View Full Version : [REL] RFB/Real Fleet Boat for 1.5
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DrJonez
05-05-08, 12:31 PM
Can someone please link me to everything that I need, then? I'm really confused. A lot of your replies aren't making sense. For instance, checking or unchecking ship updates on the map has absolutely no effect in RFB. There are no updates no matter what you do, it's part of the mod. The only icons you get are when you're zoomed far out, and one of those will appear for a split second and zoom by if I'm at high TC. But like I said, it only seems to fail to go to 1x if the contact is a friendly ship, so it's not THAT big of a deal. I'd rather have the suspense of identifying the ship myself, but at least it shouldn't let me sail right into an enemy fleet under TC.
I bought SH4 way back when it first came out, and I stopped playing after a couple of weeks because of all the bugs. I haven't touched it in ages, although I've been playing sub sims since Silent Service 2 way back on my 286, so I'm very familiar with the subject matter, how things work, etc. I went to the Ubisoft page for SH4, and the latest patch that they had listed was 1.4. Now you guys are talking about 1.5 or something, plus some other version of RFB that I'm unaware of... Can you tell me exactly where I need to go to get these things please? :)
AVGWarhawk
05-05-08, 12:59 PM
Look at the top of the forums here. You will see a picture of Silent Hunter Uboat Missions(left hand side at the top). This is the 1.5 patch/add on. Now, RFB is in beta right now for the Uboat Mission 1.5/add on. Purchase this and in about 1-2 weeks the release of RFB for 1.5 uboat mission add on will be ready. Everything you are having issue with will be repaired. I suspect perhaps Luke or Swdw will show you how to get your icons back on the map. Then again, perhaps not because RFB is not going to be a made to order mod for everyone. It is released as is. Some other options for the player can be usable and choosable by the player.
DrJonez
05-05-08, 11:10 PM
So what version of RFB and SH4 can I run that will actually be stable?
And I have to purchase an expansion before I can fix everything? Wtf? :(
So what version of RFB and SH4 can I run that will actually be stable?
And I have to purchase an expansion before I can fix everything? Wtf? :(
We are only supporting the 1.5 version of the game, because it is too much of a hassle trying to keep two versions of the mod current. Like it or not, 1.5 is the current version of the game, and that is the one we have chosen to support.
I suspect perhaps Luke or Swdw will show you how to get your icons back on the map. Then again, perhaps not because RFB is not going to be a made to order mod for everyone.
What he said. :yep:
DrJonez
05-06-08, 10:07 AM
So noone has answered my question. What is the latest version of RFB that can be used with JUST SH4? When you were on 1.2 or 1.3 you weren't doing the 1.5 thing, so can I go reinstall SH4, patch to an earlier version, and then run an older RFB over top of it?
You guys really don't make this easy for people who haven't been following this project for ages :(
Is there absolutely no way to have a stable RFB experience with any combination of SH4 and RFB versions until I buy the expansion and you release 1.5?
Is there absolutely no way to have a stable RFB experience with any combination of SH4 and RFB versions until I buy the expansion and you release 1.5?
My understanding is that the only presently available RFB version (links in the 1st posting of this thread) is for SH4 1.4. So, if you are running SH4 patched to v1.4, you should be safe installing that present RFB. That RFB version is NOT compatible with SH4 1.5 (= U-Boat Missions).:know:
The RFB team is still working on a separate version of RFB for SH4 1.5 UBM, which will be released as a separate download (soon, I hope:up:).
I myself have been running SH4 1.5 since it came out, and I have thus, sadly, not been able to play RFB since that upgrade.:cry: Waiting desperately.:arrgh!:
To sum up: If you run SH4 v1.4 and want to run RFB, download & install the present RFB version. If you run an earlier (pre-1.4) version of SH4, patch it to v1.4 (it's free), and then install the present RFB. If you run SH4 v1.5 and want to run RFB, you must wait for the RFB 1.4 version to be released.
So noone has answered my question. What is the latest version of RFB that can be used with JUST SH4? When you were on 1.2 or 1.3 you weren't doing the 1.5 thing, so can I go reinstall SH4, patch to an earlier version, and then run an older RFB over top of it?
You guys really don't make this easy for people who haven't been following this project for ages :(
Is there absolutely no way to have a stable RFB experience with any combination of SH4 and RFB versions until I buy the expansion and you release 1.5?
The first post of this thread gives you all the information you need to download and setup RFB for SH4 1.4. In addition it has links to Lurkers RSRDC campaign plus the patches.
RFB for SH4 1.4 can be downloaded here: http://hosted.filefront.com/RealFleetBoat/
you will need a fresh install of SH4 then run the 1.4 Patch, add JSGME and then add in RFB and enable it through JSGME. I hope this helps. There is another thread in this forum for the links to Lurkers now no longer supported RSRDC for SH4 1.4. I am hosting those on File Front until interest dies down and they are pulled. http://hosted.filefront.com/tascaso
Always make a back up copy of a fresh SH4 1.4 install and tuck it away in a safe corner of your HD. Cheap insurance in case you botch the install.
I hope this helps if not keep asking questions. You will get an answer sooner if not later.
Happy hunting!:ping:
DrJonez
05-07-08, 12:00 AM
What is JSGME?
Nisgeis
05-07-08, 03:27 AM
What is JSGME?
JoneSoft Generic Mod Enabler.
http://www.users.on.net/~jscones/software/products.html
Very useful if you use mods.
Thanks for posting the link to JSGME, I forgot to add it to my post yesterday. This "head cold" is just kicking my butt.
Nisgeis
05-07-08, 12:07 PM
This "head cold" is just kicking my butt.
That's quite a disturbing mental image, if you try to picture that. Get well soon!
This "head cold" is just kicking my butt.
That's quite a disturbing mental image, if you try to picture that. Get well soon!
Paints an ugly picture, but thats pretty much it....thats all. This too shall pass...:nope: (more sublte inferences). There you go...aaaaaaaaaaaaaaack:dead:
DrJonez
05-08-08, 02:55 AM
Thanks for the help guys :)
Thanks for the help guys :)
Your most welcome. Anything we can do to make SH4 a really enjoyable sim.
I just wanted to say I have been playing your 1.5 beta with the patch and love it. Even tried TM 1.5b and actually had to go back to the rfb even though it is still beta. Great job on what I have seen so far. Love the scopes and the hud dials. Deck gun is a little weak for my taste but if that is how it was back then, then I guess I will have to make do like they did.
Also, just as an FYI, I have it installed in this order and have had no glaring issues rsrd, rfb, pe install, nsm4, pe addons and patches.
Can't wait till the finished product.
Keep up the good work.
DeepIron
05-08-08, 11:24 AM
Deck gun is a little weak for my taste but if that is how it was back then, then I guess I will have to make do like they did.We're working and testing that. I noticed it too and we're adjusting some parameters... Thx for your obsrvation tho'! :up:
AVGWarhawk
05-08-08, 12:30 PM
@S1lk
As DeepIron said, gun was worked on by LukeFF and he has done some more work with it that is not in the current Beta. It is hard to come up with a good balance. Knowing Lukes work...I'm sure he will get a good balance. Personally I make every attempt to not use the gun. More a defensive weapon then offensive. Although, it is fun to chew up a small merchant with it if you get the chance. :D
BTW, welcome aboard:up:
vanjast
05-08-08, 05:07 PM
No Pressure.. :lol:
Got my sub, with engines at full revs, tied to the quayside...waiting ..waiting.
:know: :up:
The admirals daughters impressed with this display, though.
The admirals a bit miffed about it.. :rotfl:
(http://www.subsim.com/radioroom/images/smilies/icon_biggrin.gif)
thumper
05-09-08, 02:02 AM
Where are the 2 crewmen that occupy the dive plane locations?? Will not show in battle stations or non battle stations..:nope:
Where are the 2 crewmen that occupy the dive plane locations?? Will not show in battle stations or non battle stations..:nope:
Something's wrong with your install if you're having this issue.
RFB Team
05-11-08, 07:02 AM
RFB 1.5 is up for download!
See the first page for details.
ReallyDedPoet
05-11-08, 07:41 AM
Very nice lads :up:, saw this as well on the SUBSIM Main Page :yep:
RDP
akdavis
05-11-08, 09:59 AM
Without NSM the order would be:
RFB
RFB zones file
RSRD
RSRD patch
OM
PE or W_Clear environment mod
I don't see this "zones" file anywhere in the downloads.
tedhealy
05-11-08, 11:04 AM
Woohooooooo:rock:
Many thanks to the RFB team for the time and work put in, downloading now.
AlmightyTallest
05-11-08, 11:47 AM
Oh man! Been waiting a month for this! Thanks guys for this mod, it is very much appreciated.
tedhealy
05-11-08, 01:28 PM
Something funky going on with 1.5 for me
NSM4 classic
RFB_1.5_051018
RSRDC_RFBv15_V395_RC5
Enviromental 4.4a mod
sobers better rock Ver 2 mod for ver 1.5
When I start an American career in port before actually starting the mission, only the deck crew is on the boat. All the other slots are empty. There are guys that I can drag and drop onto the boat but there don't seem to be enough to fill up the boat.
Perhaps a redownload or reinstall?
AVGWarhawk
05-11-08, 01:40 PM
Just a suggestion Ted, load the enviro mod first. See if that clears the issue.
tedhealy
05-11-08, 01:44 PM
Must have been something damaged during the download/unzip/or actiavation. I redownloaded and activated the same mods and now it works.
Time to head out on patrol :arrgh!:
vanjast
05-11-08, 01:59 PM
A request to all.
I realise that it's easy for you guys to upload stuff to filefront :down: , but we really need a better depository that's download manager friendly.
anybody got any ideas... please :up:
:)
Schultzy
05-11-08, 02:10 PM
Brilliant news!
Thanks very much RFB team...i've been waiting with baited breath for this to go gold! :D
Downloading now! :thumbs:
Gave this mod a try since it was updated to 1.5, but all my command buttons are messed up. Tried RFB with RSRDC and NSM, tried RFB alone and also tried other screens resolutions, but the problem remains. Did a redownload and reinstall, but nothing seems to help. Any ideas?
oh... and tried the search too, but didn't find anything useful :oops:
RFB Team
05-11-08, 04:22 PM
Hey guys,
I found out there was a problem with the download where I accidentally created an RFB directory twice. I will post a new link here and in the first thread for you all to re-download in a short while.
RFB Team
05-11-08, 04:25 PM
A request to all.
I realise that it's easy for you guys to upload stuff to filefront :down: , but we really need a better depository that's download manager friendly.
anybody got any ideas... please :up:
:)
We'll work on getting it uploaded to another file sharing site.
vanjast
05-11-08, 04:37 PM
:up: :up: :up: :up: :up:
Husksubsky
05-11-08, 05:14 PM
I also have messed up buttons grrr..:-?
can t wait to get this great mod working;)
RFB Team
05-11-08, 05:26 PM
Updated links to the main RFB download and the German Audio files have been posted in the first thread. This fixes the problem with the main RFB folder being created twice. Re-download and re-install the mod if you currently are having any problems with the mod, and then let us know if you're still having issues.
@akdavis: that note about the Zones file was from the 1.4 release. I've removed the reference to it so as not to cause any further confusion.
RFB Team
05-11-08, 05:28 PM
@Noir and Husksubsy: what do you mean by "messed up buttons"?
RFB Team
05-11-08, 05:33 PM
One other note: I've updated the install order of the major mods, especially as it relates to PE and WClear's mod. See the first post for details.
tedhealy
05-11-08, 05:53 PM
Is there any easy workaround to get rid of the crosshairs on the binoculars? Also I'd like to get rid of the obstructions when looking through the TBT, is this doable?
akdavis
05-11-08, 05:56 PM
One other note: I've updated the install order of the major mods, especially as it relates to PE and WClear's mod. See the first post for details.
Lurker released a single version file of RSRDC for RFB 1.5 today, so is the install order applicable without that one file (there would be no RSRDC patch for it)? I.e., this:
Compatible with Natural Sinking Mechanics for 1.4-
ACTIVATE AFTER NSM- Needed changes in files are included in RFB, so it can overwrite NSM files without corrupting NSM.
Activate Run Silent Run Deep and Operation Monsun AFTER Real Fleet Boat.
So the install order would be:
NSM
PE or W_Clear environment mod
RFB
RSRD
RSRD patch
OM
Without NSM the order would be:
PE or W_Clear environment mod
RFB
RSRD
RSRD patch
OM
and this:
Compatible with Natural Sinking Mechanics for 1.4-
ACTIVATE AFTER NSM- Needed changes in files are included in RFB, so it can overwrite NSM files without corrupting NSM.
Activate Run Silent Run Deep and Operation Monsun AFTER Real Fleet Boat.
So the install order would be:
NSM
PE or W_Clear environment mod
RFB
RSRDC_RFBv15_V395_RC5
OM
Without NSM the order would be:
PE or W_Clear environment mod
RFB
RSRDC_RFBv15_V395_RC5
OM
would be the same install, or is that order only valid for the earlier RSRDC release (v355 + patch)?
onebigstep
05-11-08, 06:29 PM
got ctd us or u-boat when hit go to battle station button:shifty:
AVGWarhawk
05-11-08, 07:11 PM
got ctd us or u-boat when hit go to battle station button:shifty:
Need to know what else you have loaded so the cause can be determined.
kylesplanet
05-11-08, 07:22 PM
I have been waiting on this so I can install the add on that I bought the first day it came out. I've never even seen it because I got addicted to RFB and now I have to wait because the wife is on my desktop doing work she should have done yesterday. :stare:
She better hurry or I'll have to get ruff! I run things around here! (like the dishwasher, washing machine, lawn mower etc..,):p
onebigstep
05-11-08, 07:30 PM
got install
pe3
rfb
rsrd v395
om om p.3
rfb audio file
onebigstep
05-11-08, 07:33 PM
got ctd us or u-boat when hit go to battle station button:shifty:
Need to know what else you have loaded so the cause can be determined.
got install
pe3
rfb
rsrd v395
om om p.3
rfb audio file
http://www.subsim.com/radioroom/smartdark/user_online.gif
onebigstep
05-11-08, 08:09 PM
i remove rfb audio files = ok
no more ctd ???
RFB Team
05-11-08, 08:30 PM
One other note: I've updated the install order of the major mods, especially as it relates to PE and WClear's mod. See the first post for details.
Lurker released a single version file of RSRDC for RFB 1.5 today, so is the install order applicable without that one file (there would be no RSRDC patch for it)? I.e., this:
Correct. I'm still trying to sort out what applies to RFB 1.5 and what doesn't, so thank you for bringing that up. I'll update that post.
RFB Team
05-11-08, 08:47 PM
got ctd us or u-boat when hit go to battle station button:shifty:
I have fixed this problem and uploaded the new file to the server. Please re-download the file and overwrite the old one. Thanks!
RFB Team
05-11-08, 08:50 PM
Oh, and just a little comment about RFB from our development forum:
You know what got me excited about the game today? Running RFB with all my mods enabled, taking a Gato out for a test run, playing some Big Band over the speaker system. Go up on the bridge and take in the sights and sounds of the boat plowing forward at Ahead Standard, hearing those big American diesels throbbing below decks. Give the order to dive, ring the diving alarm, and the ballast tanks start to flood. Man, it just sounds so good! http://forum.kickinbak.com/images/smiles/icon_cool.gif
THE_MASK
05-11-08, 09:11 PM
downloading now , thanks .
onebigstep
05-11-08, 09:30 PM
working good now
thanks:D
I mean the command buttons at the downside of the screen are ...well "garbled" or "distorted"? Sorry, can't come up with right english word I guess. The icon graphics are broken and the buttons are unidentifiable. I can post a screenshot after work if you need it. Oh, and didn't have the time to test the new version you uploaded, but will do after work also. Damn work always interfering with my hobby! :lol:
@Noir and Husksubsy: what do you mean by "messed up buttons"?
THE_MASK
05-11-08, 11:30 PM
like this
http://img87.imageshack.us/img87/2819/menuuw1.jpg (http://imageshack.us)
RFB Team
05-11-08, 11:33 PM
@ Sober and NoiR:
Mods enabled?
In the meanwhile, try this: go to My Documents/SH4/data/cfg and delete Main.cfg. Re-load the game, and re-set your graphics settings to how you want them, and then try to run the game again (no need to un-load RFB).
akdavis
05-12-08, 12:02 AM
I know this is not particularly important for a realism mod, but how do you enable the Walther drive on the XVIII? There used to be a button above the fuel/battery/air bar. Is there a shortcut key?
Looks just like in sobers screenshot. I have tried with NSM + RFB + RSRDC installed and only with RFB installed. Both times same thing happens.
THE_MASK
05-12-08, 01:27 AM
Clean install of SH4 1.5 with only RFB for 1.5 enabled with JSGME . I will try downloading the mod again .
RFB Team
05-12-08, 01:53 AM
Hey guys,
I've uploaded a small patch for the S boats. This fixes a problem where one of the crewmen would not show up in his 3D slot inside the control room. Download it from here:
http://dodownload.filefront.com/10197412//52241174ef994b1b4752c254b94a359d298d324b24aa08287d ad3c97f70ce8354ed5d22a495dce12
It can be applied at any time to the game, but if you in the middle of a patrol with an S-boat, this fix will not take effect until you start a new career.
Genosse
05-12-08, 02:07 AM
Clean install of SH4 1.5 with only RFB for 1.5 enabled with JSGME . I will try downloading the mod again .
Same troubles here ... Iīve tried RFB for 1.5 enabled with JSGME only on my clean install of SH4 and the menu buttons still look the same ...
Weird ... since all necessary images are in the RFB package available ... :-?
THE_MASK
05-12-08, 02:54 AM
I am playing on 1024x768 res . Is this the problem ?
I am playing on 1024x768 res . Is this the problem ?
Happens to me on 1280x1024 too...
@RFB Team
First of all, thank you for this mod...
All is working fine thanks to yours recommandations, but I'm surprised to see I cannot angle the sonar in order to find/ listen. It is volunteer or something is wrong with my configuration?
NSM 4 + PE3.3 + RFB for 1.5 + Patch + RSRD 395
Thank for all
Lopo
RFB Team
05-12-08, 06:05 AM
All is working fine thanks to yours recommandations, but I'm surprised to see I cannot angle the sonar in order to find/ listen. It is volunteer or something is wrong with my configuration?
NSM 4 + PE3.3 + RFB for 1.5 + Patch + RSRD 395
Do you mean you cannot use the keyboard to rotate the hydrophone bearing display? You should be able to with the Home and End keys and the scroll wheel on your mouse.
AVGWarhawk
05-12-08, 06:14 AM
I think he means the camera is so close to the sonar he can not use it. I click my mouse to get control of the camera then swing it were I need to look. Sometimes I use the arrow keys.
All is working fine thanks to yours recommandations, but I'm surprised to see I cannot angle the sonar in order to find/ listen. It is volunteer or something is wrong with my configuration?
NSM 4 + PE3.3 + RFB for 1.5 + Patch + RSRD 395
Do you mean you cannot use the keyboard to rotate the hydrophone bearing display? You should be able to with the Home and End keys and the scroll wheel on your mouse.
Yes. That's what I mean... Sorry for the incomprehension and thanks for the quick answer.
M. Sarsfield
05-12-08, 09:05 AM
Thanks for the new mod, guys! Can't wait to download! :up:
howler93
05-12-08, 09:21 AM
As a long time TMO user, I'm anxious to try out the new RFB 1.5! Thanks for all your work, guys!
Howler :arrgh!:
AlmightyTallest
05-12-08, 09:45 AM
RFB Team, link for the small patch is not working for me, can't dowload it.
Also, I have no problems with my menu taskbar, this is the order of my install, perhaps it will help when comparing with other game installs.
Running game at 1280x1024
NSM4 Classic
ROW Pacific environments 3-3
#1 PE3 Install
#2b PE 3 Special effects Zones for NSM4 Classic
#3a PE3 Submarine bubles and caustics and roll pitch
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
ROW PE3 Install sun flair for camera
RFB_1.5_051018
RSRDC_RFBv15_V395_RC5
Yamato AA Fix
FooFighters High Res skins with black and gray
RFB Team, link for the small patch is not working for me, can't dowload it.
Same here - I only get the main Filefront page but no d/l-link for this patch.:cry:
akdavis
05-12-08, 10:18 AM
All downloads are working for me.
RFB Team, link for the small patch is not working for me, can't dowload it.
Same here - I only get the main Filefront page but no d/l-link for this patch.:cry:
I thought the link was on the first page, after the link for the Mod itself. There is a "Fix for S-Boats Crewmen". I thought this was it:hmm:
AlmightyTallest
05-12-08, 10:33 AM
DOH!!!!
You're correct Fish40, we were trying to click on the link given on page 28 of these threads, link works correctly on the first page.
Thanks :oops:
CapnScurvy
05-12-08, 10:46 AM
Noir, and Sober and everyone else with a jarbled menu bar.
This issue seems to be held within the files that RFB 1.5 uses for it's menu bar. I've had the same problem on MY computer with little luck in removing the same jarbled appearence as you. The same thing happens when I use Jimimadrids MenuMaker 2.0c (which RFB 1.5 used for it's in game menu bar). The issue is, not all users have this problem happen on their systems!!! I do, but Swdw and LukeFF do not. We are trying to issolate the problem but, it's difficult to do when some of us have it and others do not. I use the 1280/1024 resolution so I don't think the resolution has anything to do with the issue. I do have an ATI 1650 series video card and I'm thinking Swdw has an nVidia card. Would that make a difference!?!? I don't know. The more input on this problem the better. I don't wish to pass the problem off onto others but I've read where Jimimadrids MenuMaker has done the same thing to a few user with his stand alone mod.
Rest assured we will correct this problem.
Team member RFB.
vanjast
05-12-08, 11:00 AM
HHHeeeeeelp...
If anybody can put these files up on a download manager friendly page, that'll be great.
FF just is not working - using Firefox 2.0.0.14
Vanjast,
Thats to bad......
I just used the 4 links on the 1st page of this thread and all the links are working for me on Firefox 2.0.0.14. This is from the work computer with all the Firewalls and junk my employer tries to implement.
Happy hunting:ping:
JackMaga
05-12-08, 11:36 AM
So I'm a little confused here...
On the front page, it says to install RFB over P.E, yet in the P.E. readme it says several time to install it after RFB....
So which installation order is correct? PE first or RFB first?
Thanks!
EDIT: Also I find that the officers no longer display the correct rank on their collars... ensigns wear double silver bars while Lt. wear ensigns ranks...
And btw... great job on making the new version of the best mod for SHIV :up:
iricund
05-12-08, 12:33 PM
Just downloaded and tried out RFB for the first time and I'm stunned. A truly awesome work. I'm torn now after a year playing TM in its various incarnations.
So I'm a little confused here...
On the front page, it says to install RFB over P.E, yet in the P.E. readme it says several time to install it after RFB....
So which installation order is correct? PE first or RFB first?
Thanks!
EDIT: Also I find that the officers no longer display the correct rank on their collars... ensigns wear double silver bars while Lt. wear ensigns ranks...
And btw... great job on making the new version of the best mod for SHIV :up:
Currently running RFB 1.5 by itself. I would run it over the top of PE3.3 and see what files it overwrites. Then go from there. With a lot of hands on experience breaking things in these mods I am rather comfortable doing that sort of assessment.
For now while things "settle" I just run it alone. Do some patrols and get the feel for it plus see if anything "strange" pops out.
Just downloaded and tried out RFB for the first time and I'm stunned. A truly awesome work. I'm torn now after a year playing TM in its various incarnations.
I use MultiSH4 and run both! Why choose be greedy!:up:
JackMaga
05-12-08, 12:55 PM
For now while things "settle" I just run it alone. Do some patrols and get the feel for it plus see if anything "strange" pops out.
I'll do that... what about the crew ranks? Do you have the same issue of proper rank not showing on officers' collars?
I do have an ATI 1650 series video card and I'm thinking Swdw has an nVidia card. Would that make a difference!?!? I don't know. The more input on this problem the better.
I have ATI card also, Radeon X1950 Pro.
Fincuan
05-12-08, 03:02 PM
The cause to the HUD-problem seems to be duplicate files in Data/Menu/Gui/Layout. The following files are included in both .dds and .tga formats, and for some reason this causes trouble on some PCs.
hud.tga/dds
HUDButtons.tga/dds
MenuIconsBut.tga/dds
MenuIcons.tga/dds
I removed the bolded files from the mod before enabling, and the gui looks ok now. RFB team can comment though if it's how they intended it to be.
THE_MASK
05-12-08, 04:14 PM
Ati X800pro
JackMaga
05-12-08, 04:55 PM
Looking into RFB data/UPCData/UPCCrewData folder I see that there isn't any CrewMembers3D.upc file... is this intended? I'm under the impression that with the stock version of that file all the officers' collar insigna will be wrong...
AVGWarhawk
05-12-08, 05:02 PM
The cause to the HUD-problem seems to be duplicate files in Data/Menu/Gui/Layout. The following files are included in both .dds and .tga formats, and for some reason this causes trouble on some PCs.
hud.tga/dds
HUDButtons.tga/dds
MenuIconsBut.tga/dds
MenuIcons.tga/dds
I removed the bolded files from the mod before enabling, and the gui looks ok now. RFB team can comment though if it's how they intended it to be.
Good find Fincuan. Swdw originally integrated this into the game but is working long hours at the moment and can not address the issue. However, I will show this post to LukeFF and see if he can make a quick fix. I know CaptScurvy has had this issue also and would like a cure. :up:
399nkov
05-12-08, 05:17 PM
I'm using nvidia 8800GT and haven't had any problems so far.
TopcatWA
05-12-08, 07:16 PM
Can anyone help me out. I have tried several times to download RFB from FF but I'm getting lousy download speeds (20kps) & it is failing to complete due to download timing out. I'm on broardband2+ (1500kps) so should get better DL speeds. No problem with downloading other files on FF.:cry: :cry: :cry:
joegrundman
05-12-08, 10:05 PM
For days now, I've had absolutely zero success from ff. I'd love to try this superb mod. Any chance of a second download site, such as mediafire?
RFB Team
05-12-08, 11:57 PM
EDIT: Also I find that the officers no longer display the correct rank on their collars... ensigns wear double silver bars while Lt. wear ensigns ranks...
That is odd, because I know I edited that file explicity for RFB. Let me do some digging and see if I can find it.
RFB Team
05-13-08, 12:00 AM
The cause to the HUD-problem seems to be duplicate files in Data/Menu/Gui/Layout. The following files are included in both .dds and .tga formats, and for some reason this causes trouble on some PCs.
hud.tga/dds
HUDButtons.tga/dds
MenuIconsBut.tga/dds
MenuIcons.tga/dds
I removed the bolded files from the mod before enabling, and the gui looks ok now. RFB team can comment though if it's how they intended it to be.
Good catch. I will edit the RFB file and roll up the S boat mod, along with the missing CrewMembers3D.upc file, into a new RFB download.
To those having problems downloading from Filefront: unfortunately I don't know the account information swdw created for megaupload.com, or else I'd have uploading the new RFB file to there as well. Please bear with us while we work this out.
RFB Team
05-13-08, 12:08 AM
So I'm a little confused here...
On the front page, it says to install RFB over P.E, yet in the P.E. readme it says several time to install it after RFB....
So which installation order is correct? PE first or RFB first?
The reason why PE should be enabled before RFB is because RFB is using a more current version of the roll and pic mod created by swdw. Otherwise, it's just a couple of minor texture files RFB overwrites. Probably in a future release we will make sure these texture files match the current work of PE. Otherwise, you don't really lose anything by enabling RFB after PE.
Genosse
05-13-08, 12:36 AM
The cause to the HUD-problem seems to be duplicate files in Data/Menu/Gui/Layout. The following files are included in both .dds and .tga formats, and for some reason this causes trouble on some PCs.
hud.tga/dds
HUDButtons.tga/dds
MenuIconsBut.tga/dds
MenuIcons.tga/dds
I removed the bolded files from the mod before enabling, and the gui looks ok now. RFB team can comment though if it's how they intended it to be.
Sounded promising yet it didnīt work on my machine (which is also running on an ATI GFX card). Now I get very faint icons in the submenu but the icons in the top menu are still messed up ...
Anyway, thank you for your efforts, Finucan! :)
BTW, great piece of work RFB-Team! Thank you for sharing this master piece with us!!!
:arrgh!:
RFB Team
05-13-08, 01:35 AM
To all:
I've uploaded a new version of RFB that rolls in a number of fixes, including one that (hopefully) fixes the menu bar. Download this new version, and replace the old version of RFB with it. You no longer need the small patch I uploaded earlier.
nautilus42
05-13-08, 04:41 AM
To all:
I've uploaded a new version of RFB that rolls in a number of fixes, including one that (hopefully) fixes the menu bar. Download this new version, and replace the old version of RFB with it. You no longer need the small patch I uploaded earlier.
The menu_bar_bug still present. The Problem is the RFB_OrderBar.cfg. Please check the OrderBar.cfg. I have change the OrderBar.cfg with the OrderBar.cfg from TMO and now it works.
greetings
nautilus42
Genosse
05-13-08, 05:38 AM
To all:
I've uploaded a new version of RFB that rolls in a number of fixes, including one that (hopefully) fixes the menu bar. Download this new version, and replace the old version of RFB with it. You no longer need the small patch I uploaded earlier.
The menu_bar_bug still present. The Problem is the RFB_OrderBar.cfg. Please check the OrderBar.cfg. I have change the OrderBar.cfg with the OrderBar.cfg from TMO and now it works.
greetings
nautilus42
Confirmed! Experienced the same here ... the buttons donīt fit with their functions anymore but I can see all menu buttons now ...
Ty, nautilus42! :D
JackMaga
05-13-08, 05:47 AM
Not to be a pain in the a** but...
I dowloaded the new version of RFB and now all officers have ensign ranks on their collars regardless of their actual rank. CPOs don't have any rank on their collars though...
Also some officers on the deck watch now have stock hats not Captain Cox ones...:hmm:
Maybe the CrewMembers3D.upc again?
I can confirm the Hud garble with the old version. Didn't try the new. All else looks great. Love the new sounds! Great job guys!:up:
Ricky_75
05-13-08, 07:18 AM
Hi,
I read about a OM mod - what mod is this? any links?
Thanks in advance
Ricky
ReallyDedPoet
05-13-08, 07:24 AM
Hi,
I read about a OM mod - what mod is this? any links?
Thanks in advance
Ricky
Here:http://www.subsim.com/radioroom/showthread.php?t=134922
RDP
RFB Team
05-13-08, 07:32 AM
Not to be a pain in the a** but...
I dowloaded the new version of RFB and now all officers have ensign ranks on their collars regardless of their actual rank. CPOs don't have any rank on their collars though...
Also some officers on the deck watch now have stock hats not Captain Cox ones...
I know what the problem is (it doesn't have anything to do with CrewMembers3D.upc). I'll upload a fix here shortly...
CapnScurvy
05-13-08, 07:49 AM
Regarding the Menu Bar mixup. This is strange that the ATI cards seem to have the problem. I know there's only been a few people that have posted regarding the jarbled menu bar but there does seem to be a pattern?!?!
I should tell you, with the advice of Fincuan, removing the extra .dds image files, and reworking the entries in the OrdersBar.cfg, I have my jarbled Hud back to normal. I am going to check the latest RFB release to see what it looks like and see if the changes I made need to be incorporated into RFB. I know there are special steps needed with SH4 1.5 regarding the American AND German files.
THANKS to Fincuan for the post. Two heads (or more) are always better than one, even if they are cabbage!!
RFB Team Member
Fincuan
05-13-08, 08:08 AM
Regarding the Menu Bar mixup. This is strange that the ATI gards seem to have the problem.
I have Ati too(X1950 Pro), and as you already know had the menu problem too.
Good to hear I was able to help you :up:
RFB Team
05-13-08, 08:08 AM
Alright, I've uploaded a patch that fixes the problem of rank insignia on the officers and CPOs, plus I fixed a problem with the depth charge explosion sound cutting off. Download it here:
http://dodownload.filefront.com/10209494//52241174ef994b1b4752c254b94a359d298d324b24aa08287d ad3c97f70ce8354ed5d22a495dce12
It can be applied at any time, but you might not see the results of the crew insignia fix until you start a new patrol (or campaign). Also note: the messed-up graphics on some of the American crewmen is the result of a bug introduced with the 1.5 add-on, not anything the RFB mod has done. Hopefully a fix for this can be found soon.
Sorry about all these little updates, guys. With all the files we've been editing, sometimes one or two changes that were meant to be included slip through the cracks.
Schultzy
05-13-08, 09:37 AM
No need to apologise...this kind of after service care is great! Thank you for the prompt fix! :up:
vanjast
05-13-08, 12:03 PM
WWhheeeeeeeeeeeee... FF is finally working... Downloading - You know how happy I am... :up:
I think my previous problems had something to do with the 'Mad rush to the mall' :)
tedhealy
05-13-08, 01:13 PM
What happened to the ability to raise and lower the camera height with the 7 and 1 key on the keypad?
I'd like to get that back and how can I remove the conning tower obstruction when looking through the TBT?
Also, where do I bring the stadimeter down to? Before I thought RFB had it where you brought it down to a funnel or somewhere other than the top of the tallest mast. Now I don't see that red mark in the ship ID book.
AVGWarhawk
05-13-08, 02:14 PM
What happened to the ability to raise and lower the camera height with the 7 and 1 key on the keypad?
I'd like to get that back and how can I remove the conning tower obstruction when looking through the TBT?
Also, where do I bring the stadimeter down to? Before I thought RFB had it where you brought it down to a funnel or somewhere other than the top of the tallest mast. Now I don't see that red mark in the ship ID book.
Something very odd here. I have the book with the red marks in my fresh download.
akdavis
05-13-08, 02:14 PM
What happened to the ability to raise and lower the camera height with the 7 and 1 key on the keypad?
I'd like to get that back and how can I remove the conning tower obstruction when looking through the TBT?
Also, where do I bring the stadimeter down to? Before I thought RFB had it where you brought it down to a funnel or somewhere other than the top of the tallest mast. Now I don't see that red mark in the ship ID book.
I have red marks in mine.
vanjast
05-13-08, 02:17 PM
Has that RFB - Air mod been included with the latest version ?
:)
SirHendrik
05-13-08, 02:21 PM
I'm running
SH1.5
NSM
PE
RFB
RSRDC
and found ...
Now i know, why my sub is going down!
[URL="http://imageshack.us"]http://img530.imageshack.us/img530/6748/sh4img20080513211540571sl2.jpg (http://img530.imageshack.us/my.php?image=sh4img20080513211540571sl2.jpg)
[IMG]http://img530.imag
(http://g.imageshack.us/g.php?h=530&i=sh4img20080513211540571sl2.jpg)
vanjast
05-13-08, 02:33 PM
Maybe a silly question...
With OM installed, will it still be OK to do a career on a US sub, or must one specifically play UBoat ?
Thanks
Van
Burstar
05-13-08, 02:40 PM
Ok, I know this is a sensitive issue but I have to point something out about the deck gun.
Forget time to kill, shots required etc... I agree with Beery on this. My complaint is that the AA guns are overpowered in relation to the Deck gun. Numerous trials have demonstrated a huge difference here that I think needs to be addressed.
Example problems:
Lifeboat - 12 AP deck gun shells vs. 4 40mm AA shots. (death by giant explosion... didn't know they needed diesel to power the rafts/rowboats)
Sampan or similar - 12 40mm AA shots to kill vs. 40 deckgun shots (again sailboats explode and leave fuel fire at surface...).
All (so far) merchant ships - 40mm AP AA rounds will punch visible holes in the hull given enough grouping of shots. No holes from deckgun shells ever...
I am using SHIV 1.4 with the appropriate 1.4 RFB.
I love this mod for everything else. I just hate knowing that I could be ack-acking that boat to death so much easier than with the deck gun.
PS. Yes I know its unrealistic to hose lifeboats to death but I'm just making a point here :)
Thanks for hearing me out. I apologize in advance for any etiquette breaches (I am not a common poster)
tedhealy
05-13-08, 03:10 PM
Something very odd here. I have the book with the red marks in my fresh download.
Okey dokey, I'll redownload and try again.
Anyone else unable to move the free cam up and down with the 7 and 1 keys on the numpad? (yes I've tried numlock on and off).
SirHendrik
05-13-08, 03:13 PM
Something very odd here. I have the book with the red marks in my fresh download.
Okey dokey, I'll redownload and try again.
Anyone else unable to move the free cam up and down with the 7 and 1 keys on the numpad? (yes I've tried numlock on and off).
Same problem here ...
NSM
PE
RFB
RSRDC
btw: no red marks, too, but might be another mod?
... but no problems with ati card :-)
RFB Team
05-13-08, 03:19 PM
What happened to the ability to raise and lower the camera height with the 7 and 1 key on the keypad?
I'd like to get that back and how can I remove the conning tower obstruction when looking through the TBT?
Also, where do I bring the stadimeter down to? Before I thought RFB had it where you brought it down to a funnel or somewhere other than the top of the tallest mast. Now I don't see that red mark in the ship ID book.
If you want the numpad 7 and 1 keys back, go to Commands.cfg, and go to Cmd100 and Cmd102. Remove the semicolon from each block of text, and you're good to go.
Conning tower obstruction is a property of the ClipDistance in Cameras.dat, under Dummy_Cam_Binocular (AFAIK).
Mast height got inadvertently changed in this latest release. Use the top of the mast for your range measurements (it's using CapnScurvy's Mast Height Correction Mod).
tedhealy
05-13-08, 03:21 PM
Thank you thank you :up:
RFB Team
05-13-08, 03:26 PM
Ok, I know this is a sensitive issue but I have to point something out about the deck gun.
Forget time to kill, shots required etc... I agree with Beery on this. My complaint is that the AA guns are overpowered in relation to the Deck gun. Numerous trials have demonstrated a huge difference here that I think needs to be addressed.
Example problems:
Lifeboat - 12 AP deck gun shells vs. 4 40mm AA shots. (death by giant explosion... didn't know they needed diesel to power the rafts/rowboats)
Sampan or similar - 12 40mm AA shots to kill vs. 40 deckgun shots (again sailboats explode and leave fuel fire at surface...).
All (so far) merchant ships - 40mm AP AA rounds will punch visible holes in the hull given enough grouping of shots. No holes from deckgun shells ever...
I am using SHIV 1.4 with the appropriate 1.4 RFB.
I love this mod for everything else. I just hate knowing that I could be ack-acking that boat to death so much easier than with the deck gun.
PS. Yes I know its unrealistic to hose lifeboats to death but I'm just making a point here :)
Thanks for hearing me out. I apologize in advance for any etiquette breaches (I am not a common poster)
Not a problem. We're still adressing the balancing issues between the power of the different shells. I agree, though, that 40 mm shells should not be more powerful than the smallest deck gun shell (3"). I've already toned them down some, but they may need to be toned down even more. I'll look into it.
BTW, CapnScurvy looks like he might have a fix for the garbled orders bar.
tedhealy
05-13-08, 03:27 PM
Is sober's better rock mod included in RFB?
Never mind, poked around and saw it isn't. Off to patrol now.
THE_MASK
05-13-08, 04:15 PM
Will there be a patch to fix the orders bar . I still cannot play . Or how do i fix it .
RFB Team
05-13-08, 04:33 PM
Will there be a patch to fix the orders bar . I still cannot play . Or how do i fix it .
We're working on it.
Now i know, why my sub is going down!
Yep, gotta keep that ice cream maker in good shape, or the boat will go down in no time fast! :sunny:
Now i know, why my sub is going down!
Yep, gotta keep that ice cream maker in good shape, or the boat will go down in no time fast! :sunny:
I need my Chunky Monkey and Cherry Garcia!:rotfl:
RFB Team
05-13-08, 06:07 PM
Hey guys,
Sorry for all the confusion, but here's the latest status:
I will be uploading a new version of RFB to the server that rolls in all the changes made over the last couple of days. This will revert the mast height mod back to the originally-intended SCAF mod and re-insert the intro movies plus all the fixes put up over the last couple of days. I made a mistake in the last RFB file I uploaded by putting up my "personally tweaked" version of RFB by mistake. :damn:
We'll get this all sorted out, I promise.
akdavis
05-13-08, 06:07 PM
On range measuring, I used the funnel height rather than mast height in the 1st artillery training mission and range seemed to be correct (1000yd.). Same with the Mogami in the training mission. Are you sure we should be using mast height now?
Here are a few things I've noticed:
1.) The Small Split and Coastal Composite freighters in the merchant section of the ID book have US flags on them.
2.) The ships added in 1.5 all have their outline icons on the maps still.
3.) AA Guns: Most twin AA cannon appear to have same rate-of-fire as single mounts, both in ammo usage and in sound, i.e.
-US 20mm single and US 20mm twin mounts have same magazine size, same RoF and same sound. Twin mount should have twice the magazine size and twice the RoF.
-German 20mm flak/c30 and flak/c38 single and twin mounts have same magazine size, same RoF and same sound. The zwilling mounts should have twice the magazine size and twice the RoF. In the case of the c/38, the single mount magazine should be reduced to 20. The 20mm flak/c38 vierling mount also has the same magazine size, same RoF and same sound as single/twin mount.
-German 37mm flak/m42 single and twin mounts have same magazine size, same RoF and same sound. The zwilling mounts should have twice the magazine size and twice the RoF.
Now I really don't remember if the way SH4 handles multiple mounts is by simply multiplying the damage of a single round (which would be unfortunate as the real point of multiple mounts is to increase chance of a hit against aircraft), but I'm pretty certain the sounds at least used to be different. If RoF and clip size can also be fixed, that would be great.
4.)other sound issues
-the shell passing through the air sound loops, so in instead of a normal doppler effect as in stock, you get an odd throbbing effect, like the loop is starting and stopping multiple times as the shell comes closer and passes. I think the problem here maybe that the doppler effect is applied within the new sound file itself, and then the game is applying a doppler effect on top of that. I think the actual sound file needs to be one constant, smoothly looping sound. The game will increase and decrease the sound as the shell passes. (The German submarine school missions are good for testing this sound issue.)
Hope that is helpful. This is truly a great mod, by far the slickest I have ever installed.
RFB Team
05-13-08, 07:13 PM
On range measuring, I used the funnel height rather than mast height in the 1st artillery training mission and range seemed to be correct (1000yd.). Same with the Mogami in the training mission. Are you sure we should be using mast height now?
This was an error on my part. It will be going back to the originally-intended funnel height mod.
Here are a few things I've noticed:
1.) The Small Split and Coastal Composite freighters in the merchant section of the ID book have US flags on them.
2.) The ships added in 1.5 all have their outline icons on the maps still.
Should be fixed in this next version.
3.) AA Guns: Most twin AA cannon appear to have same rate-of-fire as single mounts, both in ammo usage and in sound, i.e.
-US 20mm single and US 20mm twin mounts have same magazine size, same RoF and same sound. Twin mount should have twice the magazine size and twice the RoF.
-German 20mm flak/c30 and flak/c38 single and twin mounts have same magazine size, same RoF and same sound. The zwilling mounts should have twice the magazine size and twice the RoF. In the case of the c/38, the single mount magazine should be reduced to 20. The 20mm flak/c38 vierling mount also has the same magazine size, same RoF and same sound as single/twin mount. (http://www.youtube.com/watch?v=a-Zw9N25gfY)
-German 37mm flak/m42 single and twin mounts have same magazine size, same RoF and same sound. The zwilling mounts should have twice the magazine size and twice the RoF.
Now I really don't remember if the way SH4 handles multiple mounts is by simply multiplying the damage of a single round (which would be unfortunate as the real point of multiple mounts is to increase chance of a hit against aircraft), but I'm pretty certain the sounds at least used to be different. If RoF and clip size can also be fixed, that would be great.
SH4 models each barrel individually, as far as my testing has shown so far. The problem is that, by default, the game simply doubles the RoF and magazine size for double/triple/quad-barrel weapons. What I have done is to correct the RoF and then set the ammo capacity back to that of a single-barrel weapon. To reflect the longer loading time for a multi-barrel weapon I've increased the amount of time it takes to reload. In all respects, then, the multi-barrel AA guns act like they are supposed to.
4.)other sound issues
-the shell passing through the air sound loops, so in instead of a normal doppler effect as in stock, you get an odd throbbing effect, like the loop is starting and stopping multiple times as the shell comes closer and passes. I think the problem here maybe that the doppler effect is applied within the new sound file itself, and then the game is applying a doppler effect on top of that. I think the actual sound file needs to be one constant, smoothly looping sound. The game will increase and decrease the sound as the shell passes. (The German submarine school missions are good for testing this sound issue.)
I think I can fix this.
Hope that is helpful. This is truly a great mod, by far the slickest I have ever installed.
Yes, your help is much apprecitated. It can get a bit confusing trying to merge all these files together and making sure they all jive and not crash the game. :nope: We'll get this right, once and for all, I promise.
THE_MASK
05-13-08, 07:27 PM
Well i guess you have at least 3 years to get it right , before SH5 comes out :lol:
akdavis
05-13-08, 08:53 PM
SH4 models each barrel individually, as far as my testing has shown so far. The problem is that, by default, the game simply doubles the RoF and magazine size for double/triple/quad-barrel weapons. What I have done is to correct the RoF and then set the ammo capacity back to that of a single-barrel weapon. To reflect the longer loading time for a multi-barrel weapon I've increased the amount of time it takes to reload. In all respects, then, the multi-barrel AA guns act like they are supposed to.
Perhaps something was mixed up in this version, as I am not seeing or hearing higher RoF with multi-barreled mounts, or perhaps I am misunderstanding what you are saying. I don't understand how the game doubling the RoF and shots per reload for a twin is a problem. That is exactly what should be happening. Here is what I find after testing:
20 mm/70 (0.79") Marks 2, 3 and 4
RFB
mm/70 single - 60 rounds/reload - approx. 400 rpm cyclic RoF - reload 10 sec.
mm/70 twin - 60 rounds/reload - approx. 400 rpm cyclic RoF - reload 15 sec.
*audible RoF same for both
STOCK
mm/70 single - 60 rounds/reload - approx. 400 rpm cyclic RoF - reload 15 sec.
mm/70 twin - 120 rounds/reload - approx. 800 rpm cyclic RoF - reload 5 sec.
*audible RoF for twin mount higher
HISTORICAL
mm/70 single - 60 rounds/reload - 450 rpm cyclic RoF, between 250 to 320 rpm practical
mm/70 twin - 120 rounds/reload - 900 rpm cyclic RoF, practical unavailable
2 cm/65 (0.79") C/38
RFB
FK c/38 - 40 rounds/reload - approx. 400 rpm cyclic RoF - reload 10 sec.
FK c/38 flakzwilling - 40 rounds/reload - approx. 400 rpm cyclic RoF - reload 15 sec.
FK c/38 flakvierling - 40 rounds/reload - approx. 400 rpm cyclic RoF - reload 30 sec.
*audible RoF same for all three
STOCK
FK c/38 - 40 rounds/reload - approx. 400 rpm cyclic RoF - reload 22 sec.
FK c/38 flakzwilling - 80 rounds/reload - approx. 800 rpm cyclic RoF - reload 22 sec.
FK c/38 flakvierling - 160 rounds/reload - approx. 420 rpm cyclic RoF - reload 22 sec.
*audible RoF for twin higher than single. Audible RoF for vierling close to single.
HISTORICAL
FK c/38 - 20 rounds/reload* - 480 rpm cyclic RoF, 180-220 rpm practical
FK c/38 flakzwilling - 40 rounds/reload* - 960 rpm cyclic RoF, practical unavailable
FK c/38 flakvierling - 80 rounds/reload* - 1800 rpm cyclic RoF, 800 rpm practical
*this is assuming all mounts utilizing 20-round magazines, but I need confirmation this was the practice in U-boats
Problems in stock are mainly the reload times and the flakvierling RoF, rounds/reload and sound, but otherwise RoFs are close to correct in stock. RFB reload rate changes are good, but now all mounts have the same RoF.
I'll try to do the c/30 and 37mm m/42 next.
edit: I added in the the practical RoF where available as an indicator of reload times. Notice how although the c/38 has a slightly higher cyclic RoF than the Oerlikon, the more frequent changing of lower capacity magazines lowers the practical below that of the 60-round per magazine Oerlikon. This can be seen even more dramatically in the difference between the flakvierling's cyclic RoF and practical RoF, as constantly changing out 4 20-round mags would be a real problem. Nonetheless, the ability to put out 30 rounds/sec. for even only a few seconds could make a real difference when shooting at fast-moving aircraft, where burst fire is more important than sustained.
But with RFB we have increasing reload times for multiple mounts without increasing rates-of-fire. This means that multiple mounts have practical rates of fire even lower than single mounts, which renders them useless.
CapnScurvy
05-13-08, 10:18 PM
Well i guess you have at least 3 years to get it right , before SH5 comes out :lol:
Yep, we're on the 5 year plan!!
Sober, I have fixed the Menu Bar issue. Yeaaaaaa!! The correction is in the able hands of LukeFF to have it uploaded along with the various other mentioned fix's. Again, we are sorry for any trouble we may have caused in trying to rush out such a wide, incompassing mod.
RFB Team Member
RFB Team
05-13-08, 10:27 PM
As CapnScurvy has said, a new file is being uploaded to the server and should be available within the hour. :up:
RFB Team
05-13-08, 11:32 PM
Akdavis:
After looking at things a bit closer, I see where I went wrong in modeling the rates-of-fire for the guns. I will fix this in the next upload.
To all:
There is still one hitch with the orders bar, so there will be no new upload of the RFB file, for a least a little while. The old file has been taken down in the meanwhile.
RFB Team
05-14-08, 05:08 AM
Alright, an updated, comprehensive file has been uploaded. Barring any unforseen issues, this should hopefully be the last update for this RFB release. Also note I have added a link for an optional metric nomograph, courtesy of CapnScurvy. This needs to be enabled after the main RFB file if you wish to use it.
Husksubsky
05-14-08, 06:51 AM
@Noir and Husksubsy: what do you mean by "messed up buttons"?
Sorry for not answering ..busy with school:-?
Nothing new from me but just for the record...messed up like in sobers picture and I have ATI X1950 (Pro i think):hmm:
THE_MASK
05-14-08, 06:58 AM
Sorry to say the new upload didnt fix my hud , sorry .
Genosse
05-14-08, 07:27 AM
Sorry to say the new upload didnt fix my hud , sorry .+
Unfortunately I have to second that ... :cry:
akdavis
05-14-08, 08:32 AM
hmm...main file download link is dumping me to the filefront homepage. Others seem to be working.
DrBeast
05-14-08, 08:38 AM
Weird...I just finished downloading it a few minutes ago (3 hours...grrrr!).
akdavis
05-14-08, 08:44 AM
I'll try again here in a bit. Not a problem I've encountered before.
DrBeast
05-14-08, 08:47 AM
I certainly hope it's just goombas in Filefront's pipes. If I have to d/l it again with my craptastic connection, I'll scream! :p
CapnScurvy
05-14-08, 09:37 AM
I certainly hope it's just goombas in Filefront's pipes. If I have to d/l it again with my craptastic connection, I'll scream!
How's your yodeling pipes?!?!
Filefront is having a bit of a problem so we are making an effort to upload again. If you have downloaded the latest RFB_1.5_051408 version and it runs ok then have fun. If there's a problem, give us a bit more time to link to a good file download. :up:
Thanks
RFB Team Member
Menumaker was used to create the new order bar. The team is working on finding out what is causing the issue. I have an ATi 3870 and do not have the problem, so if it's Ati related, it's for the older cards. What driver version are you guys running?
We have 2 options
1. find the bug and fix it- pass the info onto jimimadrid
2. reconstruct the icon files using the stock graphics files so you have the same functionality. This is a time consuming task so option one is being given a shot first as it's the best shot to get a fix out quickly.
mortis1967
05-14-08, 11:55 AM
i have am still having the menu bar problem . running nvidia crads
probably same problem , but its the map bar for me that has the most problems , some other bars too,
the plot course button , is perma red , but im unable to plot a course on the map, no tool appears for me to use.
RFB Team
05-14-08, 07:06 PM
Hey guys,
Check out the first post (again). This file addresses all issues that have come up so far, including the menu bar.
Thanks again for your patience and understanding while we have been working out these kinks. Props as well for those who have provided feedback on errors (akdavis, et al). You all help to make this mod that much better!
THE_MASK
05-14-08, 08:05 PM
Heading to patrol zone sir :up:
Great work RFB team! Will give it a try after work today. One question: I can't seem to find a patch on first page. Do you still need to apply one on do you just download a new complete installation package?
Keep up the fantastic work guys! :up:
RFB Team
05-15-08, 12:17 AM
One question: I can't seem to find a patch on first page. Do you still need to apply one on do you just download a new complete installation package?
Just the one file, plus the optional ones if you plan to run German campaigns and/or the game with the metric system.
akdavis
05-15-08, 01:02 AM
Wow, awesome stuff guys. The Flakvierling is now the fun switch it deserves to be.
Two things I noticed:
1. Actually not sure if this was touched in the patch or not, but the shell passing sound still loops as it approaches and passes over instead of a playing a smooth doppler effect (as in stock). Possibly experience of this might vary depending on range from guns and ballistic trajectory of the round. Tested with both realistic sound travel on and off. (On a related note of little importance, testing this I noticed the sound "P08_&Shell_water_explosion" is really weak and might be worth "enhancing" sometime down the line. Sounds more like something heavy being dropped into a pool than a high-velocity shell striking water.)
2. XVIII is still missing the Walther drive button. Not really important to me, but I had thought that button might be useful for future modding, and without the Walther drive, the XVIII is just a gimped XXI (which personally I would actually prefer to have in the game).
Ricky_75
05-15-08, 03:13 AM
Installed the new version - works great!
But most times, when manual aiming at a target, the position keeper is at the right position and stays a the right position, but torps are missing (about 400 yards!)
Any ideas? Tried it inside the torpedo school and it worked, tried it inside a career with heavy sea and tried it 6 times with a savegame - and no torp hit!
The AOB is ok, speed is ok, distance is ok, PK marks the merchant and stays with the merchant over time.
I obtain the tracking data like this:
0) disable PK
1) Identify target
2) Using range-finder, apply data
3) Mark merchant on map
4) wait ....
5) Using range-finder, apply data
6) get speed calculated
7) get aob
8) re-get range and apply
9) enable PK
10) validate speed with marked point on map and time
11) validate PK at attack map
12) fire torpedo
... torpedo is missing with an angle of more that 20 degree :-(
WTF am I doing wrong?
RFB Team
05-15-08, 03:37 AM
Wow, awesome stuff guys. The Flakvierling is now the fun switch it deserves to be.
Two things I noticed:
1. Actually not sure if this was touched in the patch or not, but the shell passing sound still loops as it approaches and passes over instead of a playing a smooth doppler effect (as in stock). Possibly experience of this might vary depending on range from guns and ballistic trajectory of the round. Tested with both realistic sound travel on and off. (On a related note of little importance, testing this I noticed the sound "P08_&Shell_water_explosion" is really weak and might be worth "enhancing" sometime down the line. Sounds more like something heavy being dropped into a pool than a high-velocity shell striking water.)
2. XVIII is still missing the Walther drive button. Not really important to me, but I had thought that button might be useful for future modding, and without the Walther drive, the XVIII is just a gimped XXI (which personally I would actually prefer to have in the game).
Glad you like the fixed AA guns. You don't want to know the logic of why I had them the way I did before. :oops: That flakvierling really is a buzzsaw now! :arrgh!:
On to your comments:
Shell noise in the air: this really is an odd one, as I removed any doppler effect from the SH.sdl file. Tested it out in-game, and it sounded good to me. I "think" the problem may be because the file is supposed to be looped and, since the file I'm using has a doppler effect, it causes it to sound funny in-game. The fix for this may be to disable the looping feature of this sound. Will look more into it. As for the shell noise hitting the water...hmm, may want to replace it in the future. Again, something I'll look at.
This is probably an issue with the orders bar problems we've been having. The H2O2 panel is there in the file, but it's not showing up. Another thing to put on the to-do list.
RFB Team
05-15-08, 04:07 AM
akdavis:
Looking at the file further, it is indeed a matter of the file looping that causes the shell noise in the air to sound strange. The files I was using were intended to be heard as an incoming artillery round about to strike the ground and wasn't designed to be a looping file. I found a much improved shell noise sound that is intended to loop, so here it is, along with restoring the doppler effect:
http://dodownload.filefront.com/10228508//52241174ef994b1b4752c254b94a359d298d324b24aa08287d ad3c97f70ce8354ed5d22a495dce12
(It can be applied any time to the game).
Schultzy
05-15-08, 07:19 AM
hi lads...
I just thought i'd report a wierd problem i've been encountering... it's not affecting the game in anyway, it's just a bit odd and i'm wondering as no one else is reporting it, whether it's just my install that's corrupted.
Basically, everything is shipshape until i use the periscope. If I use the right mouse button to back out of it, the conning tower "room" is no longer available and i get a black screen with "camera out of sectors" message. I have to quit out and restart it to get my view back...
It doesn't seem to affect anything else, but i miss my CT :hmm:
running:
NSM
w-clears enviro-mod
rfb
rsrd
no sub marker on map
Thanks a lot guys...other than my missing ct i really am enjoying this :rock:
hi lads...
I just thought i'd report a wierd problem i've been encountering... it's not affecting the game in anyway, it's just a bit odd and i'm wondering as no one else is reporting it, whether it's just my install that's corrupted.
Basically, everything is shipshape until i use the periscope. If I use the right mouse button to back out of it, the conning tower "room" is no longer available and i get a black screen with "camera out of sectors" message. I have to quit out and restart it to get my view back...
It doesn't seem to affect anything else, but i miss my CT :hmm:
running:
NSM
w-clears enviro-mod
rfb
rsrd
no sub marker on map
Thanks a lot guys...other than my missing ct i really am enjoying this :rock:
Gonna have to try that one. Easy to replicate. All the subs do it.....? Gonna try tonight, unless someone beats me to it....
Have a good one.
akdavis
05-15-08, 09:39 AM
akdavis:
Looking at the file further, it is indeed a matter of the file looping that causes the shell noise in the air to sound strange. The files I was using were intended to be heard as an incoming artillery round about to strike the ground and wasn't designed to be a looping file. I found a much improved shell noise sound that is intended to loop, so here it is, along with restoring the doppler effect:
http://dodownload.filefront.com/10228508//52241174ef994b1b4752c254b94a359d298d324b24aa08287d ad3c97f70ce8354ed5d22a495dce12
(It can be applied any time to the game).
The new sound is superb. Really causes you to duck your head at the crucial moments.
ManoFDeep
05-15-08, 10:56 AM
Hi thx for this mod it really takes Sh4 to a very hight quality I know you put your best in this project.Our first task as player is to enjoy the game but also to report any bugs we may encounter:
I found a strange thing about the convoy is it possible that two only marchant ships was escort by 4 subchaser and other three destroyer at the start of the war?Then I found also that it seems the enemy sensors are more worse I was at 45 m at maximum speed and it seems that the ships couldn't find me another and last is that it should be two man at the dives plane?
Thx for the great mod
DavyJonesFootlocker
05-15-08, 11:12 AM
I'm not sure if this was mentioned or not but when receiving orders to patrol an area on the map it states it in metric measurments. What if you sail in the US campaign and your measurements are in imperial standards? There are no conversion tables available.
AVGWarhawk
05-15-08, 12:13 PM
Hi thx for this mod it really takes Sh4 to a very hight quality I know you put your best in this project.Our first task as player is to enjoy the game but also to report any bugs we may encounter:
I found a strange thing about the convoy is it possible that two only marchant ships was escort by 4 subchaser and other three destroyer at the start of the war?Then I found also that it seems the enemy sensors are more worse I was at 45 m at maximum speed and it seems that the ships couldn't find me another and last is that it should be two man at the dives plane?
Thx for the great mod
Merchant traffic is either stock in your game or you are using RSRD. These were not touched by the RFB mod. Need to know if you are running stock traffic or using RSRD. If you are using RSRD it would be best to ask Lurker on the subchaser question.
I do not understand your enemy sensor question.
Two men at the dive plane wheels will only happen at battle stations. When the men were not at battle station the dive plane wheel was not normally manned. However, there would be one person there when not in battle stations. When the klaxon went off for battle stations, one of the watch crew would slide down the ladder into the command room and man the other dive plane.
ManoFDeep
05-15-08, 12:56 PM
Thx for your answer.Yes I'm curently running RSRD so its not depending on RFB:hmm:
nice to know so probably its RSRD that is acting strange because I Download the RFB version of it so maybe that's the problem because when I run the normal version 371 with TMO I don't run into that problem...I will make some other testes and see if that happen again
I can ask to lurker but for me 4 subcheser 3 destroyer are a little bit too much also for the most kickass captain:arrgh!:
anyway thx for your help
Thx for your answer.Yes I'm curently running RSRD so its not depending on RFB:hmm:
nice to know so probably its RSRD that is acting strange because I Download the RFB version of it so maybe that's the problem because when I run the normal version 371 with TMO I don't run into that problem...I will make some other testes and see if that happen again
I can ask to lurker but for me 4 subcheser 3 destroyer are a little bit too much also for the most kickass captain:arrgh!:
anyway thx for your help
FYI, I am running an early war patrol 12/41 around eastern Luzon and have run into a convoy of 2 merchants escorted by 4 tin cans. It was middle of the night, 15m wind, and they were blind as bats and not pinging. Just want to confirm convoy composition and that the tin cans were no factor.
Using latest version of RFB and RSRDC.
CapnScurvy
05-15-08, 06:43 PM
Installed the new version - works great!
But most times, when manual aiming at a target, the position keeper is at the right position and stays a the right position, but torps are missing (about 400 yards!)
Any ideas? Tried it inside the torpedo school and it worked, tried it inside a career with heavy sea and tried it 6 times with a savegame - and no torp hit!
The AOB is ok, speed is ok, distance is ok, PK marks the merchant and stays with the merchant over time.
I obtain the tracking data like this:
0) disable PK
1) Identify target
2) Using range-finder, apply data
3) Mark merchant on map
4) wait ....
5) Using range-finder, apply data
6) get speed calculated
7) get aob
8) re-get range and apply
9) enable PK
10) validate speed with marked point on map and time
11) validate PK at attack map
12) fire torpedo
... torpedo is missing with an angle of more that 20 degree :-(
WTF am I doing wrong?
Ok, I guess I'll take a shot at this one. You state in the # 2. spot that you "use the range finder and apply data". My first question is how far out are you from the target? If you're more than 4000 yards distance form target using the stadimeter is just about useless, especially if your in heavy seas. The rise and fall of both target and sub will make it very difficult to get a correct reading at long distances. Why not take an innitial sonar reading of the target? It's much more accurate. And, do it yourself, don't rely on the crew to give you accurate readings. Go to the sonar station with the target bearing in hand and find it yourself. Then send it to the PK. The range finding will be very accurate as long as you remember that the farther the range, the greater amount of error there will be in any reading. That means sonar, stadimeter, radar, anything.
#3. "Mark merchant on map" That's good. Now you can get a fix on the target as long as it is set to show on the map from your options settings. If not, I'd ask you to do so until you get comfortable with the map marking. When you are, use the option "No Map Contact Update" for a real experience in manual targeting. (A shameless plug for my "Tutorial for High Realism") With a couple of marks on the map showing the targets position, the targets course can be drawn by intersecting the marked spots.
Again, I don't see anywhere else where you use the sonar for range. That's a mistake. Use it along with the stadimeter. How many times should you check? The more the better. Right up to the time of firing if you can. You will know when your getting the right range when a sonar finding, preceeded by a stadimeter reading are almost the same. Give or take 20 yards.
And, where have you checked the torpedos for speed and depth? Each one needs to be checked. Do not set the "Offset Angle", leave it at zero. I never mess with the angle setting.
That should do it, as long as you set up your sub to a perpendicular angle to the target path. Check the AoB to make sure it seems right for the actual angle your following the target on. The AoB likes to be at the 9 (90 degree) mark port or starboard when the torpedos hit. As the target nears the bearing of 15 to 20 degrees port or starboard of dead straight on (zero degrees), open the outer tube doors to all torpedos that you plan on firing. At about the 10 to 15 degree bearing mark, fire away in quick sucsession. I've had 2nd and 3rd torpedos miss the target because the first hit caused the ship to slow or at least rock out of step to the initial solution. Not to mention the evasive action of the target once it realizes its under attack.
Useing the sonar to get range is good, I've used it myself. One thing to keep in mind though, I wouldn't use it if escorts were anywhere to be seen. They can, and do hear the emitted sonar ping. After that, it's game over.
I'm not sure if this was mentioned or not but when receiving orders to patrol an area on the map it states it in metric measurments. What if you sail in the US campaign and your measurements are in imperial standards? There are no conversion tables available.
Unable to replicate this, I start multiple USN careers, 41, 42, 43, 44, 45 and the orders are in nm. In the screen where I can select Metric, Imperial and Authentic. I chose Authentic. If this is related I do not know.
My list;
Enviromental 4.4a mod
RFB_v1.5_051408
RSRDC_RFBv15_V395_Final
RFB_ShellNoisePatch
hi lads...
I just thought i'd report a wierd problem i've been encountering... it's not affecting the game in anyway, it's just a bit odd and i'm wondering as no one else is reporting it, whether it's just my install that's corrupted.
Basically, everything is shipshape until i use the periscope. If I use the right mouse button to back out of it, the conning tower "room" is no longer available and i get a black screen with "camera out of sectors" message. I have to quit out and restart it to get my view back...
It doesn't seem to affect anything else, but i miss my CT :hmm:
running:
NSM
w-clears enviro-mod
rfb
rsrd
no sub marker on map
Thanks a lot guys...other than my missing ct i really am enjoying this :rock:
Gonna have to try that one. Easy to replicate. All the subs do it.....? Gonna try tonight, unless someone beats me to it....
Have a good one.
Just tried to replicate this one in two seperate careers, training and single missions and it will not do it......
Tried with S-18 and a Gar...Porpoise...Gato. No dice!
My list;
Enviromental 4.4a mod
RFB_v1.5_051408
RSRDC_RFBv15_V395_Final
RFB_ShellNoisePatch
THE_MASK
05-16-08, 12:11 AM
Now that there is extra crew on the sub i have been informed that we need more wet weather gear .
http://img216.imageshack.us/img216/6972/headjs8.jpg (http://imageshack.us)
W_CLEAR ENVIRO MOD 4.4a
RFB 1.5
RSRDC for RFB1.5
akdavis
05-16-08, 12:54 AM
Yes, I saw that as well in the rain. (Using PE3 here.)
Just letting you know: the menu works great for me now. Thank you.
Great work RFB team! Will give it a try after work today. One question: I can't seem to find a patch on first page. Do you still need to apply one on do you just download a new complete installation package?
Keep up the fantastic work guys! :up:
AVGWarhawk
05-16-08, 06:13 AM
Just letting you know: the menu works great for me now. Thank you.
Great work RFB team! Will give it a try after work today. One question: I can't seem to find a patch on first page. Do you still need to apply one on do you just download a new complete installation package?
Keep up the fantastic work guys! :up:
Good deal!:up:
AVGWarhawk
05-16-08, 06:13 AM
I hit rain when playing yesterday. My guys had the gear on. I'm using PE3 as well.
In the stock campaign, S-18, with RFB1.5, dec 41, first patrol, in the other side of Luzon, when I try to send supply of the shore (that was my mission), when I click SEND SUPPLY ... I have CTD.
I havent other mod installed. RFB is fantastic!!! :up:
The General
05-16-08, 09:01 AM
This MOD is fantatic!! I wanna thank the RFB Team for their hard-work. :up:
Of course, I have just one question: There seems to be no difference between observation and attack periscope at maximum magnification. Is this historically acurate, or am I missing something? I thought the attack had a higher magnification at the expense of it being darker.
Schultzy
05-16-08, 09:36 AM
[quote=Wilcke][quote=Schultzy]hi lads...
Just tried to replicate this one in two seperate careers, training and single missions and it will not do it......
Tried with S-18 and a Gar...Porpoise...Gato. No dice!
My list;
Enviromental 4.4a mod
RFB_v1.5_051408
RSRDC_RFBv15_V395_Final
RFB_ShellNoisePatch
Thanks for trying, that means it must just be a corruption on my install...will do a full re-install and try again... thanks a lot for your hard work! :yep:
[quote=Wilcke][quote=Schultzy]hi lads...
Just tried to replicate this one in two seperate careers, training and single missions and it will not do it......
Tried with S-18 and a Gar...Porpoise...Gato. No dice!
My list;
Enviromental 4.4a mod
RFB_v1.5_051408
RSRDC_RFBv15_V395_Final
RFB_ShellNoisePatch
Thanks for trying, that means it must just be a corruption on my install...will do a full re-install and try again... thanks a lot for your hard work! :yep:
I was hoping for other folks to confirm this as an issue. I am sure you are using JSGME if so unload all your mods and do a "compare snapshot" to see if your install has changed prior to doing a complete reinstall. Its what I do...
Then I would delete that pesky SH4 directory under My Documents (you will loose your careers) not the whole thing just the CFG folder. Then restart SH4 set your resolution and bells and whistles. Exit SH4 reload mods and try it again. Just an idea.
akdavis
05-16-08, 11:10 AM
[quote=Wilcke][quote=Schultzy]hi lads...
Just tried to replicate this one in two seperate careers, training and single missions and it will not do it......
Tried with S-18 and a Gar...Porpoise...Gato. No dice!
My list;
Enviromental 4.4a mod
RFB_v1.5_051408
RSRDC_RFBv15_V395_Final
RFB_ShellNoisePatch
Thanks for trying, that means it must just be a corruption on my install...will do a full re-install and try again... thanks a lot for your hard work! :yep:
I was hoping for other folks to confirm this as an issue. I am sure you are using JSGME if so unload all your mods and do a "compare snapshot" to see if your install has changed prior to doing a complete reinstall. Its what I do...
Then I would delete that pesky SH4 directory under My Documents (you will loose your careers) not the whole thing just the CFG folder. Then restart SH4 set your resolution and bells and whistles. Exit SH4 reload mods and try it again. Just an idea.
I have had the camera running out of sectors issue for awhile now. It did not start with RFB, but with PE3 for me. I believe it was listed as a known issue with the camera system used in PE3, possibly something to do with free cam?
RFB may actually have improved this issue for me, as it used to happen every time I accidently clicked on the officer in the command room. Now it usually occurs if I either right click to go back to the command room after clicking on the conning tower, or right click to go back from the sonar/radar after clicking on the station in the conning tower. It does not break the game, I simply have a black screen if I try to access the conning tower. All other views continue to work as normal.
There are also some instances where I get a green screen when clicking around an interior, but I think that is with U-boats.
akdavis,
Had not read about your PE3.3 issue, I ran PE3.3 with RFB 1.5 for about two patrols with no issues.
PE3.3 plus some of its additional mods.
Special effects
Roll & Pitch Caustics
mmm forgot what else
RFB 1.5
RSRDC
I did note that in 15m seas the S-18 was on rails the GAR was behaving nicely.
I have now unloaded PE3 and now running W_Clear's EE4.4a, in the same order. No issues with out of sector cameras. I have other issues but those are my own personal taste issues and nothing operational with the sim.
Thanks for the input, good to know!:up:
akdavis
05-16-08, 03:48 PM
Yeah, in the first PE3 release the S-boats were rolling over in high seas, but the fix seems to have taken them too far in the other direction.
Anyways, I have tested the conning tower "out of camera sectors" issue some more and have it isolated. These test were made with the Porpoise in the training missions. I isolated the problem to right-clicking back to the conning tower out of the hydrophone or radar views after having clicked on them from the conning tower view.
I don't see this happening in stock 1.5 or in Environment 4.4a installed alone.
With latest PE3 installed alone, I have the problem.
With latest RFB installed alone, I have the problem, and I know from before that I also have the problem with PE3 + RFB, but I am yet to test Environment 4.4a with RFB.
Pretty sure I had this problem or even worse issues with TM before as well.
THE_MASK
05-16-08, 04:48 PM
Does anyone else have woefully slow loadtimes with RFB1.5 .
I have installed
PE3.3
RFB1.5
RSRDC for RFB1.5
installed in that order.
Its that slow at loading and saving a game its not enjoyable .
I dont know weather its my comp or maybe someone can confirm or deny it .
Stock 1.5 with RSRDC for stock loads in about 30seconds . This RFB1.5 setup takes forever . over .
Does anyone else have woefully slow loadtimes with RFB1.5 .
I have installed
PE3.3
RFB1.5
RSRDC for RFB1.5
installed in that order.
Its that slow at loading and saving a game its not enjoyable .
I dont know weather its my comp or maybe someone can confirm or deny it .
Stock 1.5 with RSRDC for stock loads in about 30seconds . This RFB1.5 setup takes forever . over .
Same install as yours completed two careers last night, saves in 5 seconds and back to Resume/Option Screen and loads and reloads in 30 seconds. Swapping between careers same thing 30 seconds. Ran it about 2.5 hours last night continuously, not a burp not a hiccup.
AMD X2 4800
4 gigs of RAM
BFG 7950 GT OC
Win XP Pro
1280 by 960 100mhz
Your mileage may vary...I don't know what else to tell you on that one.
I have two other installs one with TMO 1.5b and the other with Operation Monsun, they are both equally fast at Saves and Loads. Has not been an issue for me ever with SH4.
Hope you can sort it out or someone else who has had the issue crop up.
AVGWarhawk
05-16-08, 05:02 PM
Does anyone else have woefully slow loadtimes with RFB1.5 .
I have installed
PE3.3
RFB1.5
RSRDC for RFB1.5
installed in that order.
Its that slow at loading and saving a game its not enjoyable .
I dont know weather its my comp or maybe someone can confirm or deny it .
Stock 1.5 with RSRDC for stock loads in about 30seconds . This RFB1.5 setup takes forever . over .
It seems to be different for all. RFB for me is not painfully long but I have to look at the machine I'm running it on. It is not the fastest out there to be certain. I have the same install order as you. I would say the times to load are not that long but are longer then loading a stock game.
DeepIron
05-16-08, 05:14 PM
Load and save times are, I'm sure, pretty dependent it's the amount of RAM. I found that SH uses the pagefile.sys file A LOT when you've got 1GB or less... I have 1GB RAM and my pagefile grows from 223Mb to 1.43Gb...:-?
THE_MASK
05-16-08, 07:47 PM
OK , i deleted my SH4 folder and restarted my career and all is back to normal . Takes 30 seconds from clicking on load game to actually playing and that is with a pentium 2.4/1 gig of ram and a ati X800 pro graphics card . over .
panthercules
05-16-08, 08:56 PM
This MOD is fantatic!! I wanna thank the RFB Team for their hard-work. :up:
Of course, I have just one question: There seems to be no difference between observation and attack periscope at maximum magnification. Is this historically acurate, or am I missing something? I thought the attack had a higher magnification at the expense of it being darker.
IIRC, it depends on whether you're talking about the US boats or the German ones. The German scopes were set up the way you mention above. The US scopes, however, had the same max magnification for both attack and observation scopes. IIRC, the US obs scope allowed more light in (and thus was often referred to as the night scope, rather than the obs scope, since it was intended for use at night)because it was bigger than the attack scope (size was also less of a problem at night, in terms of chance of being spotted by enemy at night). Another interesting difference between the US and German scopes was that in the U-boats it was the obs scope that was set up to be able to pivot high and scan for planes, whereas in the US boats it was the attack scope that had this capability instead of the obs/night scope (not much need to scan the skies for planes at night - hence no reason for the night scope to have this high-angle capability).
Check here for some good info on the US scopes:
http://www.maritime.org/fleetsub/pscope/index.htm
Been a while since I read all that stuff, so I hope I'm remembering it correctly.
Good luck and good hunting!
The General
05-17-08, 03:33 AM
@ Panthercules
Ahh, so that's it! Well, that makes sense. Thank you for clarifying and forgive my ignorance. Well folks, then that makes RFB just about perfect, fantastic job !! :up:
steinbeck
05-17-08, 03:58 AM
what is row?:cry:
I wanted to ask if ' OM' is Trigger Maru? if not what is it please
steinbeck...:hmm:
what is row?:cry:
I wanted to ask if ' OM' is Trigger Maru? if not what is it please
steinbeck...:hmm:
OM is Operation Monsun, a great mod by Lurker which you can find here: http://www.subsim.com/radioroom/showthread.php?t=134922
This a mod you can apply over RFB1.5, read the first thread how to do and try it...
Good hunting
TopcatWA
05-17-08, 06:21 AM
:down: I'm still trying to download from FF but each time it just times out. The download speeds are lousy. Can someone please give me another alternative site to download RFB. Obviously there are a few people in the same boat as I & it seems some have no trouble in download??????
Thanks for your hard work guys from RFB team.
I would be very appreciating to support me with such problem. After installing RFB mode I cannot operate 4,5" gun. The gun is simply stuck, nosed to the ground without any possibility to move this.
That happen only with this caliber and only on my computer (tried on other PC and no sign of such problem), after changing gun to smaller or bigger cal. all is fine. That also happened after installing TMO mode.
Thanks in advance.
:down: I'm still trying to download from FF but each time it just times out. The download speeds are lousy. Can someone please give me another alternative site to download RFB. Obviously there are a few people in the same boat as I & it seems some have no trouble in download??????
Sent you a link, check message box.
Cheers
ultraman
05-17-08, 12:09 PM
Is anyone getting ridiculously HUGE save game files? My current campaign, in which I'm on my first patrol, is 752mb and takes at least 2 minutes to load, and is then super chunky. I had played 1.4 no prob, and this started after upgrading to 1.5 and installing everything in the correct order (NSM, RFB, RSRD).
I saw a post by 'sober' earlier in which he stated this:
Does anyone else have woefully slow loadtimes with RFB1.5 .
I have installed
PE3.3
RFB1.5
RSRDC for RFB1.5
installed in that order.
Its that slow at loading and saving a game its not enjoyable .
I dont know weather its my comp or maybe someone can confirm or deny it .
Stock 1.5 with RSRDC for stock loads in about 30seconds . This RFB1.5 setup takes forever . over .
Sober, if you see this, how big is your save game file? Mine is taking long, too. Not on initial startup, but when saving/loading campaign saves. All my autosaves are around 300kb, so obviously something is screwy when I click 'save game.'
tedhealy
05-17-08, 12:17 PM
My saves were taking a long time. I just deleted my SH4 folder and now everything is back to normal (after resetting all the options of course).
akdavis
05-17-08, 12:57 PM
I noticed that along with the 3" and 5" guns, the 4"/50 now only one type of ammunition, but I believe fleet boats carried a mix of HC and Common rounds for the 4" guns, as is evidenced in a number of patrol reports:
Razorback
...50 rounds of 4" H.C. and common were fired...
Batfish
Four-inch gun. - Fired 59 rounds of high capacity and 24 rounds of common at an average range of about 1100 yards using radar ranges and radar spotting on the splashes. Local control at the gun. Estimate at least 40% hits. The HC was much more effective than the common as the latter passed right on through the target and unless it hit a vital spot did no immediate damage. Estimate 5 HC duds.
Archerfish
Damaged - One 250 ton trawler-typePatrol Boat: Two Masts, Bridge Structure Forward of MOT
Damage determined by observation; six hits with high explosive 4" rounds, approx. 250 rounds of 20 mm and 50 cal hit target. (Both masts were destroyed and superficial damage to bridge works and top side was observed)
Details of Action
Gun Rounds Hits Average Range
4" 50 cal 60 H.E. 6 4000 yds
4" 50 cal 60 Common 0 4000 yds
Common is basically AP/HE ammo, with thicker walls than HC but a smaller bursting charge (about 50% of the HC charge). They were not true AP shells, but were designed to penetrate 1/3 of their caliber in armor plate (so a 4" Common round would penetrate 1 1/3 inches of armor).
Navweapons.com:
Common - Common projectiles were originally shells - which literally means a hollow container - filled with black powder and used for attacking lightly armored or unarmored vessels. By the 1930s, this term was used by a few navies to describe any non-armor piercing shell. By that time, the bursters were less sensitive explosives, such as TNT. In the USN, Common projectiles of the 1920-1950 period did not have caps or hoods and were designed to penetrate approximately one-third of their caliber of armor. See "Special Common" below.
Special Common - USN unofficial designation of the 1920-1950 period for those Common projectiles that used both windshields and hoods. These projectiles were designed be able to penetrate approximately one-third to one-half their caliber of armor. They differed from AP projectiles by not having a cap and having a larger burster cavity. Burster was 2.1% to 3.99% of total shell weight.
HC - High Capacity. A USN designation for projectiles intended for use against lightly armored targets. Contains a relatively large amount of explosive as compared to an armor piercing or common projectile. Burster was between 7.0% to 12.6% of total projectile weight.
I decided to try RFB 1.5 but all times I found myself sailing with no ammo at all for both deck and AA guns. Also I installed a sort of SD radar that cost me a lot of renown point only to find out that I cannot turn it on.
I always start with a Porpoise class submarine on December 8 1941. Did I miss something when I was in port?
By the way, the mod looks fantastic. I truly appreciate the new interface.
AVGWarhawk
05-17-08, 04:05 PM
I decided to try RFB 1.5 but all times I found myself sailing with no ammo at all for both deck and AA guns. Also I installed a sort of SD radar that cost me a lot of renown point only to find out that I cannot turn it on.
I always start with a Porpoise class submarine on December 8 1941. Did I miss something when I was in port?
By the way, the mod looks fantastic. I truly appreciate the new interface.
You are funny man... you have a laundry list of issues but love the mod anyway:rotfl: .....sorry but I really did laugh out loud.
Anyway, the ammo is there but you have to click the ammo to load. Also, you are not given ammo that was not available in 41. What port are you starting? I know you can get the porpoise with the Asiatic Fleet.
SD radar....available in 41....LukeFF might have to answer that one.
TopcatWA
05-17-08, 05:24 PM
:down: I'm still trying to download from FF but each time it just times out. The download speeds are lousy. Can someone please give me another alternative site to download RFB. Obviously there are a few people in the same boat as I & it seems some have no trouble in download??????
Sent you a link, check message box.
Cheers
Thanks Floyd. Much appreciated. Cheers.:up: :up:
THE_MASK
05-18-08, 02:27 AM
Ok the large save file is back again , 400 mb + . Someone fixed this same thing a while ago . Something to do with a submarine file if i remember correctly .
Ducimus had this trouble with TM a while ago .
TopcatWA
05-18-08, 05:15 AM
On my first war patrol out of Manila in a P-Class boat loaded with Mk.14 torpedoes I found that every one failed to lock on the the target & tended to change course approximately 25 degrees left of the desinated target line a few seconds after leaving the tube. I know they had faults, but did this occur with every load?. I will give the Mk.10 a go on the next patrol.
I am running :
NSM
PE
RFB
RSRD.
CapnScurvy
05-18-08, 11:48 AM
On my first war patrol out of Manila in a P-Class boat loaded with Mk.14 torpedoes I found that every one failed to lock on the the target & tended to change course approximately 25 degrees left of the desinated target line a few seconds after leaving the tube.
This is beginning to become a problem that the RFB Team is addressing as we speak. For now the work around is to set you're options for the Campaign and/or the Main Menu options to have the Dud Torpedoes, Unchecked. Without going into a lot of details, this will work with any saved game or some that are just starting. Please bear with us, while we fix this issue.
RFB Team Member
akdavis
05-18-08, 02:03 PM
On my first war patrol out of Manila in a P-Class boat loaded with Mk.14 torpedoes I found that every one failed to lock on the the target & tended to change course approximately 25 degrees left of the desinated target line a few seconds after leaving the tube.
This is beginning to become a problem that the RFB Team is addressing as we speak. For now the work around is to set you're options for the Campaign and/or the Main Menu options to have the Dud Torpedoes, Unchecked. Without going into a lot of details, this will work with any saved game or some that are just starting. Please bear with us, while we fix this issue.
RFB Team Member
Is this an issue with all torpedoes or US only?
gravity003
05-18-08, 05:45 PM
The command icons on the bottom of the screen are not loading correctly. I am running V1.5 of Silent hunter. Do you have any ideal what could cause this? I tried to attach a screen shot but could not paste it. I have tried just load RFB and still get the bad icons.
I am using these MODS. I can load only RFB and get the bad command icons. What graphics rate should be set for the game to run your mod correctly. I have tried changing to no avail. I have done clean installs three times with no luck
NSM4
PE3
RFB v1.5 051408
RFB German Audio files
RSRD RFBv15 V395 RC5
OpsMonsum v200
TopcatWA
05-18-08, 06:25 PM
On my first war patrol out of Manila in a P-Class boat loaded with Mk.14 torpedoes I found that every one failed to lock on the the target & tended to change course approximately 25 degrees left of the desinated target line a few seconds after leaving the tube.
This is beginning to become a problem that the RFB Team is addressing as we speak. For now the work around is to set you're options for the Campaign and/or the Main Menu options to have the Dud Torpedoes, Unchecked. Without going into a lot of details, this will work with any saved game or some that are just starting. Please bear with us, while we fix this issue.
RFB Team Member
Is this an issue with all torpedoes or US only?
So far on my second patrol I have found the Mk.10 torpedoes are sucessfully locking onto the designated targets & functioning properly. So it seems the problem is only with the Mk.14s. Cheers.
CapnScurvy
05-18-08, 07:48 PM
The command icons on the bottom of the screen are not loading correctly. I am running V1.5 of Silent hunter. Do you have any ideal what could cause this? I tried to attach a screen shot but could not paste it. I have tried just load RFB and still get the bad icons.
I've had this problem on my computer and found the problem was do to the MenuMaker files that was put into the original menu bar area of RFB. I did not catch the problem until the 051408 was released for a few hours last Wednesday. Later that day a new corrected RFB 051408 was released.
Gravity003, you may have downloaded one of the first corrupted 051408 releases. If you go back up a page or two of this thread you will read others with the same problem. You will see how the later release that day corrected their downloads. Please deleate the RFB 051408 file that you have on your computer and download the RFB file that is on the Filrefront site with the time stamp of May 14, Wednesday, 12:55 PM.
A great mod indeed. After a few test patrols with it, I must say I am happy.
One slight issue springs to mind though. I have started a patrol with SubPac at the beginning of the war with USS Nautilus. Figuring I needed to stop at Midway, as usual, for fuel and tea, I set my course in that direction at 8 knots (ahead standard).
I then asked my navigator what our maximum range at that speed was, and he reported a whopping 33,000 miles...
Did I just get the most fuel efficient boat of WWII?
My mods (first listed = first installed)
- PE (latest)
- RFB (latest)
- RSRD campaign for RFB 1.5 (latest)
I'm running patch 1.5 (fresh install of SH4 + fresh install of the expansion, then the mods in the order listed).
Thanks a lot for your efforts! The mod really adds immersion (and quite a bit of frustration) to this fine game.
A great mod indeed. After a few test patrols with it, I must say I am happy.
One slight issue springs to mind though. I have started a patrol with SubPac at the beginning of the war with USS Nautilus. Figuring I needed to stop at Midway, as usual, for fuel and tea, I set my course in that direction at 8 knots (ahead standard).
I then asked my navigator what our maximum range at that speed was, and he reported a whopping 33,000 miles...
Did I just get the most fuel efficient boat of WWII?
The Nautilus was one of the "cruiser" subs tried by the Navy and yes, they did have a very, very large range.
I noticed that along with the 3" and 5" guns, the 4"/50 now only one type of ammunition, but I believe fleet boats carried a mix of HC and Common rounds for the 4" guns, as is evidenced in a number of patrol reports...
I studied that page at Navweaps as well, and my conclusion was that HC and Common, in the end, most closely resemble the HE round as modeled by SH4 and not AP. By comparision, the Germans always loaded HE only in their deck guns, along with a special anti-aircraft round called "Zonenmunition."
RFB Team
05-19-08, 02:02 AM
Hey guys,
I think we may have found out while people are having problems with the torpedoes straying off-course after loading a saved game. Stayed tuned for more updates on this matter.
The Nautilus was one of the "cruiser" subs tried by the Navy and yes, they did have a very, very large range.
Aye, but all in all a grand 33,000 miles of range at 8 knots (that's the consistent max range according to my tests) sounds a little bit excessive. It could be that the previous figures I have read are toned down taking into account the loss of efficiency to charge batteries and whatnot, so maybe they are the "maximum effective combat range" and not the maximum range of the diesel propulsion per se. Still, I was rather shocked.
I love the boat, as ancient as it may be. Combined with the magnificent RFB, you really have to work to keep those tonnage figures up. The limited number of tubes gives you only one chance, specially with the historical failure rates.
I don't know, I think it helps build character :D
RFB Team
05-19-08, 05:05 PM
Guys, here is the link to the torpedo file we are trying out. We recommend all RFB users download it and see if it fixes the gryo angle problems people are having when they re-load a saved game:
http://dodownload.filefront.com/10273685//52241174ef994b1b4752c254b94a359d298d324b24aa08287d ad3c97f70ce8354ed5d22a495dce12
For best results, start a NEW career before running any tests with this new file.
goose814
05-19-08, 09:44 PM
Just a quick question. At the beginning of the thread it says that RFB for SH4 v1.5 is compatible with Natural Sinking Mechanics for 1.4. However, when I went to download Natural Sinking Mechanics for 1.4 it says "THIS WORKS ONLY ON 1.4. DONT USE TOGETHER WITH U-BOAT ADDON IT WILL CAUSE PROBLEMS I PROMISE". So is it ok to use with the 1.5 patch and RFB or not? Thanks for any help.
Gus
DeepIron
05-19-08, 10:06 PM
Just a quick question. At the beginning of the thread it says that RFB for SH4 v1.5 is compatible with Natural Sinking Mechanics for 1.4. However, when I went to download Natural Sinking Mechanics for 1.4 it says "THIS WORKS ONLY ON 1.4. DONT USE TOGETHER WITH U-BOAT ADDON IT WILL CAUSE PROBLEMS I PROMISE". So is it ok to use with the 1.5 patch and RFB or not? Thanks for any help.
GusGus, you can use NSM 4 with RFB v1.5. We're working on a patch currently to make sure NSM integrates properly... I'm one of the RFB Team actively working in it so this is good info...
Be forewarned however, there probably still are some issues and you might get CTDs still. Use at your own risk at this point in time. On the upside, I haven't had any real problems so far... :up:
Be sure to install NSM *before* RFB. In my loadout, NSM is the first mod I load.
RFB Team
05-19-08, 11:07 PM
For those who are having problems with their torpedoes running off-course after loading a saved game, we need more information about what is causing this. Namely we need to know:
The mods you have enabled and in what order they are enabled
Torpedo type being fired
Torpedo settings, i.e., contact/magnetic, speed, depth, angle offset, etc.
Date of the mission
Campaign or single missionThanks!
goose814
05-19-08, 11:40 PM
DeepIron,
Thanks for the info. I really appreciate it.
Gus
Capt Jack Harkness
05-20-08, 03:44 AM
Alright, this is a pretty small detail, but I've noticed in RFB 1.5 the shaft speeds are excessively high for pretty much all the subs surfaced and submerged (around 700 RPM!).
I remember in "Wahoo" Adm O'Kane mentions Wahoo's redline on the surface at 330 RPM, and in some 1940's sonobuoy training records it states that fleet boats do about 20 RPM per knot (180 RPM at 9 kts submerged and 420 RPM at 21 kts surfaced) with S-boats running about 50 RPM per knot (550 RPM at 11 kts submerged and 725 at 14.5 kts surfaced).
Basically what I'm trying to say is that it'd be nice to set the prop speeds to more reasonable levels (I've currently got my fleet boats at 330 RPM redline surfaced, 180 RPM redline submerged). Of course, the trouble with changing the prop speeds is that the sounds will have to be altered to match...
Other than that, excellent job guys!
RFB Team
05-20-08, 04:09 AM
Alright, this is a pretty small detail, but I've noticed in RFB 1.5 the shaft speeds are excessively high for pretty much all the subs surfaced and submerged (around 700 RPM!).
I remember in "Wahoo" Adm O'Kane mentions Wahoo's redline on the surface at 330 RPM, and in some 1940's sonobuoy training records it states that fleet boats do about 20 RPM per knot (180 RPM at 9 kts submerged and 420 RPM at 21 kts surfaced) with S-boats running about 50 RPM per knot (550 RPM at 11 kts submerged and 725 at 14.5 kts surfaced).
Basically what I'm trying to say is that it'd be nice to set the prop speeds to more reasonable levels (I've currently got my fleet boats at 330 RPM redline surfaced, 180 RPM redline submerged). Of course, the trouble with changing the prop speeds is that the sounds will have to be altered to match...
Other than that, excellent job guys!
My data for the engine RPMs comes from Norman Freidman's book on the pre-1945 American submarines. The S boat engines were rated for 350 RPM at 600 BHP, and the typical fleet sub diesel was rated at 1350 BHP at 720 RPM. Now, maybe I'm missing something there in how I interpeted the data, but that's what I was going off of when I edited the files for each sub.
Fincuan
05-20-08, 05:22 AM
The Fleet Type Submarine Manual (http://www.hnsa.org/doc/fleetsub/chap6.htm#6B8) from 1946 lists the G.M. 16-278A for 1600 BHP at 750 RPM. The Main Propulsion Diesels manual (http://www.hnsa.org/doc/fleetsub/diesel/index.htm)(also from 1946) probably contains more precise information, but I don't have enough time to browse through it.
Sonobuouy training records aren't a good data source on engine RPM, since, if I interpret this correctly, prop RPM was different from engine RPM:
The primary source of power is four main diesel engines. The engines are used to drive four main generators which in turn supply the electric power to drive the four main propulsion motors. Each of the two propellers is driven by two main propulsion motors through a production gear.
...
rated 1,100 kw, 415 volts, 750 rpm. Each generator is cooled by a surface air cooler and generates power for driving the propulsion motors and charging the storage batteries. Each generator is driven by a directly connected diesel engine.
b. Four direct-current propulsion motors: each rated 1,375 hp, 415 volts, 1,300 rpm. Two of these motors are used to drive each propeller, through a reduction gear, at 280 rpm. Each motor is equipped with an air cooler.
c. Two reduction gears: each is single reduction with two pinions driven by two main propulsion motors and a slow speed gear connection to the propeller shaft. Input is 1,300 rpm, output is 280 rpm. This reduction gear is not used on the latest type submarines which are equipped with slow-speed main motors.
edit: Removed the remark of Tench-class having no reduction gear. Looks like they did have it after all.
TopcatWA
05-20-08, 05:22 AM
For those who are having problems with their torpedoes running off-course after loading a saved game, we need more information about what is causing this. Namely we need to know:
The mods you have enabled and in what order they are enabled
Torpedo type being fired
Torpedo settings, i.e., contact/magnetic, speed, depth, angle offset, etc.
Date of the mission
Campaign or single missionThanks!
OK. Mods Enabled :
1. NSM 3.1 Classic
2. ROW PE 3.3
3. ROW Sound Effects.v.9.0
4. RFB 1.5.051408
5. RSRD Plus
6. Enviroment 4.5
Type Torpedo - Mk 14.
Torpedo Settings - contact/magnetic, speed slow, depth 10,angle offset 0
Date of Mission - 11th.December 1941
Campaign - American - Asiatic Fleet P Class Sub.
Tried the torpedo patch out & same result with torpedos veering off designated course soon after leaving tubes.
Cheers
JackMaga
05-20-08, 07:26 AM
For those who are having problems with their torpedoes running off-course after loading a saved game, we need more information about what is causing this. Namely we need to know:
The mods you have enabled and in what order they are enabled
Torpedo type being fired
Torpedo settings, i.e., contact/magnetic, speed, depth, angle offset, etc.
Date of the mission
Campaign or single mission
My Mods:
1. NSM 4 Classic
2. ROW PE 3.3
3. RFB 1.5.051408
5. RSRD for RFB
Type Torpedo - Mk 14.
I tried both slow and fast speed and contact contact/magnetic detonators.
Date of Mission - 11th.December 1941
Asiatic Fleet Sargo Class Sub.
The torpedo patch completely solved the issue, both in a new campaign and in my savegames! :up:
DrBeast
05-20-08, 07:29 AM
For those that still experience torpedo problems:
Try deleting ALL files/folders from My Documents\SH4. Then start a new career, as per RFB Team's instructions. That might do the trick.
vanjast
05-20-08, 08:14 AM
ENGINE/SHAFT REVS
--------------------
There's a slight problem with regard to Engine and shaft revs.
As far as I've currently worked out there is a basic graph relating shaft revs to hydrophone signature pulses. If you make the revs to low or too high the hydophone pulse rate flattens out at the low or top end, giving you a problem in determining the speed.
Playing around with the ship revs, I've managed to get a fairly linear range from top to bottom speed.
ENGINE POWER
--------------
I'm not sure of this effect, maybe it has something to do with the acceleration of the ship's speed, but it does extend the ships hydrophone signature down into the lower 1, 2 or 3 knot range - you can now hear the ship. One worry is that setting this value too high might give the ship super 'human' powers - maybe someone has done this already.
To rap up, If one can adjust these values to get decent hydrophone signatures without detrimental side effects, it's not necessary to worry about historical facts.
:D
Capt Jack Harkness
05-20-08, 08:16 PM
Okay, well in my original post I was referring to shaft speeds. The diesels did run around 750 RPM but they were only connected to the props (direct-drive) on the S boats. All of the later classes were diesel-electric so the motors ran around 330 RPM at flank speed on the surface while the engines turned generators to power them at 750 RPM.
Fincuan
05-20-08, 11:38 PM
Okay, well in my original post I was referring to shaft speeds.
Yep :oops:
It's right on... ehmmm... the first line of your post. What I wrote still stands though.
RFB Team
05-21-08, 12:01 AM
Okay, well in my original post I was referring to shaft speeds. The diesels did run around 750 RPM but they were only connected to the props (direct-drive) on the S boats. All of the later classes were diesel-electric so the motors ran around 330 RPM at flank speed on the surface while the engines turned generators to power them at 750 RPM.
If you can point me to a source that shows what type of RPM ratings the fleet boat motors ran at, I'd be glad to adjust these values. I've not been able to find a source that shows how many RPM the motors were capable of generating, other than what you've listed above. If you can, could you quote the passage from "Wahoo" that mentions the 330 RPM value?
EDIT: from Fincuan's link:
For surface operation, using the various combinations of armatures and taking power from the main generators, the motors develop power ranging from 20 hp to 2,700 hp per propeller shaft at speeds ranging from approximately 67 rpm to 282 rpm.
For submerged operation, using various combinations of armatures and taking power from the batteries, the motors will develop power ranging from 30 hp to 1,719 hp per propeller shaft, and will give a speed range from 42 to 219 rpm.
TopcatWA
05-21-08, 12:03 AM
For those that still experience torpedo problems:
Try deleting ALL files/folders from My Documents\SH4. Then start a new career, as per RFB Team's instructions. That might do the trick.
Have tried after deleting existing career new campaign & still have torpedoes veering off desinated course using Mk.14 torpedoes.
Now have installed mod setup:
1.NSM 4.0 Classic
2.ROW PE 3.3
3.ROW Sound Effect 9.0
4.RFB
5.RSRD
6.Enviromental 4.5
7.RFB Torpedo Fix Patch
On 1st new War Patrol of Philippines now find the Mk.14 torpedoes are at last finding their targets. Looks like the patch is working. :up: :up:
Hello RFB team,
Quick question. Are trying the new mod. However all Jap DD I encounter sofar have lost their stern DC equipment, only the side launchers left. Now they straddle without damage mostly, up to almost harmlessness.
In the stock game the DD/DC had stern rollers and were more deadly, making an more dangerous foe.
Are my observations correct? If yes, I suppose they were removed out of historical reasons?
Thanks, Trebb.
Mods:
NSM4 Light
1 PE3 install
2c PE install
3a PE
4 PE
5 PE
ROW sea foam
ROW sun flair
RFB 1.5_051408
RSRD RFBv15 v395 RC5
Destroyer in attack run Sound man fix 1.01a
Depth charge drop wrn 1.01a
wartime tonnage aces
Captain M More CBS news 1.2
goose814
05-21-08, 08:51 AM
I see this was lightly touched upon in post #616, but is there a more detailed description on how to get an unobstructed view from the TBT. I'm familiar with altering or modifying some things, but I'm kind of clueless for this. Thanks for any help.
Gus
akdavis
05-21-08, 09:10 AM
The Antenna Bearing Indicator above the A-scope is not really usable due to some overlapping parts:
http://img215.imageshack.us/img215/7136/rfbantennabearingindicads2.jpg
Would be great if that could be fixed, as it is very helpful for taking bearings while using the A-scope.
tedhealy
05-21-08, 10:39 AM
I see this was lightly touched upon in post #616, but is there a more detailed description on how to get an unobstructed view from the TBT. I'm familiar with altering or modifying some things, but I'm kind of clueless for this. Thanks for any help.
Gus
It's easy, but you need silent 3ditor. Open up cameras.dat in data/library. Click on the dummy cam UZO arrow to open it up, then the arrow for cameraparams. Now change the clip distance. I changed it to 8, the value TMO uses.
If you want the binoculars to have an unobstructed view, do the same for dummy cam binoculars. I used 3 for the clip distance value there as TMO does.
OneDominatus
05-21-08, 03:57 PM
Hi, I'm haveing this stange problem in my career, basicly my Deck gun and one of my 3 flak guns have no ammo ever, even when I leave port at the start of a mission. All I have installed is the base game and u-boat xp and your awesome mod for 1.5, is there anything I can do to fix this and keep my current career?
Thanks in advance :)
akdavis
05-21-08, 04:01 PM
Hi, I'm haveing this stange problem in my career, basicly my Deck gun and one of my 3 flak guns have no ammo ever, even when I leave port at the start of a mission. All I have installed is the base game and u-boat xp and your awesome mod for 1.5, is there anything I can do to fix this and keep my current career?
Thanks in advance :)
They have HE ammo only. The game loads AP (the far left shell) by default, and if no AP is in the loadout, then the gun will start unloaded. Just click on the HE icon to load, or put AI on the gun and they will load as needed.
RFB Team
05-21-08, 07:43 PM
Hello RFB team,
Quick question. Are trying the new mod. However all Jap DD I encounter sofar have lost their stern DC equipment, only the side launchers left. Now they straddle without damage mostly, up to almost harmlessness.
In the stock game the DD/DC had stern rollers and were more deadly, making an more dangerous foe.
Are my observations correct? If yes, I suppose they were removed out of historical reasons?
Thanks, Trebb.
I've forwarded this question to Lurker, as it looks like it is something RSRD modifies.
theold1
05-21-08, 08:51 PM
I've started using this mod and I love it so far :). I always prefer my sims realistic, so I'm using this and RSRD.
I have a question about this part, from the readme: "Reduced incidence of SH4's torpedo gyro angle bug (the one where all of your sub's torpedoes veer off by 20 degrees to port) back to standard SH4 levels".
I'm using RFB 1.5, and I have this problem something horrible. It seems to happen mostly when I shoot at slow or stopped targets. I can hit fast moving targets OK, but *every* *time* I shoot at a stopped target my torpedoes go about 20 degrees off to port (with manual aiming).
On my first patrol (I'm a new player) I found a lone merchant ship going 11 knots. I launched 3 torpedoes. Two hit, and one of the two was a dud. The good one slowed him down to 2 knots, but from there I launched every other torpedo on the boat and they all went off to port. I've also tried to hit stopped ships, with the TDC target speed set to zero, but same thing.
Since I can hit moving ships with all the manual gyrations that entails, I'm fairly sure it's not something I'm doing wrong in the targeting process.
I know this is a game bug, not a mod bug, but since the 1.5 readme mentions an improvement I wonder why I still am seeing it. It's almost a game-breaker for me, alas :(
I've even tried using a modding tool to reduce the gyro angle error for the MK14 torpedo to 2 degrees (from a much larger value - 40 or 60 or something I think?) with no difference - they still veer off to port. I'm not sure what to do to fix this so I can play a whole patrol reasonably. Any help would really be appreciated! It's the one thing kind of blocking me from really getting into this game.
goose814
05-21-08, 09:58 PM
Originally Posted by tedhealy
It's easy, but you need silent 3ditor. Open up cameras.dat in data/library. Click on the dummy cam UZO arrow to open it up, then the arrow for cameraparams. Now change the clip distance. I changed it to 8, the value TMO uses.
If you want the binoculars to have an unobstructed view, do the same for dummy cam binoculars. I used 3 for the clip distance value there as TMO does.
Awesome. It worked perfectly. Thanks so much for your help.
Gus
RFB Team
05-22-08, 12:08 AM
RFB Patch 052108 is now up on FileFront and ready for download. It can be found at this link:
http://dodownload.filefront.com/10297168//52241174ef994b1b4752c254b94a359d298d324b24aa08287d ad3c97f70ce8354ed5d22a495dce12
This patch rolls together a number of fixes that have been compiled since the original RFB 1.5 release. This fixes, among other things:
-Shell traveling through the air sound
-Updated torpedo parameters, according to the changes Sam made but were not included in the 1.5 release
-CapnScurvy's Menu_1024_768 file changes and shell graphics tweaks
-RPM values for the fleet submarines adjusted. Prior to this I had them set to the diesel engine RPM, not the shaft RPM.
-Submerged range values adjusted, based on Lurker's test results. This fixes the problem with the huge save files.
Also in this patch:
-Interior ambiance sound dropped by 5%
-Historical roster names for each ship in SH4, including those added by RSRD. Ship names are listed as they were known during the war. This means the Naka Class is no called the Sendai Class; the Takaos as the Atago Class, and the Akizukis as the Terutsuki Class.
Install this patch over the main RFB release and let it overwrite all files.
DaSloth
05-22-08, 04:34 AM
RFB Patch 052108 is now up on FileFront and ready for download. It can be found at this link:
http://dodownload.filefront.com/10297168//52241174ef994b1b4752c254b94a359d298d324b24aa08287d ad3c97f70ce8354ed5d22a495dce12 (http://dodownload.filefront.com/10297168//52241174ef994b1b4752c254b94a359d298d324b24aa08287d ad3c97f70ce8354ed5d22a495dce12)
This patch rolls together a number of fixes that have been compiled since the original RFB 1.5 release. This fixes, among other things:
Can this patch be used with v1.4 031408??
Paajtor
05-22-08, 07:30 AM
**** This is mod is compatible only with version 1.5 of the game****
RFB Support for version 1.4 of the game has stopped. Do NOT attempt to install this mod with any version of the game other than 1.5!
Hope this explains enough.
CapnScurvy
05-22-08, 08:03 AM
I've started using this mod and I love it so far :). I always prefer my sims realistic, so I'm using this and RSRD.
I have a question about this part, from the readme: "Reduced incidence of SH4's torpedo gyro angle bug (the one where all of your sub's torpedoes veer off by 20 degrees to port) back to standard SH4 levels".
I'm using RFB 1.5, and I have this problem something horrible. It seems to happen mostly when I shoot at slow or stopped targets. I can hit fast moving targets OK, but *every* *time* I shoot at a stopped target my torpedoes go about 20 degrees off to port (with manual aiming).
On my first patrol (I'm a new player) I found a lone merchant ship going 11 knots. I launched 3 torpedoes. Two hit, and one of the two was a dud. The good one slowed him down to 2 knots, but from there I launched every other torpedo on the boat and they all went off to port. I've also tried to hit stopped ships, with the TDC target speed set to zero, but same thing.
Since I can hit moving ships with all the manual gyrations that entails, I'm fairly sure it's not something I'm doing wrong in the targeting process.
I know this is a game bug, not a mod bug, but since the 1.5 readme mentions an improvement I wonder why I still am seeing it. It's almost a game-breaker for me, alas :(
I've even tried using a modding tool to reduce the gyro angle error for the MK14 torpedo to 2 degrees (from a much larger value - 40 or 60 or something I think?) with no difference - they still veer off to port. I'm not sure what to do to fix this so I can play a whole patrol reasonably. Any help would really be appreciated! It's the one thing kind of blocking me from really getting into this game.
Welcome theold1 to SubSim. As you know, were working on this torpedo issue. I have a question for you. You state that this problem was on your "first patrol". Was your starting home port Pearl Harbor, with the start of the war Dec. 1941? And I must ask, did you save your game at ANY time prior the torpedos taking a left turn to nowhere? Was the "first patrol" a reloaded saved game? Have you saved ANY game prior to this "first patrol" and any since?
One of the recurring points to this problem is the start date, home port, a reloaded saved game, and the use of the Mk14 torpedos that are the default loadout. Any help from you, or others on this issue will be helpful.
RFB Team Member
CapnScurvy
05-22-08, 08:20 AM
The Antenna Bearing Indicator above the A-scope is not really usable due to some overlapping parts:
http://img215.imageshack.us/img215/7136/rfbantennabearingindicads2.jpg
Would be great if that could be fixed, as it is very helpful for taking bearings while using the A-scope.
What sub are you using with this device and what is the year that you've seen this overlapping image? Probably can be fixed with a resize, but I need to compare the dials first.
theold1
05-22-08, 10:41 AM
Welcome theold1 to SubSim. As you know, were working on this torpedo issue. I have a question for you. You state that this problem was on your "first patrol". Was your starting home port Pearl Harbor, with the start of the war Dec. 1941? And I must ask, did you save your game at ANY time prior the torpedos taking a left turn to nowhere? Was the "first patrol" a reloaded saved game? Have you saved ANY game prior to this "first patrol" and any since?
One of the recurring points to this problem is the start date, home port, a reloaded saved game, and the use of the Mk14 torpedos that are the default loadout. Any help from you, or others on this issue will be helpful.
RFB Team Member Hi CapnScurvy and thanks for the welcome (and great mod!).
To your questions:
1. Yes, my start date was Dec 1941, and I started at Pearl Harbor.
2. I did save the game prior to the torpedo issue.
3. I'm not 100% sure whether I reloaded before the problem, but I think I might have.
I'll try restarting with a different date and/or location and see what happens. BTW, my 'huge save problem' is gone with the recent RFB patch. Yay!
CapnScurvy
05-22-08, 02:05 PM
Welcome theold1 to SubSim. As you know, were working on this torpedo issue. I have a question for you. You state that this problem was on your "first patrol". Was your starting home port Pearl Harbor, with the start of the war Dec. 1941? And I must ask, did you save your game at ANY time prior the torpedos taking a left turn to nowhere? Was the "first patrol" a reloaded saved game? Have you saved ANY game prior to this "first patrol" and any since?
One of the recurring points to this problem is the start date, home port, a reloaded saved game, and the use of the Mk14 torpedos that are the default loadout. Any help from you, or others on this issue will be helpful.
RFB Team Member Hi CapnScurvy and thanks for the welcome (and great mod!).
To your questions:
1. Yes, my start date was Dec 1941, and I started at Pearl Harbor.
2. I did save the game prior to the torpedo issue.
3. I'm not 100% sure whether I reloaded before the problem, but I think I might have.
I'll try restarting with a different date and/or location and see what happens. BTW, my 'huge save problem' is gone with the recent RFB patch. Yay!
Yes, the thanks for the huge saved file correction goes to LukeFF and Lurker_hlb3. They both helped in making that issue less of a problem.
You mentioned you DID save the game prior to the Torp issue. That just about goes along with the information weve been looking at. One thing we haven't had much feed back on is whether the problem will occur after a saved game that does not result in a reload. In other words you save the game, but you keep on playing without really reloading like you would if you left the game to return to Windows.
A couple of conclusions have begun to materialize that we can share with you.
1. The problem is after a saved game reload (and could be just after a save is made to the game, but you play on after the save).
2. The problem is with the Mk 14's not the Mk 10's
3. The start date for an American campaign may be the critical link to the problem.
Once the problem occurs it "follows" the player into different missions and even different years following the start date in question.
I'm using RFB 1.5, and I have this problem something horrible. It seems to happen mostly when I shoot at slow or stopped targets. I can hit fast moving targets OK, but *every* *time* I shoot at a stopped target my torpedoes go about 20 degrees off to port (with manual aiming).
This also started happening to me.
1) Itīs my 4th patrol.
2) Itīs a 1941 Pearl Harbor career.
3) It started happening after a reload.
4) I canīt remember if I saved while turning left.
5) I use the default equipped Mk14s.
I hope that helps you find out whatīs the problem.
PS: I also have a problem while equipping my sub with a bow deck gun. I canīt assign any crew members to the new gun, it doesnīt even appear in the crew menu. And when Iīm at the sea it seems like the game thinks I have a Bow AND a Stern deck gun. It happened with both a Porpoise-class and a Gato-class subs.
AVGWarhawk
05-22-08, 02:56 PM
I'm using RFB 1.5, and I have this problem something horrible. It seems to happen mostly when I shoot at slow or stopped targets. I can hit fast moving targets OK, but *every* *time* I shoot at a stopped target my torpedoes go about 20 degrees off to port (with manual aiming). This also started happening to me.
1) Itīs my 4th patrol.
2) Itīs a 1941 Pearl Harbor career.
3) It started happening after a reload.
4) I canīt remember if I saved while turning left.
5) I use the default equipped Mk14s.
I hope that helps you find out whatīs the problem.
PS: I also have a problem while equipping my sub with a bow deck gun. I canīt assign any crew members to the new gun, it doesnīt even appear in the crew menu. And when Iīm at the sea it seems like the game thinks I have a Bow AND a Stern deck gun. It happened with both a Porpoise-class and a Gato-class subs.
Go to post #730 for the patch link.
Paajtor
05-22-08, 03:10 PM
The Antenna Bearing Indicator above the A-scope is not really usable due to some overlapping parts:
http://img215.imageshack.us/img215/7136/rfbantennabearingindicads2.jpg
Would be great if that could be fixed, as it is very helpful for taking bearings while using the A-scope.
What sub are you using with this device and what is the year that you've seen this overlapping image? Probably can be fixed with a resize, but I need to compare the dials first.
In the meantime, you can try to overcome this issue, by using the free camera (Shift+F2), and travel to the device, and get a better viewing angle this way.
Go to post #730 for the patch link.
I tried with the patch. Nothing. In fact I just tried with a saved game just after I started that patrol (refueling in Midway) and the torpedoes keep suddenly turning left. Thatīs weird because my torpedoes worked just fine at that time.
The deck gun problem persists too.
AVGWarhawk
05-22-08, 03:32 PM
Go to post #730 for the patch link. I tried with the patch. Nothing. In fact I just tried with a saved game just after I started that patrol (refueling in Midway) and the torpedoes keep suddenly turning left. Thatīs weird because my torpedoes worked just fine at that time.
The deck gun problem persists too.
Try starting a new career with the new patch and see if hat takes care of it. What deckgun problem?
Hi, I have tried your mod, nice mod for sure, many interesting improvments. :hmm: :up:
Just one question please, I have loose the older keys to turn the radar at left or right side and I loose too the command to move the camera hight or down.
It was the same keys in both cases... My olders keys was "Orig" and "end" (I hope they are calling like this in English!...:oops: ) Is there a file I could edit to refind the control of that keys please?
oh, I have noticed tga miss for the rosette in nav map for the uboat. I have add it to my file, just a remark ;)
A last one... What can I do if I want to keep the stock visual effects for sub, contacts ect on the nav map please ? Sorry I am not a good modder... :oops:
akdavis
05-22-08, 03:38 PM
The Antenna Bearing Indicator above the A-scope is not really usable due to some overlapping parts:
http://img215.imageshack.us/img215/7136/rfbantennabearingindicads2.jpg
Would be great if that could be fixed, as it is very helpful for taking bearings while using the A-scope.
What sub are you using with this device and what is the year that you've seen this overlapping image? Probably can be fixed with a resize, but I need to compare the dials first.
I've tested all subs in the 1943 "Sea Trials" mission. I've tried starting with SJ and SJ-1 radar on the same sub in the same year, and I took a sampling of different subs starting in different years. Problem is present in all cases. I see no difference of any sort in that particular part between any of the subs.
In the meantime, you can try to overcome this issue, by using the free camera (Shift+F2), and travel to the device, and get a better viewing angle this way.
Well, RFB defaults to free cam, and that is how I took the close-up screenshot above. Viewing angle makes no difference as the "parts" are tightly overlapped.
We're aware of the bearing indicator texture being messed up. It's just that fixing this torpedo issue is priority #1 right now.
akdavis
05-22-08, 11:18 PM
We're aware of the bearing indicator texture being messed up. It's just that fixing this torpedo issue is priority #1 right now.
Just providing the info CapnScurvy requested, not suggesting it is a priority.
Just providing the info CapnScurvy requested, not suggesting it is a priority.
I know. :) It's just that I didn't want people to think we were ignoring the report.
A last one... What can I do if I want to keep the stock visual effects for sub, contacts ect on the nav map please ? Sorry I am not a good modder... :oops:
If, as I think, you mean the blue & red contact markers on the nav map with direction tails, the solution would be to temporarily disable the mod and remove following items from the mod:
data\menu\gui/contline.dds
data\menu/\gui/Dashline.dds
The above should bring back everything except the ship silhuettes. In order to get the ship silhuettes back, too, go to the data\sea folder, search and delete the *_shp.dds files in each sub folder (I have 144 sub folders, yours may vary).
After the above is done, re-enable the mod, and the stock contact markers should be back.
Additionally, if you want to make sure to also have the stock contact symbols for aircraft, ship destroyed, land contact etc., you can easily make a little mod by making a copy of following folder of the stock game: data\menu\gui\units. Save that folder (with the path) into a new mod folder, say "stock contact marker". Then enable this new mod (stock contact marker\data\menu\gui\units) with JSGME after the big mod, and you should have back all stock contact markers, which however reduces the aspect of increased reality in the big mod.;)
Hello RFB team,
concerns: my post 721 and your reply,
about DDs not having stern DC rollers.
I am really pleased, exept for the harmless escorts, with the mod.:up:
So to get it possibly working with an challenge I did following:
Deinstalled the whole game
ran an reg cleaner
Reinstalled (really)
Refilled the mods folder fresh from the ZIPs
At first ONLY activated RFB 1.5 140508, no other mods on SH4 v1.5 UM
I noticed the following:
(pardon my bad DD id, have to look better when I am back home)
1. There were DDs with Double stern rollers. Curiously, these showed an constant animation of DCs dropping without pause, with no end of supply, underwater ashcan sinking or DC explosion.
When I had myself overrun deliberately at 80 feet with flank speed and no silent running, they still showed the animation, but no DC explosions or ashcans visible underwater.
2. There were other DDs without stern rollers, but with a Single lefthand eeeuhhh port DC roller near the stern. No animations and normal ashcans with normal explosions. The port offset created somewhat reduced accuracy.
Hope this give ya a clue...
Btw, without mods the clean game v1.5 showed no abnormals, but then it has none of the goodies we all feast on...:-?
Cheers, Trebb
goose814
05-23-08, 10:53 AM
Originally Posted by sober
Now that there is extra crew on the sub i have been informed that we need more wet weather gear .
http://img216.imageshack.us/img216/6972/headjs8.jpg (http://imageshack.us/)
W_CLEAR ENVIRO MOD 4.4a
RFB 1.5
RSRDC for RFB1.5
I'm having this problem also, but only with the first watch officer. The second and third watch officers are full bodied with rain gear. If I swap him out with someone else, they have rain gear. It's just that one officer. Any suggestions? Thanks.
NSM 4.0
ROW/PE 3.3
ROW sea foam
ROW sun flair
RFB 1.5_051408
RFB Patch 052108
RSRD RFBv15 v395 RC5
Historical Air layer for RFB+RSRD
Gus
John_Doe_16
05-23-08, 12:58 PM
Hi, first of all, thanks for the great RFB-Mod, I'm enjoying it very much :up:
But I noticed a bug with the type IX-D2 Boat:
If you are in the control room, and click on the back wall, the screen strangely turns green, instead of taking you to the back of the control room... This isn't the case in the normal game, so I suppose it's caused by RFB, since it's the only major mod I have... I suppose this minor bug is quite easy to fix?
Please continue your great work :up:
John_Doe_16
P.S.: An other suggestion: Would it be possible to add a helmsman in the German submarines (IX and XVIII?) This would add a lot of realism, having him sit in the Command room...; with his place already there in both submarines... Maybe you would have to reposition the CE, but it would make the whole interior much more realistic, as the lack of this important crew member always bothere me... (There was an other seat for him in the conning tower, but that was only used when the submarine was surfaced, as the conning tower was usually empty and its hatch to the Command room usually was closed while diving deep, as stated by literature and seen on real photos taken on uboats while diving...)
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