. Dark colors mean shallow waters, and light colors are deeper waters in RFB.
I believe Webster has a mod that should work in RFB that changes colors on the maps and gives you 3 or 4 choices. It is in the download section somewhere.
Hope this answered your question.
:)
PS-where in Littleton, CO are you? I live there as well.
green_abobo
09-11-09, 08:06 PM
I am beginning to use RFB for my game, but I do not understand the new navigation map. I'm referring directly to the map shading for depth. What do the two colors mean - shallow and deep? How do I make sense of where I should navigate? I prefer to cruise in the deepest water, and only go into shallower if I need to chase a target. Is it possible to revert to the "stock" map, or will that screw up something else?
water is shallower near land. in this case,it's the exact opposite of stock,darker means shallower,lighter,deeper.
it psyches you out a little,but you'll get used to it. believe it or not,you can actually make it to periscope depth,even in the darker,or shallower areas. if you're ever unsure of the depth,just use the active sonar "depth under keel" button to check. make sure no dd's are on your sonar in the area,or they might hear you. i get most of my tonnage that way. just make easy kills on ships @ anchor.
sometimes,if you're lucky, you find big 'ol battle cruisers and aircraft carriers,ripe for the pickens. :) just watch out for destroyers in shallow water, and land turrets,especially in broad day light. its best to hit the ports @ night.
good luck.
gdogghenrikson
09-13-09, 05:11 PM
where can I get the manual for version 1.4 because I don't have the uboat add on.
Thanks in advance
green_abobo
09-13-09, 09:54 PM
where can I get the manual for version 1.4 because I don't have the uboat add on.
Thanks in advance
here's the download for 1.4 from the downloads section. i imagine it has trhe manual too.
http://www.subsim.com/radioroom/downloads.php?do=file&id=510
Sonicfire1981
09-17-09, 05:44 AM
RFB is really an awesome mod and i think the hardest i came across (at least if you play 100% realism, as i do).
Came across a few things, thou. I have to admit i dind't read the whole thread, but i used the search and fould nothing.
I use the compass-dial to set intercept courses, but the "stock-RFB-version" is not all to useful for that. I tried the "hi-res-dials with smaller nav tools" mod, which is slightly better. But if I do i miss the nomograph, which is btw. the best one i came across so far.
How do i combine the two, or even better: is there a way to use the large (slideout) dials you can find as a mod for SH3 without sacrificing the Nomograph?
And, far more important: I have reproducable CTDs in the Museum after The S-18 class US-Submarine (viewing US-Subs only). What boat should come up next that is causing that trouble?
Edit: Also, my deckgun has no sound. I guess i can simply exchange a soundfile, but which one`? (4" Gato Aft Turret)
sharkbit
09-18-09, 08:40 AM
I just started playing around again with RFB 1.52 yesterday. I definitely like what little I've seen so far.
One minor irritation:
When looking thru binoculars, the sub structure/crew blocks your view at certain points. I understand you can't see thru solid objects, but my foot won't be nailed to the deck either. If I want to see something astern, and the periscope housing is blocking my view, I'd move.
I could use the TBT in those instances but that really isn't realistic either.
Any way to change this or is it a "live with it" item?
It is definitely not a game killer and I could easily learn to live with it.
Thanks.
:)
I just started playing around again with RFB 1.52 yesterday. I definitely like what little I've seen so far.
One minor irritation:
When looking thru binoculars, the sub structure/crew blocks your view at certain points. I understand you can't see thru solid objects, but my foot won't be nailed to the deck either. If I want to see something astern, and the periscope housing is blocking my view, I'd move.
I could use the TBT in those instances but that really isn't realistic either.
Any way to change this or is it a "live with it" item?
It is definitely not a game killer and I could easily learn to live with it.
Thanks.
:)
You can use the cam to move the bloke about the con. I forget the command as I am at work.
sharkbit
09-19-09, 02:10 AM
Thanks. You were right. :up:
Fingered it out-the free cam moves you about and you can use the binocs from where ever you move to.
The arrow keys move you about.
:)
Glad you found it!
Happy Hunting!
What's the status of RFB? I haven't seen any updates lately, and the posts in the other forum have also fallen a lot :hmmm:
Also, why has this thread been unstickied?
green_abobo
09-24-09, 05:52 PM
ahoy.
just a quick quandry involving the depth at which the MK-14's and MK-10's run at...
through trial and error,it appears the MK-14's seem to run about 10' deeper than they are set to run on the dial. say you were firing at a destroyer and the draft of it was like 12 feet. how would you go about setting the depth if the values on the dial start @ 5' but there are no numeric values lower other than 0 (if the above is true,this would make the 'torps run at 15' actually,you follow what I'm asking? I'm a big fan of magnetic detonators..ever seeking for the critical hit,why waste more torpedoes than you have to,right?)
is this something that changes depending on the year (like the detonator settings change from impact/magnetic to strictly impact only,and the distance in which they arm changes as well) or is this the same throughout the war.
Does it matter which tube(s) you fire from? obviously tubes that are above the lower ones would defaulty fire shallower correct? this is not taking the sea state into account. how adversly does this factor into the equation?
What about the Mk-10's? does the above apply to these as well?
one more thing,while I'm at it...
the free cam vertical controls...
you can use shift + home/delete keys to move the free cam up or down rapidly. what key combos do you use to do move the vertical cam slowly? (like ctrl+home/end does in stock)
that's it.thanks in advance.
"fish" on! :rock:
Quagmire
09-26-09, 05:52 PM
I would like to know as well, please. I've been away a while and its a bit of a let down to see this thread off the sticky list. Does anyone have any news?
Also, I know version 2.0 is out there somewhere. Anyone know where to get it?
Thanks!
Page 44 of your RFB manual will let you know when the many defects on your torpedoes will be fixed. Seriously mate, read the RFB manual. It's very well written and has a load of useful info in it. :)
Using an early war Mk14 you will just have to concede that attacking a shallow draft vessel is very difficult, if not impossible.
It doesn't matter which tube you fire from. The depth keeping mechanism in the torpedo sets its depth relative to the sea surface, not the depth off the tube!
Frederf
09-26-09, 07:21 PM
Does RFB actually model several editions of the MK14 as separate torpedo types or is it simply one torpedo type that magically gets better June 10, '43 midnight?
Does RFB actually model several editions of the MK14 as separate torpedo types or is it simply one torpedo type that magically gets better June 10, '43 midnight?
LukeFF, would be able to clearly explain the setup. I will muddle through. The file that controls the torpedos has been adjusted to give a historical performance in a twofold manner. One being the depth keeping and the other being the faulty exploder that would crush at near 90 degree impact angles to the target. From my own faulty memory I can vaguely remember LukeFF working out the percentage faults for the exploder depending on impact angle. The same with prematures, deep runners and circle runners. After the perfunctory time and dates the issues resolve. Now I do not remember if after that date the torpedos are 100% infallible, I do believe they can still malfunction. You are welcome to come over and do a search at Sub sim central, link below.
further on the torpedo questions here is the chart from the RFB Manual.
Type Deep Runner Premature Det Duds
Mk.10 Up to 10 ft all the war. None None
Mk.14 Up to 12ft 8/42 Large chance until 6/43 Large chance until 8/43
Mk. 23 Up to 12ft 8/42 Large chance until 6/43 Large chance until 8/43
Mk. 18 No problems
Mk. 27 No problems
the formating is hosed, if you cannot decipher my mess please ask I will clarify. Thank you.
Frederf
09-27-09, 07:44 PM
See, the documentation doesn't answer the question.
If it's just a single torpedo type that changes behaviors based on time then you can pick up an old more-faulty MK14 May 1943 and sail around and it magically upgrades to the new model in the middle of the ocean.
If it's multiple torpedo types then nothing magically upgrades mid-patrol, you have to come back to port to load up on the revised torpedo design.
I'd prefer the multiple torpedo types as it's a more realistic and understandable system. If you take a faulty torpedo out to sea it's still faulty even if some magical midnight occurs mid-patrol.
See, the documentation doesn't answer the question.
If it's just a single torpedo type that changes behaviors based on time then you can pick up an old more-faulty MK14 May 1943 and sail around and it magically upgrades to the new model in the middle of the ocean.
If it's multiple torpedo types then nothing magically upgrades mid-patrol, you have to come back to port to load up on the revised torpedo design.
I'd prefer the multiple torpedo types as it's a more realistic and understandable system. If you take a faulty torpedo out to sea it's still faulty even if some magical midnight occurs mid-patrol.
Nope I do not have the answer. But I do understand your concern. I will try and see if LukeFF is around to answer it for you.
Quagmire
09-28-09, 11:28 PM
Please forgive me if I am missing something obvious but I still can't find any updates on RFB 2.0. Its been almost an entire year since version 1.52. I hope this mod hasn't died.
.
Please forgive me if I am missing something obvious but I still can't find any updates on RFB 2.0. Its been almost an entire year since version 1.52. I hope this mod hasn't died.
.
As far as I know, the mod is definitely not dead. If I recall correctly, several pages back in the thread the same question was raised. Luke stated that it would be awhile for the next version to be released. Believe me, I can't wait myself. Patience young Jedi!
AVGWarhawk
09-29-09, 08:01 AM
As far as I know, the mod is definitely not dead. If I recall correctly, several pages back in the thread the same question was raised. Luke stated that it would be awhile for the next version to be released. Believe me, I can't wait myself. Patience young Jedi!
The mod is still going. Luke has RL things he is attending to. ;)
joakim1972
09-29-09, 12:57 PM
hello everyone. well, as the title says. How do I reset the current orders? I mean the little window that pops up when you run around on the map view in thousand times the normal speed. if you encounter anything, a window will come up, ship spotted, and you can chose, engage target, maintain current orders or dive to periscop deep. you can chose a default setting so the window dont pop up. but now I wish to rest this... but I have no clue how and find nothing so far by my searches...
please help...
Hello and wellcome Joakim,
In SH3 you could hit ESC and the available menu giave you option to "reset orders", I think in SH4 it worked the same. :ping:
joakim1972
09-30-09, 09:28 AM
Hello and thank you for your reply. I found this option in my serches, but it doesnt work. When im in patrol and I press esc, I dont see any option to reset orders. I ofcourse also enter any option available then. But nope, I dont see anything.... :wah:
Im running SH4 + uboat missions + RFB 1.5 + RSRD.
Yes i also recall from SH3 you had this option. But so far in SH4 I havent seen it here in SH4
Is there any file I can edit? Cause this is the second time this happends to me, and it is a little bit tidious to uninstall and reinstall just to get this option reset.. but if there is no other way....
Thanks in advance.
No, no, don't reinstall. I'll take a look and come back later :hmmm:
Dammit, I can't find it either now :damn:
Hopefully someone can provide some help, I'm right now clueless :doh:
joakim1972
09-30-09, 06:44 PM
ok, well, at least then Im not alone. I was like, why dont I find a reset button.. why isnt there a reset button. There is no rest button???? this sucks.. hehe
thank you for your time.
hello everyone. well, as the title says. How do I reset the current orders? I mean the little window that pops up when you run around on the map view in thousand times the normal speed. if you encounter anything, a window will come up, ship spotted, and you can chose, engage target, maintain current orders or dive to periscop deep. you can chose a default setting so the window dont pop up. but now I wish to rest this... but I have no clue how and find nothing so far by my searches...
please help...
Try returning to port and ending your current patrol.
I'm sure I read somewhere that the default orders box resets itself at the start of each patrol.
joakim1972
10-01-09, 06:19 AM
ok, thank you for the advice. I will try it out when Im able.
gumidekcz
10-12-09, 08:26 AM
Hi every one,
I just installed SH4 1.5 with mod enabler. Now I'm just wondering which of many mods could make RFB1.52 even better. Could you please send me your working MOD list? picture will be nice to..
Many thanks
Manstein
10-12-09, 03:40 PM
Hello everyone, i have RFB v1.52 and when i went to the museum, it says memory on line xy cannot be read. What is the problem that is causing it? Thanks for your reply...
Ping Jockey
10-12-09, 03:58 PM
??? in the new RFB and TMO do I still have to return to base to end the mission????:salute:
Manstein
10-12-09, 04:54 PM
Does this mod use something like the Natural Sinking Mechanics, or is it based on the hitpoints like the base game?
??? in the new RFB and TMO do I still have to return to base to end the mission????:salute:
It's part of the SH4 engine, regardless of whether you are using mods or not.
To end patrol you have to RTB.
Keep an eye on that fuel gauge :DL
Does this mod use something like the Natural Sinking Mechanics, or is it based on the hitpoints like the base game?
It uses it's own sinking model, that the RFB team have put immense work into. No hitpoints, flooding only. It's really rather good :DL
At the moment the sinking model only applies to merchants.
I believe the team is working on a warship model for the next release.
Ping Jockey
10-12-09, 07:07 PM
Ok thanks for the help Sergi. :up:
Karikatyyri
10-13-09, 04:36 AM
I would like to read the 1.4 manual before I install the mod.
Where I can find it? (The links doesnt work for me)
The manual is in subsim downloads
http://www.subsim.com/radioroom/downloads.php?do=file&id=429
Karikatyyri
10-14-09, 05:44 PM
But this for 1.52. How do I know the difference?
Keef Kavannah
10-18-09, 07:10 AM
quick question: i've read the manual and i see no captured American deck gun under the german update roster. does RFB remove it?
ETR3(SS)
10-18-09, 11:24 AM
Yes it does. The scope of RFB is realism. The Germans were never in a position(to the best of my knowledge) to capture a US 5"/25 cal deck gun.
Keef Kavannah
10-19-09, 11:57 AM
well realism is my main aim in gaming, but i still think having more probabilities spices up the dish. we have to remember that during the war many things were done on field, on the spot, hoping to gain some advantage. i remember reading about adolph galland (german ace fighter) bf109 who had 100octane fuel (standard was 80), 2 more mgs and more ammo in the wings...
sometimes Real Life beats even LucasArts....
:yeah:
Starforce2
10-25-09, 06:23 PM
I'd like permission to host RFB.
http://silenthunter.filefront.com/ (http://silenthunter.filefront.com/upload/)
I believe the team is working on a warship model for the next release.
At this time we have all the stock Japanese DDs and two of the Allied ones complete. I don't know when the other ones will be completed. I have too much other stuff going on in my life at the moment to really be able to focus on the warship damage models.
Yes it does. The scope of RFB is realism. The Germans were never in a position(to the best of my knowledge) to capture a US 5"/25 cal deck gun.
Correct, and that's why we've removed it from the German upgrade option list.
The mod is still going. Luke has RL things he is attending to. ;)
Yes, and just to add to this a bit: work on the mod has slowed as of late, since I am now back in school. That's taking up the majority of my time right now. However, I do plan soon to send out a new beta test file for RFB 2.0, and hopefully if all goes well it will then soon be released to the community. No timetable for that, though.
At this time we have all the stock Japanese DDs and two of the Allied ones complete. I don't know when the other ones will be completed. I have too much other stuff going on in my life at the moment to really be able to focus on the warship damage models.
Correction to the above: three of the Allied DDs have been re-zoned to the updated standards. As of now, these are the warships that will be re-zoned with the release RFB 2.0:
Akizuki
Asashio
Fubuki
Minekaze
Mutusuki
Shiratsuyu
Clemson
Somers
Fletcher
Subchaser
In general, DDs will go down with one hit, with some taking two. Sinking time is almost always less than 30 minutes (will need to re-run some tests to see, for sure). (Edit: confirmed average sinking time of 15-20 minutes, depending on hit location).
I'd love to move on to the larger warships, but there's just no time for that now.
I hope RFB 2.0 is release before the end of the year :rock:
I hope RFB 2.0 is release before the end of the year :rock:
It will be, for sure. Likely it will be out by the end of November.
It will be, for sure. Likely it will be out by the end of November.
Great news and a big thanks to the RFB team
Looking forward to RFB2, with all changes implemented that I'm now adding manually and much more :yeah:
LukeFF, I have somewhere lying around a project I started some time ago for a realistic binocular view (Rounded, like the TBT) that also has a reticle. I know the real Bausch&Lomb items issued to the Submarine force had that reticle for rangefinding (Mils reticle) but I haven't been able to find a sample of it to copy. I have instead a reticle from a B*Lomb issued to the Army, so I was planning to add that one instead, until something better comes up. I will try to send you the finished item before the RFB2 release, so you can include if you see it worth it.
Travis Reed
11-10-09, 03:19 PM
Just out of curiosity, did RFB modify anything dealing with aircraft rendering?
I'm having an issue in stock and with TMO 1.7 where they aren't rendered until practically ontop of you (by that point, the aircraft spotted call had benn made awhile ago).
I do remember being able to see most planes at far longer ranges with RFB...
Uuuuuh, wth? :doh::doh::doh:
http://img688.imageshack.us/img688/9356/sh4img20091117202730812.th.jpg (http://img688.imageshack.us/i/sh4img20091117202730812.jpg/)
:rotfl2:
Uuuuuh, wth? :doh::doh::doh:
http://img688.imageshack.us/img688/9356/sh4img20091117202730812.th.jpg (http://img688.imageshack.us/i/sh4img20091117202730812.jpg/)
:rotfl2:
Yes, they did enjoy their ice cream.
It will be, for sure. Likely it will be out by the end of November.
Sweet!
Will 2.0 include the sub damage model for the U-boats as well?
Thx
beartooth91
11-19-09, 08:19 PM
Ok, after dragging my feet for a good while, I finally bought the Gold pack and updated to 1.5 (U-Boat Missions), but, have a couple of problems regarding RFB 1.52:
1st of all, I can't find a working link for the patch and hotfix mentioned in the top post....unless they're included in the RFB 1.52 at the given download link (?).
Secondly, I don't go anywhere without SD radar. Is there a file I can tweak to start off with enough renown so's I can get an SD radar at or near the start of the war ? I did some looking, but, nothing is obvious.
Thanks
I remember being confused about this.
Originally there was RFB 1.5, and a hotfix patch.
It has now been rolled up into RFB 1.52, that's all you need.
It's been a while since I played RFB.
But IIRC if you pick a start date of 1942 rather than 1941, it starts you around June of that year. Radar should be available.
LukeFF, I have somewhere lying around a project I started some time ago for a realistic binocular view (Rounded, like the TBT) that also has a reticle. I know the real Bausch&Lomb items issued to the Submarine force had that reticle for rangefinding (Mils reticle) but I haven't been able to find a sample of it to copy. I have instead a reticle from a B*Lomb issued to the Army, so I was planning to add that one instead, until something better comes up. I will try to send you the finished item before the RFB2 release, so you can include if you see it worth it.
Go for it. :) There's still time to add things to this beta before it goes public.
Sweet!
Will 2.0 include the sub damage model for the U-boats as well?
I think so, but I will have to check my notes.
Altogether, this is what is planned to be included in RFB 2.0 at this point:
Warship Damage Model, Covers:
-Akizuki
-Asashio
-Fubuki
-Mutsuki
-Minekaze
-Shiratsuyu
-Clemson
-Fletcher
-Somers
-Subchaser
-CHa-1
(LukeFF and Observer)
-New Interior Camera Mechanics (vickers03)
-New Torpedo Textures (Captain America)
-New depth gauge in control room for Balao and Tench class (LukeFF)
-Re-worked texture mapping for Gato/Balao/Tench/Tambor/Gar and S Class interiors (LukeFF)
-CHa-1 subchaser (Nisgeis)
-New Radar Display (Hitman)
-Darker attack periscope (skwas)
I have the new binocular ready now :D
The viewhole has exactly the same size as the periscopes and the TBT, in order to keep the coherence and proportions for the user (And as in real life is when pressed against your eyes). The magnification is the same as the TBT, so you can solve both (If you include my TBT, as you said some time ago) equally with an aperture angle of 84, and a zoom of 7x.
I will send you both in any case, as I have done some minor retouches.
The new reticle is excellent for rangefinding before the radar, or on stuff that the radar would not pick (shore line, etc.). I have so far been able to determine with a high degree of efficiency distance to targets for surface gun action before radar :yeah:
http://img199.imageshack.us/img199/3886/blscreenshot.jpg
WOW. That looks very nice!
Any chance you might be releasing this as a standalone?
Sure, no problem, but I'd like the RFB guys to have it first ... some kind of a "premiere" :D
but I'll send you a link per PM anyway, so you can betatest it.
JackAubrey
11-29-09, 12:43 PM
Sorry if it's been discussed before but please let me ask a question about RFB.
I reinstalled SH4 with the Addon, patching it to 1.5
Then i downloaded RFB 1.52 from the link provided in the starting post.
What i am experiencing is, that i cannot seem to lock on ships, especially during nighttime. It lets me lock on for 1-2 secs then breaks the lock.
Seastate does not seem to be the problem, calm or high waves - no lock on.
If i manage to hit a ship with some kind of snapshot, then even small cargo vessels do not go down or stop dead, they just keep on steaming on.
If a ship goes down, it sinks like a stopped submarine diving. Perfectly leveled, but sinking. In the thread i read "like a bathtub filled with water." That describes it.
What i would like to know is, if maybe i got a wrong version of RFB 1.52, as i read in the thread that i should be able to lock onto ships and sink them without spending all my torps on one merchant. It's absolutely possible that i did something wrong. :)
If the "no locking on" is correct behavior for RFB, then please tell me how i can change that.
Thanks in advance for you patience.
I think it is correct. The ability to lock a ship depends on the efectiveness of the crew's visual sensor. If the crew can see and follow the ship, you can lock on it. To achieve a realistic behaviour and get a reasonable compromise (Since the sensors dod not work based on what you see in teh screen, but on average parameters), the tendency is to undertune them, to prevent the crew from seeing ships in impossible situations, where you also neither can see them.
SteveUK
11-29-09, 07:46 PM
If i manage to hit a ship with some kind of snapshot, then even small cargo vessels do not go down or stop dead, they just keep on steaming on.
If a ship goes down, it sinks like a stopped submarine diving. Perfectly leveled, but sinking. In the thread i read "like a bathtub filled with water." That describes it.
This is the way ships sink in RFB they take longer - the manual thats provided lists the changes made to merchants. They have been changed to sink by flooding rather then a loss of hit points, think they have been given seperate compartments that will flood and ddepending where you hit the target depends on the degree of flooding.
So yes you can hit a ship with a fish and it will continue on, I put two into a hog island freighter yeterday and it still didnt stop the dammed thing till the third took out its props. And many's the time when I have gone deep to wait for a convoy to disapper before finishing off a cripple.
if maybe i got a wrong version of RFB 1.52
This is the version for 1.5 so seems the right one to me
...sink them without spending all my torps on one merchant
As above it makes you asses the situation - will it sink or does it need another? Puts you in the position of real sub skippers in that sense.
It's absolutely possible that i did something wrong
Dont think so friend, I think it's just the way RFB works I love the sinking machanics of this mod I think in RFB 2.0 (soon to be realeaed) they have changed some of the warships to - no more crusiers that take one torp from now on!
No doubt someone from the RFB team will be along and correct any errors I've made! but stick with it - your first natural sinking is such a nice feeling :yeah:
Oh one other thing - the locking on problem I think I remember reading somewhere that this happens in certain locations at certain times can be frustrating just like a real skipper experienced I would think.
Hope this has helped and good hunting :salute:
In general, it should take no more than three torpedoes to sink a merchant ship with the damage model we've implemented with RFB. The compartments that will flood the fastest are the cargo holds. Other than that, the manual describes in extensive detail how the damage model works.
As for the warship damage model, only the Japanese and American DDs have been modified at this point. I'd love to move on to the other warships, but with Observer (the mastermind behind RFB's damage modeling) absent, it's just too much work for myself to take on. Plus, there's just a TON of warships that would need to be modified. If we ever do tackle the rest of the warships it will likely be only the Japanese ones.
JackAubrey
11-30-09, 09:30 AM
Thank you all very much for your answers!
I think it is correct. The ability to lock a ship depends on the efectiveness of the crew's visual sensor. If the crew can see and follow the ship, you can lock on it. To achieve a realistic behaviour and get a reasonable compromise (Since the sensors dod not work based on what you see in teh screen, but on average parameters), the tendency is to undertune them, to prevent the crew from seeing ships in impossible situations, where you also neither can see them.
I understand. But it definitely is, at least for me, frustrating to have a merchant clear in my sights at about 800 yards, the sea around smooth like a mirror and not being able to lock on. I think it will get better the more i learn to use the map tools to calculate a solution completely on my own. :DL
This is the way ships sink in RFB they take longer - the manual thats provided lists the changes made to merchants. They have been changed to sink by flooding rather then a loss of hit points, think they have been given seperate compartments that will flood and ddepending where you hit the target depends on the degree of flooding.
I'd love that. I used the "Natural Sinking Mechanics"-Mod pre 1.5 and was amazed at how the damage and the sinking was modeled.
With that mod, ships seem to be flooded where i hit them. Did the torp hit the bow, it went down bow first, and so on.
With my install of RFB, the ships that sink tend to first stop dead in the water and then sink perfectly leveled. Regardless where i hit them. Stop your submarine, go to outside view and order periscope depth, you'll see what i mean. With RFB, no more sinking bow or stern first or listing.
So yes you can hit a ship with a fish and it will continue on, I put two into a hog island freighter yeterday and it still didnt stop the dammed thing till the third took out its props. And many's the time when I have gone deep to wait for a convoy to disapper before finishing off a cripple.
I see. I once hit a ship right in the props and it didn't stop. I thought that a hit in the props would make the darn thing stop, but no dice.
Oh one other thing - the locking on problem I think I remember reading somewhere that this happens in certain locations at certain times can be frustrating just like a real skipper experienced I would think.
It definitely is frustrating.
I picture a sub skipper who has sneaked into the enemies harbor and wants to take a shot at a merchant 600 yards away. The setting sun illuminates the scene, no swell. The skipper orders a torpedo attack and starts to read the necessary data to the first officer.
The Officer responds: "I'd like to help you with the attack, Sir, but i can't see the ship."
Skipper: "Of course you can't see the ship. That is, because we're at periscope depth and I AM STANDING AT THE FRIGGIN' PERISCOPE! So would you, pretty please with sugar and flowers, start to put in the solution data i give you, BEFORE I SHOOT YOU SORRY EXCUSE FOR AN OFFICER RIGHT OUTTA TUBE NUMBER ONE!?!?"
"Yes Sir, i would Sir. But, you know, shooting torpedoes was declared a democratic process by the DoD. If the crew can't see the ship, we're not going to help you set up the attack."
Skipper: :o
"Ok! Ok! I got it. Navigator: Set up a course to Pearl! Radio Operator: Ask them if we can have panorama windows installed in the conning tower and control room."
:03:
Hope this has helped and good hunting :salute:
It surely has. Thanks a lot.
I have the new binocular ready now :D
The viewhole has exactly the same size as the periscopes and the TBT, in order to keep the coherence and proportions for the user (And as in real life is when pressed against your eyes).
Since most people haven't used binoculars, they aren't aware that you adjust the distance between the exit pupils until you have a single circle. You did a great job on this, but I feel a prediction coming on . . . .
Some people will complain that it isn't what looking through "real" binoculars is like.:03:
Send them here
http://www.nikon.com/products/sportoptics/how_to/guide/binoculars/using/using_01.htm
JackAubrey
12-01-09, 01:04 PM
Some people will complain that it isn't what looking through "real" binoculars is like.:03:
If this happens, i would be pretty surprised to say the least. Well, at least in this Forum.
In another Forum, months ago, i read a thread about how unrealistic the AK-47 and the M4 Carbine are modeled in ArmA II, because these weapons feel completely different in Counterstrike, which features the most realistic gun simulation around... :haha:
But I think that there are people who think, that looking through binoculars is like Hollywood told them for years. Unfortunately, there are also enough people who would not rescue persons trapped in car wrecks, because in the movies, cars that crash also explode.
Brilliant work on those binocs! :up:
Thanks guys,
being used to real binoculars myself from the days I sailed and still owning a pair of them, it felt pretty annoying to see the stock ones. :D
I also made a plain circular view TBT, which will hopefully also make its way into RFB 2 :yeah:
I also made a plain circular view TBT, which will hopefully also make its way into RFB 2 :yeah:
It's in there. :)
With my install of RFB, the ships that sink tend to first stop dead in the water and then sink perfectly leveled. Regardless where i hit them. Stop your submarine, go to outside view and order periscope depth, you'll see what i mean. With RFB, no more sinking bow or stern first or listing.
Are you sure you have the mod installed correctly and that it isn't conflicting with any other mods? TBH I've never seen this type of sinking behavior exhibited in RFB.
JackAubrey
12-03-09, 11:10 AM
Are you sure you have the mod installed correctly and that it isn't conflicting with any other mods? TBH I've never seen this type of sinking behavior exhibited in RFB.
I am pretty sure i have it installed correctly. I downloaded the Archive, extracted it to my MOD Folder and activated it using JSGME. After starting the game, i see that the start screens and menu screens are altered, as is my UI in the boat.
The Folder structure is: MODS --- RFB_1.52 --- Data
I don't use other mods.
Tarnish_UK
12-05-09, 09:48 AM
That is odd that RFB should seem to behave in that way regards sinking. I've been playing it quite intensively since installing it about three weeks ago and the main thing I've found is the varying degrees types of tactical decisions I've had to make depending on how a target ship behaves after being hit. I like others have had to hang back to finish off a crippled ship once the escorts have left the area and yesterday I had to admit defeat and let a damaged ship go. Scenario was, October 1942 off the northern coast of Papua in the USS Skipjack on my way the drop some troops off on the coast of the Phillipines. I got a contact to my north heading south west at a fairly high speed. I tried to get ahead but had to submerge sooner than I would have liked to avoid being spotted. I kept my engines at flank to try and close the range as much as possible. I could by then see my prey was a large euro passenger ship escorted by three destroyers doing about 12 knots. I became clear due to the geometry I was going to have to take my shot at around 2800 to 3000 yds as after than the range was going to start to open. I prepped all four forward tubes open and ready to shoot as I refined my solution. I fired all four torps adjusted to try and ensure at least one hit. Shockingly I managed to get four solid hits BUT the first three were all duds, thank you BuOrd! The last torp did detonate on the port side forward of the stern but it just wasn't enough. By that point two of the escorts were making life interesting for me and I had to accept that there was no way I was going to be able to finish her off. Very frustrating but satisfying too much better than the stock SH4 experience. Hope you get the mod working properly soon.
JackAubrey
12-05-09, 02:17 PM
Thanks Tarnish,
it seems i am having more problems with the game than i thought. Or maybe my mind is failing me. :DL
The Story so far:
I preordered SH4, played for months after release and hat quite some fun with it. Then, due to RL issues and a shift of interest, i deinstalled it.
Now, as i regained interest in Uboat-Sims again, i reinstalled SH4 and also the U-Boat Missions Add-On i bought from a Garage Sale for a mere Euro.
The Add-On gives me an Installation error, as it says that it can't read 3 or 4 .dds files. If i ignore the error, it finishes the installation.
As i understand it, the DDS Files represent Textures or Graphical Stuff, so they should not mess up the Game Mechanics.
Now, what happens is, besides the sinking mechanics "phenomenon" of RFB, that i hardly hit anything at all with my torps. The Ships that are hit seem to be hit out of pure luck.
When i try the Tutorial Mission, where you have to sink the Mogami coming from the West, i never hit the darn thing with any solution i punched in.
If i thumb it and fire away when i think it's right, i get about 2 out of 4 torps into the ship.
If i try it the way it's described in the Videos and Threads regarding Manual Targeting, i am out of Luck.
Example:
There is one Mission where you have to sneak into a harbor and sink the Yamato.
I manage to get into position and have the Yamato in the scope at about 350°. I identify the Yamato, get the range and set the AOB to about 90° and the Speed to Zero. Everytime "sending" to the TDC.
When i fire, the torps leave the ship and run straight on. No turning to Yamato.
What i will try is, i will deinstall SH4 completely and reinstall it, patching it to 1.4 and see, if my problem persists without any mod.
Jack don't forget to delete the SH4 folder in my documents and any other files left behind by the uninstaller
JackAubrey
12-05-09, 05:32 PM
Jack don't forget to delete the SH4 folder in my documents and any other files left behind by the uninstaller
Thanks for the hint. I did delete everything SH4 related and reinstalled it, patched to 1.4 and seemed not to have any problems.
Could not resist and installed the Add-On (which again gave me read-errors on those few DDS-Files), activated RFB with JSGME and everything seems to work out just fine so far.
Maybe something went totally wrong the first time.
I tried the "Torpedo Attack" Mission, tried to put in a solution and had 4 out of 4 Torps hit the Mogami, which sank as i would expect a ship to sink with 4 large holes punched in the side - listing more and more until she capsized.
It seems i got it right with the install.
The only thing that would be great is, if somebody could tell me which files i have to alter, to be able to lock onto ships i see through the scope. This is still frustrating to me, sometimes not being able to lock on despite having the ship clearly in my sights.
Well, i am the captain, i suppose. I want to shoot at ships that I see, what do i care what my crew sees? :03:
cdrsubron7
12-05-09, 09:28 PM
Just wondering when the v2.0 might be available?
brandtryan
12-06-09, 10:07 AM
Hi fellas--
After a long break, I'm having a blast once again in SHIV--and am trying out RFB. I've tried to find a solution to an issue I'm having, to no avail--
My crew will report a visual contact--and I'll verify it, and then submerge to 70 or 80 feet to start gathering data via wernersobe style. However, the hydrophone isn't picking anything up at the bearing! It can hear my own engines when I point to 180 degrees--but the sonar operator won't report any contacts, and I myself can't hear anything at the verified bearing. Are there any special requirements, depths, etc. that I need to be aware of to use it?
Thanks in advance--good to know this community is still going strong! Also, VERY much looking forward to SHV!
Oberleutnant nederlander
12-06-09, 11:13 AM
hey guy's/gal's
was wondering if any of ya could help...
am using FRB.1.5 and OM705
INSTALLED in this order via JGSME
RFB.V1.52
RSRDC_RFBV15_V421
" "_V401_patch2
" "_V411_patch2
" "_V421_patch2
opsMonsun_V705
OMV705_to_V715A
OMV715_patch1
OMV715_hotfix1
oh and am running websters no plankton mod too.
and am experiencing problem's with entering the museum?
and i can't find the "attack map" to be able to adjust my torpedoe depth etc etc, via the german sub's, as the american one's have it built in with the periscope..
any feed back would be greatly recieved..
:arrgh!: R !!
lurker_hlb3
12-06-09, 06:43 PM
hey guy's/gal's
was wondering if any of ya could help...
am using FRB.1.5 and OM705
INSTALLED in this order via JGSME
RFB.V1.52
RSRDC_RFBV15_V421
" "_V401_patch2
" "_V411_patch2
" "_V421_patch2
opsMonsun_V705
OMV705_to_V715A
OMV715_patch1
OMV715_hotfix1
oh and am running websters no plankton mod too.
and am experiencing problem's with entering the museum?
and i can't find the "attack map" to be able to adjust my torpedoe depth etc etc, via the german sub's, as the american one's have it built in with the periscope..
any feed back would be greatly recieved..
:arrgh!: R !!
First, All your versions of RSRDC and OM are obsolete. You need to check the first post of both RSRDC and OM for the latest versions
IRT experiencing problem's with entering the museumThis problem happens with OM and RSRDC combined
IRT i can't find the "attack map"
Use the fifth icon from the left
Just wondering when the v2.0 might be available?
Soon. ;)
Arclight
12-06-09, 08:31 PM
Would make for an excellent Christmas present. :D
Would make for an excellent Christmas present. :D
Good thing Santa doesn't travel by ship, I'd sink him too.... :har:
Thanks.
Sudo
skookum
12-08-09, 10:32 PM
I'm running RFB, RSRD, OM 720. Just noticed the props on the Balao are turning the wrong way. Known issue?
I'm running RFB, RSRD, OM 720. Just noticed the props on the Balao are turning the wrong way. Known issue?
It's been that way since the game was released.
Would make for an excellent Christmas present. :D
It's coming, sooner than you think. The release candidate is in testing right now. :)
Arclight
12-09-09, 12:57 AM
Christmas is coming early this year. :lol:
Good job :up: to all involved. Your efforts are much appreciated and eagerly anticipated. :yep:
I better get my #ss back to port then!:yep:
subunit
12-16-09, 08:51 PM
Hi, I'm new to SH4, but I decided to start with RFB since the damage model is so much more realistic. It's interesting so far but I've been having a couple of weird issues with the deck gun. The first is that I can't get the deck gun to de-mast small craft or really show any damage detail at all in RFB. When I try the artillery training mission from RFB in vanilla 1.5, I can knock the masts off the sampans and the small freighter, but I can't do this, even with direct hits, in RFB. This really takes a lot of the visual interest out of attacking small craft, as they appear to be in perfect condition until they sink (sometimes small fires or cargo tossed overboard, but that's it). Is there a way of fixing this?
The other thing that was bothering me was that some of the deck gun models in RFB have the viewfinder in the immediate center of the zoomed-out view, concealing the crosshair/center of the screen. This renders the zoomed-out view basically worthless and makes targeting in high seas somewhat ridiculous (zooming into the viewfinder for a split second to make sure the target is still there and then zooming out to adjust elevation, etc). Is there a way to alter this so I can see what I'm shooting at without using the viewfinder?
Thanks!!
Sailor Steve
12-17-09, 01:12 AM
WELCOME ABOARD!:sunny:
Just started using RFB myself and am loving it. Just one issue so far, I wasn't paying attention and ran into shallow waters just as planes were spotted. I went to put men on the AA guns but the dials are blocking the spots (yes I read the manual), so I looked up the key to hide the interface and its the numpad delete key :x. I'm playing on a laptop with no number pad. What can I do?
edit: It's not too bad, I can still drag them into the spots over the dial and can remove them by finding them on the crew list.
beartooth91
12-17-09, 04:49 PM
Well, here's an interesting one:
I took Grouper out for her 2nd war patrol, Oct-Nov '42. I was assigned the patrol area NW of the Bismark Sea (I forget the name). I headed down to Tulagi where I topped off with fuel. Upon heading out of Tulagi, I noticed I had no torpedo reserves - just the ones in the tubes. I sank a couple of ships and headed home, to Midway. I ended the patrol, docked, etc.
I started my 3rd war patrol, Dec '42 - Jan '43 of the Bungo Straits. After getting there, I saw I had ZERO torpedos. I found this out as I was completing an approach on a merchantman.
What did I screw up ?
Mods are, in order:
RFB-1.52
RSRDC_RFB_V575
RSRDC_V5xxx_Patch1
OpsMonsun_V705
OMv705_to_V720
FooFighters Hi Res Skins with black and grey
manually reload your torps, b4 heading out to sea
Christmas is Friday:hmmm: I was a good boy this year!:haha:
Christmas is Friday:hmmm: I was a good boy this year!:haha:
I try to be good but i fail at it :)
I no longer have spots to put the crew on on the deck gun after getting a new gun :cry:
I no longer have spots to put the crew on on the deck gun after getting a new gun :cry:
That is a known bug with the game,go back to port and switch the deck gun location,the crew should be back after doing that
That is a known bug with the game,go back to port and switch the deck gun location,the crew should be back after doing that
So no forward gun for me? :cry:
Christmas is Friday:hmmm: I was a good boy this year!:haha:
It's close to release. :yep: I made some last-minute changes that need to be tested first before the mod is released to the public. It shouldn't take more than a couple of extra days.
New Readme Details:
Warship Damage Model, Covers:
-Akizuki
-Asashio
-Fubuki
-Mutsuki
-Minekaze
-Shiratsuyu
-Clemson
-Fletcher
-Somers
-Subchaser
-CHa-1
(LukeFF and Observer)
-New Interior Camera Mechanics (vickers03)
-New Torpedo Textures by Captain America
-New depth guage in control room for Balao and Tench class (LukeFF)
-Re-worked texture mapping for Gato/Balao/Tench/Tambor/Gar and S Class interiors (LukeFF)
-CHa-1 subchaser (Nisgeis)
-New Radar Display (Hitman)
-New American binocular, TBT and deck gun optics (Hitman)
-New German binocular optics (Hitman)
-Darker attack periscope (skwas)
-Adjusted camera positions for various deck guns.
-Adjusted elevation rates for American deck guns.
-Starting crew rosters for the Tambor, Gar, Gato, Balao, and Tench class boats now based on USS Icefish roster (June 1944).
-Starting crew rosters for the Salmon and Sargo class boats now based on USS Sculpin roster (November 1943)
-Machinists now man the control room in all American boats.
-Crew skills re-worked.
-Lookout specialization re-named to Quartermaster. In reality, petty officers with the Quartermaster and Signalman ratings drew the duty of 'Quartermaster of the Watch' and were assigned to bridge detail. (Source: The Fleet Type Submarine). In addition, the Signalman rating was absorbed into the Quartermaster rating twice in the post-war era (1948 and 2003).
The other thing that was bothering me was that some of the deck gun models in RFB have the viewfinder in the immediate center of the zoomed-out view, concealing the crosshair/center of the screen. This renders the zoomed-out view basically worthless and makes targeting in high seas somewhat ridiculous (zooming into the viewfinder for a split second to make sure the target is still there and then zooming out to adjust elevation, etc). Is there a way to alter this so I can see what I'm shooting at without using the viewfinder?
This will be fixed in RFB 2.0.
It's close to release. :yep: I made some last-minute changes that need to be tested first before the mod is released to the public. It shouldn't take more than a couple of extra days.
That's great news Luke! Take all the time you need to get it right. I had one question though. Is this version going to have the PE mod integrated into it?
Only one question: WHEN?
Oh, that has an easy answer:
WHEN IT'S READY!! :smug:
Is this version going to have the PE mod integrated into it?
Yes
I have the new binocular ready now :D
...
I see monocular... :hmmm:
I see monocular... :hmmm:
Why that?
Of course in a flat 2D screen it is impossible to have true "binocular" perception, but other than that it is correct. :hmmm:
If you look through the binocular optical device (by two eyes) you cannot see a correct circle FoV... :DL
RFB 2.0 should be uploaded within the next couple of days. :)
If you look through the binocular optical device (by two eyes) you cannot see a correct circle FoV... :DL
:o
No, that is NOT true :nope:
If you look through a binocular with two eyes, you see a perfectly round circle :) I have used several binoculars in my life and they always had a rounded field of view. Right now I have here by my side a marine binocular from my granfather (A Noctex 10x) and I can assure you that when you look through it, what you see is a perfect circle.
EDIT: See this post here: http://www.subsim.com/radioroom/showpost.php?p=1211771&postcount=3110
RFB 2.0 should be uploaded within the next couple of days. :)
Oh yeah!!! Now that's what I'm talking about.... :yeah:
Thanks.
Sudo
Steiger
12-29-09, 01:54 AM
I bought the game on Steam for dirt cheap, and I'm wondering if that affects the workability of the mod in any way. I couldn't install the 1.4 patch because the installer couldn't find the game on the hard drive (so I got the u-boats addon so I could get 1.5).
Any info appreciated, thanks. I just don't want to waste someone's bandwidth on a download if it's going to be useless.
I bought the game on Steam for dirt cheap, and I'm wondering if that affects the workability of the mod in any way. I couldn't install the 1.4 patch because the installer couldn't find the game on the hard drive (so I got the u-boats addon so I could get 1.5).
Any info appreciated, thanks. I just don't want to waste someone's bandwidth on a download if it's going to be useless.
With the steam disable the autoupdate for SH4, or whatwasitcalled.
The main point is, when Steam realizes you used a Mod that changes files
in the game, it will download those files again.
This applys to any Steam game you wanna modificate ie. change/edit files.
You just need to put JSGME in the game folder, which I don't know what it is in Steam
since I don't have steam version. Look for Data folder and place the JSGME one folder up.
Should works just fine. I know cuz I've used JSGME on Counter Strike Sauce and the likes in the past,
even with X3 Terran Conflict.
There's no other patch after 1.5 for SH4 nor it will be I spose since
the SH5 is on the works, coming out probably in March next year.
Happy hunting.
:arrgh!:
:o
No, that is NOT true :nope:
If you look through a binocular with two eyes, you see a perfectly round circle :) I have used several binoculars in my life and they always had a rounded field of view. Right now I have here by my side a marine binocular from my granfather (A Noctex 10x) and I can assure you that when you look through it, what you see is a perfect circle.
EDIT: See this post here: http://www.subsim.com/radioroom/showpost.php?p=1211771&postcount=3110
:haha:
Not correct link... or unsuccessful example...
Nikon's instruction - это упрощенный показ настройки расстояния между окулярами бинокля (roof prismatic binocular)...
Все изображения, которые вы сможете найти (например в интерненте) и якобы "сфотографированные" через бинокль... это монокулярные изображения, которые сделать не очень сложно... "сфотографировать" же истинное бинокулярное изображение, приближенное к тому, что видит человек очень сложно...
В результате бинокулярного зрения где угол зрения ограничен еще и конструктивными особенностями бинокулярного оптического прибора (бинокль), вы никогда не увидите FoV в виде абсолютно правильного круга... даже у самых совершенных современных биноклей FoV по горизонтали всегда будет немного больше, чем FoV по вертикали... Вы правильно пишите, что FoV будет скругленной (rounded) фигурой, но не правильным кругом...
В качестве информации для размышлений... прочитайте: http://en.wikipedia.org/wiki/Binocular_vision
Кроме того вы можете попробовать сами с помощью линейки измерить FoV по горизонтали и по вертикали, установив бинокль (и линейки) на штативы... не забывайте речь идет о Porro prismatic binocular как показано в игре...
P.S. Вы не можете одновременно видеть резкое изображение объекта (корабль) и резкое изображение границ FoV оптического прибора..., поэтому для приближения к реальности восприятия, границы FoV в играх (и т.п.) изображаются нерезкими...
И цвет изображения должен быть с очень легкой желтизной... несовершенство оптики тех лет...
JackAubrey
12-29-09, 10:50 AM
One more question about the sinking mechanics in RFB.
Is it normal that not all ships go down the way one might suppose?
I hit a Mogami with 4 torps in the bow but it went down stern first.
[/URL][URL]http://www.abload.de/img/sh4bowshotfuqv.jpg (file:///C:/Users/malcolm/Desktop/sh4bowshotfuqv.jpg%20%28JPEG-Grafik,%201024x640%20Pixel%29.URL)
Is this normal behavior inside the Game-Engines or Mods tolerances, is it the way ships sink or is something wrong on my end? (except that i am too picky :D)
Is it normal that not all ships go down the way one might suppose?
I hit a Mogami with 4 torps in the bow but it went down stern first.
http://www.abload.de/img/sh4bowshotfuqv.jpg
Is this normal behavior inside the Game-Engines or Mods tolerances, is it the way ships sink or is something wrong on my end? (except that i am too picky :D)
Large warships like the Mogami aren't affected by the new damage model, sadly. The largest warships that will be affected by the new damage model in RFB 2.0 are destroyers.
Luke, PM me when you release it -in case I miss it, these are busy days for me- so I can add an announcement to the main page :up: Beware that I'll be offline from the 31st to the 2nd January.
JackAubrey
12-29-09, 07:21 PM
Large warships like the Mogami aren't affected by the new damage model, sadly. The largest warships that will be affected by the new damage model in RFB 2.0 are destroyers.
As long as they go down, it's not a big deal. Damage Model on all other ships i encountered so far is excellent and "feels natural." :up:
A little suggestion (or maybe request): As a rather new RFB-Fan, I love nearly everything about this mod except the length of the "General Quarters" Sound.
Is there any easy way i could change that without breaking the mod?
It may be realistic, but i always need to turn the volume down or the time compression up, because i can't stand the loud "dang dang dang" sound. :DL
Luke, PM me when you release it -in case I miss it, these are busy days for me- so I can add an announcement to the main page :up: Beware that I'll be offline from the 31st to the 2nd January.
Will do.
A little suggestion (or maybe request): As a rather new RFB-Fan, I love nearly everything about this mod except the length of the "General Quarters" Sound.
Is there any easy way i could change that without breaking the mod?
It may be realistic, but i always need to turn the volume down or the time compression up, because i can't stand the loud "dang dang dang" sound. :DL
Sure. The relevant audio file is "Submarine_GQ_battle_stations_INT."
JackAubrey
12-30-09, 12:49 PM
Thanks a lot! :yeah:
Uploading RFB 2.0 now... :D
Expect the download link to be up in about an hour.
sckallst
12-31-09, 12:04 AM
Oh, great. No sleep for me tonight.
:haha:
Not correct link... or unsuccessful example...
Nikon's instruction - это упрощенный показ настройки расстояния между окулярами бинокля (roof prismatic binocular)...
I ran Anvarts post through google translate.
In my opinion, Anvart is arguing semantics. He's not saying it should be 2 overlapping circles, but that the single circle shouldn't be perfectly round and that the FoV (field of view) is not a perfect circle.
True, the binoculars give a view that is not a perfect circle if you want to get nitpicky, but it is so close to being a perfect circle that the brain sees it that way.
Nikon gives an example showing an exaggerated oval view on one of their pages. Funny thing, my Nikons do not have an image that is as out of round as the example on their site.
My other set which are 8-24x40's are the same way. Set up the interpupillary distance correctly and I'd swear it was a perfect circle.
Plus in order to figure out the correct vertical and horizontal FoV, you'd need to take into account the lens size, magnification, and distance.
Leave the view as is Hitman, and just ignore Anvarts post. I wonder how much time he's spent actually looking through binoculars.
...
In my opinion, Anvart is arguing semantics...
I can tell it about your post... simplified concept...
... and just ignore Anvarts post. I wonder how much time he's spent actually looking through binoculars.
... enough for understanding..., but your brain prevents to understand it...
My thought is simple... horizontal FoV more than vertical ...
The distance between objectives of the sea Porro-prism binocular is more than distance between eyepieces in 2.5 and more...
cdrsubron7
12-31-09, 11:48 AM
Looking forward to RFB 2.0. Thanks to you LukeFF and your team for all your hard work.
Happy New Year to you all. :salute:
RFB Team
12-31-09, 08:45 PM
Please note: the file and link for RFB 1.52 has been removed from the server, due to RFB 2.0 being released. All further support and discussion about RFB should be directed to this thread:
http://www.subsim.com/radioroom/showthread.php?t=159709
Thanks!
keltos01
10-20-10, 02:44 AM
bump because someone dug up an old thread instead of this one
keltos
malandrino6902
12-13-10, 07:40 PM
Not sure if doing this right, hope i ,am in the right forum. Question: Can a change the german periscope wiew back to vanilla, whith the grades and lines, as in sh3, still keeping rfbf which i think is a great mod.
Webster
12-14-10, 11:04 PM
bump because someone dug up an old thread instead of this one
keltos
actually THIS is the old thread for RFB v1.52 which was replaced by RFB v2.0 (1yr ago) and a brand new thread was started for it so all the old issues from the previous versions wouldnt need to be rehashed to confuse people over what issues has or hasnt been resolved.
the thread for the RFB mod v2.0 that is in use today can be found here: http://www.subsim.com/radioroom/showthread.php?t=159709
gi_dan2987
02-06-11, 07:23 PM
Can anyone tell me why it takes a minute and a half to reload the deck gun in RFB 1.4??? I'm trying to figure out if this is a historical reload time or not. Thanks everyone!
:salute:
Can anyone tell me why it takes a minute and a half to reload the deck gun in RFB 1.4??? I'm trying to figure out if this is a historical reload time or not. Thanks everyone!
:salute:
We need...
Mod list
Sub
Month/Year
RFB is now in version 2.0. Is there a reason you are running RFB 1.4?
this mod is one of the bests
Can anyone tell me why it takes a minute and a half to reload the deck gun in RFB 1.4??? I'm trying to figure out if this is a historical reload time or not. Thanks everyone!
:salute:
It's based on a number of factors which the SH4 engine does not simulate directly. And yeah, RFB is at version 2.0 now. :D
How deep are the IJN a/c supposed to be able to spot you and bomb you accurately?
I keep getting sunk at about 190' while cruising during daylight submerged.
CapnScurvy
09-11-11, 10:02 PM
RFB 2.0 has this setting way off.
Here's TMO 2.0's air plane visual setting for depth capabilities:
http://i175.photobucket.com/albums/w132/crawlee/TMO20.jpg
TMO 2.1 and 2.2 decided to return to the stock game parameter of zero:
http://i175.photobucket.com/albums/w132/crawlee/TMO21.jpg
Here's RFB 2.0 setting for air plane visuals:
http://i175.photobucket.com/albums/w132/crawlee/RFBvisual.jpg
If you haven't figured it out yet, the greater the figure below zero (in the minus range) the better the planes will spot you. Just how far into the depths -75.0 takes it, I don't know. As you pointed out 190 feet isn't enough.
White Owl
09-12-11, 12:13 AM
Wow. I wonder if that was maybe supposed to be -7.5 instead.
CapnScurvy
09-12-11, 08:19 AM
-7.5 would still be over 3 times the setting TMO use to have (which is one of the reasons many gamers called the TMO planes "wicked"). It's certainly conceivable that a decimal point was placed wrong. Who knows?
I should point out that this modifier (MinSurface=) is not referring to the amount of depth below the surface of water an object can be seen.
No, no, this modifier refers to the minimum surface area size an object must be, in order for "whatever" it's modifying (in this case visual detection) to trigger the event. This modifier appears in several other possible "events" that set off an AI response, so it's not just for planes visual attributes. Since were talking about the problem of having a sub detected at unbelievable distances while underwater, I can see where a person may get the wrong idea about this modifier. You have to relate the function of the event (visual detection) to a default occurrence (visible/invisible). Once that default threshold is met, different modifiers can change the event (visual detection) either one way or another. In this modifier, an object meets the threshold point for the event by setting the minimum size, or surface area it needs to be (in this case it's -75.0 smaller than what the stock size would be to trigger the event).
Does water play a factor in the ability/inability to be visually detected? My personal belief, it doesn't at all. Water isn't the deciding factor. The object size and distance between objects plays the deciding factors that will trigger the event. Think of it this way, the sub can't fly, and the planes don't swim. There's a point in vertical height that neither will cross. To "see" an object beyond this barrier requires knowing what size an object must be to be detectable and the distance between one and the other.
White Owl
09-12-11, 08:22 PM
Thanks for educating us, CapnScurvy. :)
Flaxpants
09-16-11, 12:13 AM
I play RFB 2.0 and recently came across a juicy convoy at night coming out of Semarang. I hit a couple of freighters on my first attack and then waited for the onslaught by the destroyers- which never materialised.
One of the two freighters continued on with the convoy, the other was incapacitated and slowly sinking. One of the two destroyer (there may well have been more) escorts continued with convoy, now zig-zagging, the other remained behind with the sinking ship, stationary. Neither destroyer appeared interested in locating me.
It occurred to me that the second destroyer may have been acting as a rescue vessel for the sinking freighter. I can think of no other reason for the destroyer sitting stationery like that.
I was a little surprised that I could make the attack with no repercussions.
And yes, I did sink the stationery destroyer:arrgh!:
Webster
09-16-11, 08:36 AM
It's based on a number of factors which the SH4 engine does not simulate directly. And yeah, RFB is at version 2.0 now. :D
this thread is closed in the interest of causing less confusion so please go to the current RFB thread
http://www.subsim.com/radioroom/showthread.php?t=159709&highlight=real+fleet+boat
link has also been updated on the mod lists page
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