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399nkov
07-06-08, 04:25 PM
@ Marbakka: Your best range should be at standard, 10kts with RFB and a little slower with the earlier boats. You can check your range at different speeds under the navigation map/tab with the reverse arrow. Just hold your cursor over that tab for info. Click it and you should receive info about max range at your current speed. Give the sim time to recalculate after each speed change. Starting out from home port, I usually have over 13,000 miles at 10kts with the Gato and Balao. Porpoise should be about the same if I remember right.
Also, one should be able to go deeper the the test depth, but be careful. I'm sitting past 300ft with a Gato class with no problems yet.
Marbakka
07-06-08, 08:48 PM
Stay on the surface as much as possible and run at ahead standard. When submerged, I use 2/3 unless I'm trying to get into position.
When you are charging batteries, you use a lot more fuel and you are much more fuel efficient when on the surface so I only dive when necessary. You can use full or flank when doing an end around.
Hmm...I guess I was looking at it backwards thinking that if no diesel is used while you're submerged it only makes sense that you'd want to be submerged as much as possible. Thanks for the tip(s).
Now to figure out what on earth I'm doing wrong with the manual firing solutions. The bottom of the East China Sea is littered with my spent torpedoes, and there are three Japanese tankers that docked in China this afternoon laughing about the Yankee sub captain that couldn't hit a barn door...
Marbakka
07-06-08, 08:59 PM
Hrm...I didn't mention anything about this because I wanted to try the Refit&Rearm thing first, but for some reason my deck guns have no ammo and can't be rearmed. My first time out after I got RFB installed I did have ammo, but I think this is a different career save, so I don't think I've even fired the deck guns on this ship. I replaced the default with a bow mounted unit and thats all I've changed. Is this a known bug or am I just a particularly dumb noob?
Marbakka,
In RFB, you have to select the type round to be fired before it tells you how many rounds you have to use.
Marbakka
07-06-08, 10:37 PM
Marbakka,
In RFB, you have to select the type round to be fired before it tells you how many rounds you have to use.
oh no! I'm currently stationary below the thermal layer as a line of battleships goes over my head. After the Aircraft carrier goes down and I've gotten out of here, I'll check that and if it was something that simple I'm painting 'noob' across my forehead.
Hrm...I didn't mention anything about this because I wanted to try the Refit&Rearm thing first, but for some reason my deck guns have no ammo and can't be rearmed. My first time out after I got RFB installed I did have ammo, but I think this is a different career save, so I don't think I've even fired the deck guns on this ship. I replaced the default with a bow mounted unit and thats all I've changed. Is this a known bug or am I just a particularly dumb noob?
From the first thread:
When you man a deck gun or anti-aircraft gun for the first time on a patrol, you must click the shell icon in order for the gun to load. Do NOT, repeat, do NOT post messages to the effect of "my gun is out of ammo!" here on the forum. You will be referred to this thread instead.
We put that information out there for a reason. ;)
Marbakka
07-06-08, 11:56 PM
From the first thread:
When you man a deck gun or anti-aircraft gun for the first time on a patrol, you must click the shell icon in order for the gun to load. Do NOT, repeat, do NOT post messages to the effect of "my gun is out of ammo!" here on the forum. You will be referred to this thread instead.
We put that information out there for a reason. ;)
Err...I suppose that means I need to go find me some paint. Although in my defense this thread is like 53 pages long and the OP itself is massive as well ;)
AntEater
07-07-08, 11:38 AM
Hi, I've found a small bug which made it impossible to load Mk 18s after Jan 1 1944.
In \Data\UPCData\UPCUnitsData\ammo.dat, the Mk18 entry reads:
AmmunitionIntervalOptions1= 1943-09-01, 1943-12-31, 250
AmmunitionIntervalOptions2= 1944-01-01, 1944-06-30, 125
AmmunitionIntervalOptions3= 1944-07-01, 1944-12-31, 75
AmmunitionIntervalOptions3= 1945-01-01, 1950-05-31, 0
Replaced that with Options4 and the Mk18 was back
:)
OK--I've been on land for quite some time now and have only recently freed up some time to go back to sea. So, I Down Loaded the new RFB expecting great things only to find that...
You guys are doing Extremely Good Work Here!!! Very impressive! And where did you get that DC Explosion sound from (I like it)?
Thanks for all your efforts! I certainly appreciate it!
Hopefully I'll free up some modding time soon as your work has flung a craving upon me :lol:...
Cheers :rock:
Peto
AVGWarhawk
07-07-08, 01:24 PM
Peto! I wondered what happened to you. The last word from you was about your evasion/extremely aggressive DD mod. I believe you were taking care of your aging
father. How is he doing?
Hello AVG! Your memory is correct (impressively so. Hope I never get on your bad side LOL). My father is definitely aging and continues to do so every day ;). But he's doing pretty well. Getting cranky which means he's learning something from his son :shifty:.
I've started a little tweaking with sonar again with all the recent software changes and it's shaping up ok. I may pass it to the RFB team to see what they think of it in a few days. And there's another project I back-burnered for a while that I've been tweaking again. Time will tell if it works out.
Thanks for the Nod :yep:!
Peto
AVGWarhawk
07-07-08, 02:18 PM
Hello AVG! Your memory is correct (impressively so. Hope I never get on your bad side LOL). My father is definitely aging and continues to do so every day ;). But he's doing pretty well. Getting cranky which means he's learning something from his son :shifty:.
I've started a little tweaking with sonar again with all the recent software changes and it's shaping up ok. I may pass it to the RFB team to see what they think of it in a few days. And there's another project I back-burnered for a while that I've been tweaking again. Time will tell if it works out.
Thanks for the Nod :yep:!
Peto
Yes, I thought I remembered about your dad. My memory was questioned just this very weekend but that is a different story. I'm glad your dad is doing ok. My dad was diagnosed with prostrate cancer this week. Said it was treatable. He is 75. Not really a surprise for this issue at his age. We will see how it goes. Anyway, PM LukeFF with what you have. Glad to see you back.
TopcatWA
07-07-08, 07:51 PM
Hi, I have been trying to download the latest RFB update (1.5.062308) from Filefront for awhile now but there is very poor download speeds which cause the download to time out. I realise that difficulties can occurr with downloading from Filefront. Is there any other site I can download from?
Disregard the last - have now managed to download the file. :up:
Y My dad was diagnosed with prostrate cancer this week. Said it was treatable. He is 75. Not really a surprise for this issue at his age. We will see how it goes.
Sorry to hear about your dad's illness AVG. Sounds like they caught it in time and that's great news! It's still a pain though... I'll keep him in my thoughts and pray for the best.
And now--as a non-moderator--I'll steer this thread back to RFB and those amazing wizards that make it happen ;)!
Cheers!
Hi, I've found a small bug which made it impossible to load Mk 18s after Jan 1 1944.
In \Data\UPCData\UPCUnitsData\ammo.dat, the Mk18 entry reads:
AmmunitionIntervalOptions1= 1943-09-01, 1943-12-31, 250
AmmunitionIntervalOptions2= 1944-01-01, 1944-06-30, 125
AmmunitionIntervalOptions3= 1944-07-01, 1944-12-31, 75
AmmunitionIntervalOptions3= 1945-01-01, 1950-05-31, 0
Replaced that with Options4 and the Mk18 was back
:)
Thank you! We'll make sure that gets fixed in the next update.
You guys are doing Extremely Good Work Here!!! Very impressive! And where did you get that DC Explosion sound from (I like it)?
It's from a CD put out by Uboataces.com about the U-995. The torpedo launching, interior ambiance, diesel engine and the ballast blowing sounds also come from that disk.
Galanti
07-08-08, 07:57 AM
Hi LukeFF, any ideas yet about my Sargo massive savegame issue? You mentioned you thought you had it licked before, what was the fix, maybe I'll try it in S3D.
It's no game-killer for sure, just a minor annoyance. I'm having a hoot enjoying all the little things in RFB, but am realizing i'm out of practice: 12 fish for 1 hit in the last three attacks.
Hi LukeFF, any ideas yet about my Sargo massive savegame issue? You mentioned you thought you had it licked before, what was the fix, maybe I'll try it in S3D.
It's no game-killer for sure, just a minor annoyance. I'm having a hoot enjoying all the little things in RFB, but am realizing i'm out of practice: 12 fish for 1 hit in the last three attacks.
I will give it a run tonight. What base, month and year. Oh are you running RSRDC along with it?
Happy Hunting!:ping:
Galanti
07-08-08, 10:11 AM
Hi LukeFF, any ideas yet about my Sargo massive savegame issue? You mentioned you thought you had it licked before, what was the fix, maybe I'll try it in S3D.
It's no game-killer for sure, just a minor annoyance. I'm having a hoot enjoying all the little things in RFB, but am realizing i'm out of practice: 12 fish for 1 hit in the last three attacks.
I will give it a run tonight. What base, month and year. Oh are you running RSRDC along with it?
Happy Hunting!:ping:
Thanks, it's May, 1942 out of Freemantle. Yep, i'm using the latest full RSDC for RFB, but not the patch. Savegames are about 300 megs.
simsurfer
07-08-08, 11:54 PM
I too am encountering massive savegame files, like about 900 megs for one save. I've spent the afternoon digging, and I've come up this this possible cause:
http://forum.kickinbak.com/viewtopic.php?t=538&start=20. As this is from your own forum to begin with, I figure you've seen this and have addressed the issue within the .SIM files. But is it possible the same issue (calculating on fractional numbers) is present in other files?
Holly, just loaded a saved game now, yea, its like 450MB, no fix for this yet??
I too am encountering massive savegame files, like about 900 megs for one save. I've spent the afternoon digging, and I've come up this this possible cause:
http://forum.kickinbak.com/viewtopic.php?t=538&start=20. As this is from your own forum to begin with, I figure you've seen this and have addressed the issue within the .SIM files. But is it possible the same issue (calculating on fractional numbers) is present in other files?
Holly, just loaded a saved game now, yea, its like 450MB, no fix for this yet??
It will get fixed its just a PITA.
THE_MASK
07-09-08, 01:09 AM
I fixed my large save games . I deleted the NSS_XXXX_shp files from the rfb1.5 mod then enabled it and it worked . I had to delete my entire SH4 folder from my_documents though first before enabling . Anyway it worked for me . Have played for months now without a large save file .
kylesplanet
07-09-08, 02:19 PM
I hope this hasn't been brought up in this thread, I looked through several pages and didn't see it.
I haven't received the mission but have noticed the "rescue survivor" button is missing from the tool bar. There was a thread in the main forum about it but I answered it incorrectly, thinking the poster was talking about the camera.:oops:
Just thought I would bring it up.
I was also wondering, is there a keyboard command just incase we get the mission? I'm just assuming it is with RFB, I never ran 1.5 without it.:hmm:
BTW I did install the white Hi Res dials but I still run the RFB toolbar.
I hope this hasn't been brought up in this thread, I looked through several pages and didn't see it.
I haven't received the mission but have noticed the "rescue survivor" button is missing from the tool bar.
I actually had this problem a couple nights back but in a blinding flurry of mod testing, forgot about it and didn't report it. But--yes--I couldn't find a way to pick up downed pilots either and left them drifting. I didn't feel too bad as I pulled up close enough that they could have boarded the sub if they really wanted to ;).
RFB Team
07-09-08, 05:18 PM
I hope this hasn't been brought up in this thread, I looked through several pages and didn't see it.
I haven't received the mission but have noticed the "rescue survivor" button is missing from the tool bar. There was a thread in the main forum about it but I answered it incorrectly, thinking the poster was talking about the camera.:oops:
Just thought I would bring it up.
We'll put it back in. Can't believe we didn't notice this issue earlier. :88)
kylesplanet
07-09-08, 09:32 PM
I hope this hasn't been brought up in this thread, I looked through several pages and didn't see it.
I haven't received the mission but have noticed the "rescue survivor" button is missing from the tool bar.
I actually had this problem a couple nights back but in a blinding flurry of mod testing, forgot about it and didn't report it. But--yes--I couldn't find a way to pick up downed pilots either and left them drifting. I didn't feel too bad as I pulled up close enough that they could have boarded the sub if they really wanted to ;).
Lazy Flyboys!:rotfl:
simsurfer
07-12-08, 04:56 AM
So when is the next version of this mod coming out? I really like the mod but the HUGE save game files are killing my machine :-? Just now my page file was over a Gig while playing and my frame rate was unplayable whenever I was on the surface or at the scopes.
Love the mod, cant play it :cry:
Please let me know when your going to release a new version of this so I can re-download it.
AVGWarhawk
07-12-08, 11:49 AM
So when is the next version of this mod coming out? I really like the mod but the HUGE save game files are killing my machine :-? Just now my page file was over a Gig while playing and my frame rate was unplayable whenever I was on the surface or at the scopes.
Love the mod, cant play it :cry:
Please let me know when your going to release a new version of this so I can re-download it.
Right now Simsurfer, LukeFF is puting out a beta for the testers. A bunch of new stuff. He then goes on his two week duty with the guard. Probably after that all can have a go at it. I will attempt to press the issue with the large saved game issue. I thought it was licked by what Lurker had found.
Gorshkov
07-12-08, 02:23 PM
During upcoming beta-tests you must work hard on ships damage model to eliminate such funny ships look after hit! :rotfl:
http://img181.imageshack.us/img181/9810/sh4exe2pu7.jpg (http://imageshack.us)
http://img369.imageshack.us/img369/2442/sh4exe3dq7.jpg (http://imageshack.us)
http://img297.imageshack.us/img297/6135/sh4exe4qa7.jpg (http://imageshack.us)
PS. I must admit every mod has some amusing bugs! :yep:
AVGWarhawk
07-12-08, 07:26 PM
What the...........RFB ship damage has nothing to do with the textures. Holy cow, I have never seen that before. Phooey!
Looks like the hull has gone and the internal 3d ship damage model is showing
MDV_4life
07-13-08, 04:23 AM
Fuel management is now even more of a crucial item you simply cannot ignore. In RFB, every sub has been configured to obtain its best balance between speed and range with the Ahead Standard bell. Any higher and your fuel efficiency will drop; at lower speeds your range will increase, but it will take you that much longer to reach your objective. In conjunction with this, your navigator will tell you what your maxiumum range is at your current speed; look for the button on the menu bar. With thoughtful and rational use of your boat's speed settings, you can complete 4-week-plus patrols easily without having to re-fuel. If you run out of fuel, you did something wrong.
This is giving me some serious grief. I'm new to SH4 but I like to dive into these things head first. I've already installed RFB and RSRD along with PE (I think). Anyway, so far aside from my horrific inability to hit things with torpedoes, my only real big problem is fuel management. I've tried all sorts of things but I never seem to have any fuel remaining after going from the port to the patrol area, conducting search patterns, and attacking merchants. I've gotten to where I start heading back toward Manilla at half tank because I know that Manilla will be taken before I get there and if my battery was damaged (and it often is) then I can't make it to Borneo in time either. As the above quote says, I'm doing something wrong. I'd been using Ahead Standard both above and below - charging the batteries 100%, diving till they got to about 10-20%, surfacing to charge and so forth. I've tried using diesel ONLY to charge the batteries (stopping, surfacing, charging, submerging, proceeding), but its just too painful to do that the entire trip. I ran a forum search on this topic but a) I couldn't find any tips specific to RFB and b) the tips I did find were all contradictory. Any tips for fuel management in RFB?
Stay on the surface as much as possible and run at ahead standard. When submerged, I use 2/3 unless I'm trying to get into position.
When you are charging batteries, you use a lot more fuel and you are much more fuel efficient when on the surface so I only dive when necessary. You can use full or flank when doing an end around.
Under the nav map tab, you'll find "range to waypoint" and "estimated range at current speed". You can plan your fuel management through that. Hope that helps some.:up:
I once dived to a depth of 300 meter and made it back on the surface. My hull damage was only 25 to my suprise and nothing was damaged but their was a fire that was keeping following my sub with a biiiiiig smoke leaving behind. Even under water the surface was still burning. But the enemy didn't noticed this smoke to my suprise :p
When i ended my patrol and the sub was fixed everything was back normal but was this fire a bug or something ?
Gorshkov
07-13-08, 04:57 AM
What the...........RFB ship damage has nothing to do with the textures. Holy cow, I have never seen that before. Phooey!
I can explain what exactly happened. Having taken torpedo hit this ship rotated quickly a full circle along its "length axis" and broke into two parts. After complete turn those parts merged each other showing internal 3D structure.
It took place in fourth US training mission (artillery training on P-class sub).
This "new" ship could not sink. :lol:
AVGWarhawk
07-13-08, 06:18 AM
What the...........RFB ship damage has nothing to do with the textures. Holy cow, I have never seen that before. Phooey!
I can explain what exactly happened. Having taken torpedo hit this ship rotated quickly a full circle along its "length axis" and broke into two parts. After complete turn those parts merged each other showing internal 3D structure.
It took place in fourth US training mission (artillery training on P-class sub).
This "new" ship could not sink. :lol:
That is wild! I can honestly say I have not experienced this. Anyway, there is a new ship damage mod in beta right now. Hopefully that will cure this strange problem! Thanks for pointing it out. As problems get solved we get that much closer to a 99% complete game. I left the 1% out because there is always something that can be improved. Just the nature of the beast!!!
AVGWarhawk
07-13-08, 06:19 AM
Fuel management is now even more of a crucial item you simply cannot ignore. In RFB, every sub has been configured to obtain its best balance between speed and range with the Ahead Standard bell. Any higher and your fuel efficiency will drop; at lower speeds your range will increase, but it will take you that much longer to reach your objective. In conjunction with this, your navigator will tell you what your maxiumum range is at your current speed; look for the button on the menu bar. With thoughtful and rational use of your boat's speed settings, you can complete 4-week-plus patrols easily without having to re-fuel. If you run out of fuel, you did something wrong.
This is giving me some serious grief. I'm new to SH4 but I like to dive into these things head first. I've already installed RFB and RSRD along with PE (I think). Anyway, so far aside from my horrific inability to hit things with torpedoes, my only real big problem is fuel management. I've tried all sorts of things but I never seem to have any fuel remaining after going from the port to the patrol area, conducting search patterns, and attacking merchants. I've gotten to where I start heading back toward Manilla at half tank because I know that Manilla will be taken before I get there and if my battery was damaged (and it often is) then I can't make it to Borneo in time either. As the above quote says, I'm doing something wrong. I'd been using Ahead Standard both above and below - charging the batteries 100%, diving till they got to about 10-20%, surfacing to charge and so forth. I've tried using diesel ONLY to charge the batteries (stopping, surfacing, charging, submerging, proceeding), but its just too painful to do that the entire trip. I ran a forum search on this topic but a) I couldn't find any tips specific to RFB and b) the tips I did find were all contradictory. Any tips for fuel management in RFB?
Stay on the surface as much as possible and run at ahead standard. When submerged, I use 2/3 unless I'm trying to get into position.
When you are charging batteries, you use a lot more fuel and you are much more fuel efficient when on the surface so I only dive when necessary. You can use full or flank when doing an end around.
Under the nav map tab, you'll find "range to waypoint" and "estimated range at current speed". You can plan your fuel management through that. Hope that helps some.:up:
I once dived to a depth of 300 meter and made it back on the surface. My hull damage was only 25 to my suprise and nothing was damaged but their was a fire that was keeping following my sub with a biiiiiig smoke leaving behind. Even under water the surface was still burning. But the enemy didn't noticed this smoke to my suprise :p
When i ended my patrol and the sub was fixed everything was back normal but was this fire a bug or something ?
Just a bug. First time I had this I wondered if other ships could see the mystery smoke following me. They do not. It is gone on the next reload.
Gorshkov
07-13-08, 06:55 AM
Another question: Why is gun reloading time so long? I understand in the stock SH4 it is ridiculously too fast like a machine gun but you should set similar reload duration as in TMO. :yep:
kylesplanet
07-13-08, 12:09 PM
Fuel management is now even more of a crucial item you simply cannot ignore. In RFB, every sub has been configured to obtain its best balance between speed and range with the Ahead Standard bell. Any higher and your fuel efficiency will drop; at lower speeds your range will increase, but it will take you that much longer to reach your objective. In conjunction with this, your navigator will tell you what your maxiumum range is at your current speed; look for the button on the menu bar. With thoughtful and rational use of your boat's speed settings, you can complete 4-week-plus patrols easily without having to re-fuel. If you run out of fuel, you did something wrong.
This is giving me some serious grief. I'm new to SH4 but I like to dive into these things head first. I've already installed RFB and RSRD along with PE (I think). Anyway, so far aside from my horrific inability to hit things with torpedoes, my only real big problem is fuel management. I've tried all sorts of things but I never seem to have any fuel remaining after going from the port to the patrol area, conducting search patterns, and attacking merchants. I've gotten to where I start heading back toward Manilla at half tank because I know that Manilla will be taken before I get there and if my battery was damaged (and it often is) then I can't make it to Borneo in time either. As the above quote says, I'm doing something wrong. I'd been using Ahead Standard both above and below - charging the batteries 100%, diving till they got to about 10-20%, surfacing to charge and so forth. I've tried using diesel ONLY to charge the batteries (stopping, surfacing, charging, submerging, proceeding), but its just too painful to do that the entire trip. I ran a forum search on this topic but a) I couldn't find any tips specific to RFB and b) the tips I did find were all contradictory. Any tips for fuel management in RFB?
Stay on the surface as much as possible and run at ahead standard. When submerged, I use 2/3 unless I'm trying to get into position.
When you are charging batteries, you use a lot more fuel and you are much more fuel efficient when on the surface so I only dive when necessary. You can use full or flank when doing an end around.
Under the nav map tab, you'll find "range to waypoint" and "estimated range at current speed". You can plan your fuel management through that. Hope that helps some.:up:
I once dived to a depth of 300 meter and made it back on the surface. My hull damage was only 25 to my suprise and nothing was damaged but their was a fire that was keeping following my sub with a biiiiiig smoke leaving behind. Even under water the surface was still burning. But the enemy didn't noticed this smoke to my suprise :p
When i ended my patrol and the sub was fixed everything was back normal but was this fire a bug or something ?
Yep like AVG was saying, it's a bug in the game. The first time I had it, I thought I had blown an engine.:D
Another question: Why is gun reloading time so long? I understand in the stock SH4 it is ridiculously too fast like a machine gun but you should set similar reload duration as in TMO. :yep:
1. Make sure you have sufficiently-qualified men manning the gun.
2. Do a search here for old threads about this issue (esp. those by Beery). The subject has been beaten to death quite enough already. :dead:
I'll just leave you with this quote right here, from U-boat Archive: (http://www.uboatarchive.net/U-841INT.htm)
105 MM. GUN.
...The rate of fire was claimed as high as 25 rounds per minute, but a prisoner who had taken both the gunnery courses and an A/A course stated that 6 or 7 per minute was the rate of fire per minute in combat from a surface vessel, and even up to 15 rounds per minute under ideal circumstances in practice. The same gunner claimed that they had achieved 10 to 12 rounds per minute in practice. He felt that that was a good performance.
Consider those ideal circumstances to also apply to combat conditions (i.e., calm seas, well-rested crew, etc.). 2-3 rounds per minute is very much within the realm of realistic combat performance across all combat conditions.
Gorshkov
07-14-08, 05:03 AM
1. How to run Walther propulsion in RFB mod?
2. Is snorkel replaced by radar mast which means there is no snorkel avaliable if radar is present?
3. Do German subs have active sonar by default (S-Gerat or SU-Apparat) as US subs do?
1. How to run Walther propulsion in RFB mod?
2. Is snorkel replaced by radar mast which means there is no snorkel available if radar is present?
3. Do German subs have active sonar by default (S-Gerat or SU-Apparat) as US subs do?
1. The Walter Turbine button got accidentally removed in a previous release. At some point we'll re-enable it, but it's not a big priority right now, since no XVIII ever even made it to an operational flotilla, much less combat.
2. The "raise radar mast" command is just the "raise snorkel" command re-named for American sub operations. It works just the same for boats that have a snorkel (except that the text will still say "raising radar mast").
3. There are no active sonar sets modeled for the German boats.
Gorshkov
07-14-08, 07:51 AM
1. The Walter Turbine button got accidentally removed in a previous release. At some point we'll re-enable it, but it's not a big priority right now, since no XVIII ever even made it to an operational flotilla, much less combat.
It would be great because this feature is impressive even if historically unrealistic. After enabling Walther propulsion for the first time and switching to external view I thought time compression is turned on. :rotfl:
2. The "raise radar mast" command is just the "raise snorkel" command re-named for American sub operations. It works just the same for boats that have a snorkel (except that the text will still say "raising radar mast").
Is that mean US submarines didn't use snorkeling during World War II and U-boats didn't have mast mounted radars working when U-boat was submerged?
3. There are no active sonar sets modeled for the German boats.
What a pity! I like active sonar interception on US subs very much and just I wish I had to do the same on U-boats...
Yes, in the campaign missions I can only choose between GHG and Balkongerat passive hydrophones. :-?
Changing Topic: I've had the "pleasure" :shifty: a couple times now of working with the new damage model the RFB Team has built. Great Suff Guys :rock:!!! It took me over an hour to finally sink last night :nope:.
Truly--I am impressed!!!
Changing Topic: I've had the "pleasure" :shifty: a couple times now of working with the new damage model the RFB Team has built. Great Suff Guys :rock:!!! It took me over an hour to finally sink last night :nope:.
Truly--I am impressed!!!
Glad you like it! Observer really knows his stuff when it comes to things like this. He's our resident "demolitions expert." :D
It would be great because this feature is impressive even if historically unrealistic. After enabling Walther propulsion for the first time and switching to external view I thought time compression is turned on. :rotfl:
I'm sure we'll get it back in at some point. swdw, who created the menu bar for RFB, has been away for a while with work commitments, so we're waiting for him to come back so we can put the final touches on it.
Is that mean US submarines didn't use snorkeling during World War II and U-boats didn't have mast mounted radars working when U-boat was submerged?
No American boats used snorkels during the war. It was the postwar GUPPY program that added snorkels to American front-line submarines for the first time.
As for German submarines, the Type XXI had a radar detector that could be mounted to the snorkel. Otherwise, no, the Germans did not have a radar mast that raised and lowered like the Americans did.
What a pity! I like active sonar interception on US subs very much and just I wish I had to do the same on U-boats...
Yes, in the campaign missions I can only choose between GHG and Balkongerat passive hydrophones. :-?
Yeah, it is a bummer. Possibly one day we'll see those sonar sets in the game.
Fearless
07-14-08, 10:22 PM
Yes enjoying it immensly :up: even if I'm using v1.4 at the moment until I get the UBM addon.
runyan99
07-16-08, 01:29 AM
Why does the dive alarm in RFB sound so old and tired? Is it an actual recording of a dive alarm on a 60 year old boat? Why doesn't it sound like the alarm in stock, or in the movie RSRD?
Why does the dive alarm in RFB sound so old and tired? Is it an actual recording of a dive alarm on a 60 year old boat? Why doesn't it sound like the alarm in stock, or in the movie RSRD?
http://www.hnsa.org/sound/pampanito/klaxon.mp3
These recordings of equipment operating were recorded on WW II submarine USS Pampanito in 1995.
runyan99
07-16-08, 11:23 PM
Okay, so it is a 50 year old dive alarm. That strikes me as less accurate than the stock sound.
Fearless
07-17-08, 01:01 AM
Okay, so it is a 50 year old dive alarm. That strikes me as less accurate than the stock sound.
I'm sure there are mods around that will change it otherwise delete it out of the RFB mod and you'll have the stock version back again. Your choice.
Okay, so it is a 50 year old dive alarm. That strikes me as less accurate than the stock sound.
Prove it's not accurate, and we'll change it.
Changing Topic: I've had the "pleasure" :shifty: a couple times now of working with the new damage model the RFB Team has built. Great Suff Guys :rock:!!! It took me over an hour to finally sink last night :nope:.
Truly--I am impressed!!!
Is the new damage model still in testing for a future release, or has it been released in this latest version?:hmm:
AVGWarhawk
07-17-08, 06:07 AM
Changing Topic: I've had the "pleasure" :shifty: a couple times now of working with the new damage model the RFB Team has built. Great Suff Guys :rock:!!! It took me over an hour to finally sink last night :nope:.
Truly--I am impressed!!!
Is the new damage model still in testing for a future release, or has it been released in this latest version?:hmm:
In beta now and coming out on next release.....apparently right around the corner it will be available to use. Plenty more to add down the road as well. :D
Gorshkov
07-17-08, 08:17 AM
It would be great because this feature is impressive even if historically unrealistic. After enabling Walther propulsion for the first time and switching to external view I thought time compression is turned on. :rotfl:
I'm sure we'll get it back in at some point. swdw, who created the menu bar for RFB, has been away for a while with work commitments, so we're waiting for him to come back so we can put the final touches on it.
Could I enable Walter tubine myself by some key combination or so?
runyan99
07-17-08, 11:11 AM
Okay, so it is a 50 year old dive alarm. That strikes me as less accurate than the stock sound.
Prove it's not accurate, and we'll change it.
I don't know how to prove it. It only stands to reason that the systems on the Pampanito are old and worn out.
AVGWarhawk
07-17-08, 11:32 AM
Okay, so it is a 50 year old dive alarm. That strikes me as less accurate than the stock sound.
Prove it's not accurate, and we'll change it.
I don't know how to prove it. It only stands to reason that the systems on the Pampanito are old and worn out.
Yes and no. It is the most wretched sound I have heard and definitely not the sound of a modern klaxon. If you get a chance, watch Run Silent Run Deep, this movie has the klaxon used that was manufactured around that time. I does not sound like a Bose Wave Radio! As far as old a worn out, the Torsk klaxon are top notch and work like new. They sound just as wretched and will have you jump out of your skin if you are not ready for it to go off! I also have noticed that I have not heard two klaxons that sounded alike. All have their own tone. The sound in RFB is a real klaxon old or new, it is still a klaxon.
Just a suggestion and I changed a sound or two. Look over the internet for .wav files of sub sounds etc. For the most part, download the sound you like. Name the file exactly as it is in the SH4 sound folder and let it overwrite it. Then you will have the new sound you like. It is simple and if a bone head like me can figure it out. this should be a piece of cake for you!!
(http://images.google.com/imgres?imgurl=http://www.adjunct.diodon349.com/submarines/mainpa3.jpg&imgrefurl=http://www.adjunct.diodon349.com/submarines/navy_klaxons_from_the_1940s_for_sale_aaauuughaa.ht m&h=219&w=239&sz=5&hl=en&start=18&um=1&tbnid=zq2KuYFfaHGsOM:&tbnh=100&tbnw=109&prev=/images%3Fq%3Dsubmarine%2Bklaxon%26um%3D1%26hl%3Den %26sa%3DG)
Gorshkov
07-17-08, 11:40 AM
I would also like to know what types of stock upgrades are available in RFB mod. I am especially interested in accessibility of the following devices:
US Navy subs:
- radars: SD, SD-a, SV, SJ, SJ-1 -> It seems that ST model is missing.
- sonars: WCA, JP-1 -> Has JT-1 model been removed?
U-boats:
- radars: FuMO-29, FuMO-30, FuMO-61, FuMO-65 -> Is snorkel mounted FuMO-391 also present in RFB mod?
- radar warning receivers: FUMB-1, FuMB-7, FUMB-10, FUMB-36
- passive sonars: GHG, KDB, Balkongerat
runyan99
07-17-08, 11:43 AM
The movie Destination Tokyo was made in 1943. What does the dive alarm/battle station alarms sound like in that movie?
AVGWarhawk
07-17-08, 11:46 AM
The movie Destination Tokyo was made in 1943. What does the dive alarm/battle station alarms sound like in that movie?
I do not recall to be honest. I did just get the movie though. Not as good as RSRD. I edited my last post on this and give it a go. The internet is full of free .wav files. All you have to do is rename it to the sound file you want to change in SH4, paste it in that file, it will prompt to overwrite. Click yes. There you have it! The sound you like. :up:
Fearless
07-17-08, 09:41 PM
I would also like to know what types of stock upgrades are available in RFB mod. I am especially interested in accessibility of the following devices:
US Navy subs:
- radars: SD, SD-a, SV, SJ, SJ-1 -> It seems that ST model is missing.
- sonars: WCA, JP-1 -> Has JT-1 model been removed?
U-boats:
- radars: FuMO-29, FuMO-30, FuMO-61, FuMO-65 -> Is snorkel mounted FuMO-391 also present in RFB mod?
- radar warning receivers: FUMB-1, FuMB-7, FUMB-10, FUMB-36
- passive sonars: GHG, KDB, Balkongerat
Can't help you with that but I believe RFB v1.5 is a compatible version to SH4 v1.5 because of the different file structure. RFB does not mod the U-Boat data files. I could be wrong though!
399nkov
07-18-08, 02:32 AM
The movie Destination Tokyo was made in 1943. What does the dive alarm/battle station alarms sound like in that movie?
I watched parts of it last night. Sounds like a Model A horn, not very realistic. Looks like it was filmed on a movie set.
Up Periscope is a pretty good movie. Dive alarm sounds real and a lot of the film was shot on a fleet boat.
The movie Destination Tokyo was made in 1943. What does the dive alarm/battle station alarms sound like in that movie?
I watched parts of it last night. Sounds like a Model A horn, not very realistic. Looks like it was filmed on a movie set.
Yes I recently heard an intro blurb on American Movie Channel (AMC) and the interior scenes for Destination Tokyo were done entirely on a sound stage set.
kylesplanet
07-18-08, 12:29 PM
From what I have read on the first page of this post, RFB does make changes to the campaign layers so I have a simple question, does it do away with all or most of those silly photo recon missions? I was just thinking of making a few patrols without RSRDC installed just to experience the difference as I have never played SH4/1.5 without RFB, PE and RSRDC.
I know RFB doesn't dive into the campaigns as the RSRDC does, just wondering what to expect mission and traffic wise from RFB.
Thanks again to all who work on this, it is a must try mod!:yep:
EvoBaby
07-18-08, 12:53 PM
Hello all.
I had a problem.
I, have established game!
Has established a patch 1.3
Has established RFB 1.51 After start of game, I have mistakes:
Not found: Black80.tga
and more...
http://s57.radikal.ru/i157/0807/f2/21d9dcb383cd.jpg (http://www.radikal.ru)
http://s47.radikal.ru/i115/0807/29/751376e7e97d.jpg (http://www.radikal.ru)
http://s58.radikal.ru/i159/0807/83/027b6007936d.jpg (http://www.radikal.ru)
http://s44.radikal.ru/i104/0807/2e/f15a813de874.jpg (http://www.radikal.ru)
http://s61.radikal.ru/i173/0807/3c/979c156b830a.jpg (http://www.radikal.ru)
http://s39.radikal.ru/i084/0807/3d/c33f736500b7.jpg (http://www.radikal.ru)
http://s58.radikal.ru/i162/0807/05/77f51a729724.jpg (http://www.radikal.ru)
http://s56.radikal.ru/i151/0807/fa/8dc700967411.jpg (http://www.radikal.ru)
http://s60.radikal.ru/i167/0807/f3/bb61df30a6c6.jpg (http://www.radikal.ru)
http://s59.radikal.ru/i164/0807/89/23e92330f32b.jpg (http://www.radikal.ru)
On a computer and in archive looked these files, they really are not present. Here those mistakes which appear at loading game. Could not help me, with my problem please
AVGWarhawk
07-18-08, 01:00 PM
Evobaby,
Need to be patched up to 1.4 and have the uboat 1.5 add on.
kylesplanet
07-18-08, 01:37 PM
Like AVG said, you need to get either 1.4 or even better, get 1.5UBM. It's only $10 and It adds a lot. I don't like to play U-Boats but it adds lots of stuff to the Fleetboats and makes the game super stable and the load times rock!
I admit I was critical about the add on when it came out but it has been worth $10 and then some. Hell, I would give $10 more just for UBI to get the lightning working.:yep:
Gorshkov
07-18-08, 02:02 PM
I have finally re-established Walter propulsion in RFB! :)
The solution is simple: you must replace HUD.dds file found in RFB_v1.51_062308\Data\Menu\Skins\German\Gui\Layout directory by identical file from TriggerMaru_Overhaul_152\Data\Menu\Skins\American\ Gui\Layout folder. :know:
EvoBaby
07-18-08, 02:06 PM
AVG, thanks big! You could not give the reference on uboat 1.5 ?
AVGWarhawk
07-18-08, 02:16 PM
AVG, thanks big! You could not give the reference on uboat 1.5 ?
http://www.direct2drive.com/5/5867/product/Buy-Silent-Hunter:-Wolves-of-the-Pacific-U-Boat-Missions-Download
It cost $9.95 but worth every penny and is created by UBI. I believe it has all previous patches with it. Once you have this, RFB and all the other mods should work just fine for you.
Gorshkov
07-18-08, 02:54 PM
Another strange issue: U-boats should not have active sonar suites in SH4+UBF but one of sonar guy command icons "Range to target" in RFB mod GUI actually gives player a range to spotted ship thanks to active ping.
Is this correct?
Gorshkov
07-18-08, 04:07 PM
I simply love this mod! Flying ships powered by torpedo hit... :rotfl:
http://img390.imageshack.us/img390/3130/61546455fk3.jpg (http://imageshack.us)
http://img143.imageshack.us/img143/7503/40374710sz0.jpg (http://imageshack.us)
http://img291.imageshack.us/img291/4524/76284961zo8.jpg (http://imageshack.us)
http://img90.imageshack.us/img90/7919/73194317se6.jpg (http://imageshack.us)
http://img299.imageshack.us/img299/9461/40314765hj0.jpg (http://imageshack.us)
PS. Sorry, but I was so shocked and I did not record ship's lift-off... :rotfl:
Gorshkov
07-18-08, 05:41 PM
Well, here you are: Top secret SLBM launch sequence!!!
http://img253.imageshack.us/img253/5251/23583701am2.jpg (http://imageshack.us)
http://img140.imageshack.us/img140/6603/21441668ky4.jpg (http://imageshack.us)
http://img168.imageshack.us/img168/9548/92532550js1.jpg (http://imageshack.us)
http://img300.imageshack.us/img300/1844/71459633ll8.jpg (http://imageshack.us)
PS. Special goodie:
http://img363.imageshack.us/img363/7775/10av8.jpg (http://imageshack.us)
"Apollo" crew after safe landing! :rotfl:
AVGWarhawk
07-19-08, 09:29 AM
What other mods do you have loaded with RFB? BTW, that looks a lot like Peter Pan and Capt Hook. :lol:
Gorshkov
07-19-08, 02:00 PM
What other mods do you have loaded with RFB? BTW, that looks a lot like Peter Pan and Capt Hook. :lol:
None!
Just stock SH4+UBT and RFB 1.51 + RFB Metric Nomograph mods. I get this funny artifacts all the time in second US training mission (S-18 sub Artillery Training) if I fire torpedo to stationary sampan.
Try yourselves!
AVGWarhawk
07-19-08, 03:46 PM
What other mods do you have loaded with RFB? BTW, that looks a lot like Peter Pan and Capt Hook. :lol:
None!
Just stock SH4+UBT and RFB 1.51 + RFB Metric Nomograph mods. I get this funny artifacts all the time in second US training mission (S-18 sub Artillery Training) if I fire torpedo to stationary sampan.
Try yourselves!
Firing torpdoes at a stationary sampan???? Not a wonder it goes 5 stories up!!! When Luke gets back from his two week tour he can take a quick look at it. BTW, Subpac wants to know why you are using $10000.00 torpedos on a sampan.
EvoBaby
07-19-08, 03:57 PM
Hello to everything, still time. At me has appeared pair questions. 1. On some videos, I saw, at start of a torpedo there was a window of the chamber with a torpedo. 2. If in a patch 1.4 I could approximately will be aimed at the ship, and to correct a way of a torpedo, in an attacking card. That in U-Boat M. + RFB, such function is not present, how will be aimed at the ship?
p.s.Excuse for clumsy English, I hope sense it is clear
AVGWarhawk
07-19-08, 04:05 PM
Hello to everything, still time. At me has appeared pair questions. 1. On some videos, I saw, at start of a torpedo there was a window of the chamber with a torpedo. 2. If in a patch 1.4 I could approximately will be aimed at the ship, and to correct a way of a torpedo, in an attacking card. That in U-Boat M. + RFB, such function is not present, how will be aimed at the ship?
p.s.Excuse for clumsy English, I hope sense it is clear
1.Window of torpedo as it travels.... I do not remember the key on the keyboard to activate that window. Look on the carboard keyboard layout that came with the game. I think it is on there.
2. US subs torpedo solutions are different then what the uboat used. However, the same logic is behind both for solution on aiming the torpedo. I suggest you play around with the German version until you get an idea on how it works. I can not offer much more than that.
EvoBaby
07-19-08, 04:44 PM
AVG , ok. thx! i play new compagin for German.
Who knows, what button activates a window of a torpedo?
runyan99
07-19-08, 06:13 PM
I had an S-boat fail at depth in my first attempt at an S-boat patrol. What's the crush depth?
To evade some destroyers, I went down to 240 feet. The red line on the depth gauge showed at closer to 300 feet, so I thought I had at least 50 feet of wiggle room.
Then I kept getting glass breaking noises, then slowly started taking hull damage. I tried to come up, but too slowly, and at only 220 feet or so I had a massive collapse in the forward compartments that led to the sinking of the boat.
What gives?
I had an S-boat fail at depth in my first attempt at an S-boat patrol. What's the crush depth?
To evade some destroyers, I went down to 240 feet. The red line on the depth gauge showed at closer to 300 feet, so I thought I had at least 50 feet of wiggle room.
Then I kept getting glass breaking noises, then slowly started taking hull damage. I tried to come up, but too slowly, and at only 220 feet or so I had a massive collapse in the forward compartments that led to the sinking of the boat.
What gives?
Welcome to the S Boats :shifty:! I try not to go deeper than 200. The men who manned them considered 150 feet to be deep although test depth was 200. The kind of make up for it though with maneuverability and size (harder to hit). Not to mention torpedos that work ok. Only the Mark 10 for the S-Class. They couldn't use 14's (too long for the tubes).
The S Boat had rivet hull construction so was much weaker than other classes. And I've learned (the hard way :oops: ) not to pay much attention to that line on the depth gauge.
Oddly enough, I've really gotten to like the S Boats and always start in one. On the other hand, I'm always glad when they offer me a new boat :hmm:!
Peto
AVG , ok. thx! i play new compagin for German.
Who knows, what button activates a window of a torpedo?
I think that window is activated in your "Gameplay Options". Look for the event camera and make sure it is enabled. I'm not sure about a key to enable it though (I've never used it). I'm kind of hard-core and don't use external view.
Cheers!
Peto
runyan99
07-20-08, 12:21 AM
Welcome to the S Boats :shifty:! I try not to go deeper than 200. The men who manned them considered 150 feet to be deep although test depth was 200.
Okay, well I could have looked that information up, but I was relying on the information in-game. I consider it a flaw in RFB. I should have gotten a 'passing test depth' message in game after passing 150 or 200.
Isn't this and the red depth needle moddable boat by boat?
Welcome to the S Boats :shifty:! I try not to go deeper than 200. The men who manned them considered 150 feet to be deep although test depth was 200.
Okay, well I could have looked that information up, but I was relying on the information in-game. I consider it a flaw in RFB. I should have gotten a 'passing test depth' message in game after passing 150 or 200.
Isn't this and the red depth needle moddable boat by boat?
I'm sure they'll take note of these issues and work to make it all balance. Modding is quite difficult. There's often 100's of things that have to be figured out to get things just right. (1000's actually.) There are bound to be "ships out of position" and a few dimpled hulls on the path to Glory ;)!
Cheers!
EvoBaby
07-20-08, 05:11 AM
Could not prompt. The matter is that on the Attacking card, calculation of a rocket looks "Dashed line", and whether it is possible as that to return " a continuous line "?
AVGWarhawk
07-20-08, 07:39 AM
Could not prompt. The matter is that on the Attacking card, calculation of a rocket looks "Dashed line", and whether it is possible as that to return " a continuous line "?
It is possible to have the line back however, RFB is offered with certain things as a whole package type deal. The user has to accept that some things they will not like about it and use it. Not enough time to fix certain requests(individual requests) by the users. Unless the change requested would benefit overall game play and is somewhat historical in nature so as to contribute to a real fleet boat experience. Sorry about that.
AVGWarhawk
07-20-08, 07:56 AM
Welcome to the S Boats :shifty:! I try not to go deeper than 200. The men who manned them considered 150 feet to be deep although test depth was 200.
Okay, well I could have looked that information up, but I was relying on the information in-game. I consider it a flaw in RFB. I should have gotten a 'passing test depth' message in game after passing 150 or 200.
Isn't this and the red depth needle moddable boat by boat?
I wil give you a bit of hint:D . The S boat had the capabiltiy to do 11 knots submerged. About 16+ surfaced. Test depth in about the 250 range. However, these S boats were anitques at the time WW2 in the PTO started. They were very worn and quite used. What LukeFF did was clip the speeds and hull strength because of the age of the boats at wars start. It provides an uncertainty of your old tub as she patrols. All the boats had a test depth. Many could go much deeper then the engineers said was max. Demonstrated in many patrol reports. However, you are taking the lives of the crew in your hands. Anyway, the S along with the others have the max text depth showing but reaching those depths will play a part in survivability of the sub at said depth. When you reach your test depth, go to the screen that shows hull percentage, if she is loosing percentage, time to take her up to a shallower depth. Of course the crew will start screaming it out that there is hull damage. Time for flank speed to a shallow depth! So, you have two issues to contend with....DC dropping on your head and making the decision whether to reach these test depth and hoping the old tub will take it. Although the engineer said she could do it, it did not mean she was not vunerable as well at these depths. It is the draw of the card with the S class.
I like the S and start my careers in her all the time. :up:
Gorshkov
07-20-08, 08:35 AM
Firing torpdoes at a stationary sampan???? Not a wonder it goes 5 stories up!!! When Luke gets back from his two week tour he can take a quick look at it. BTW, Subpac wants to know why you are using $10000.00 torpedos on a sampan.
It doesn't matter if I fire torpedo against sampan because in stock SH4 this artifact doesn't happen. Simply hit sampan sinks as one should. Therefore this funny bug is found only in RFB mod.
Gorshkov
07-20-08, 08:39 AM
Could not prompt. The matter is that on the Attacking card, calculation of a rocket looks "Dashed line", and whether it is possible as that to return " a continuous line "?
It is possible to have the line back however, RFB is offered with certain things as a whole package type deal. The user has to accept that some things they will not like about it and use it. Not enough time to fix certain requests(individual requests) by the users. Unless the change requested would benefit overall game play and is somewhat historical in nature so as to contribute to a real fleet boat experience. Sorry about that.
I also think targeting line on Attack Map is too faint. It can be dashed but should be painted in a lot darker color.
AVGWarhawk
07-20-08, 10:03 AM
Could not prompt. The matter is that on the Attacking card, calculation of a rocket looks "Dashed line", and whether it is possible as that to return " a continuous line "?
It is possible to have the line back however, RFB is offered with certain things as a whole package type deal. The user has to accept that some things they will not like about it and use it. Not enough time to fix certain requests(individual requests) by the users. Unless the change requested would benefit overall game play and is somewhat historical in nature so as to contribute to a real fleet boat experience. Sorry about that.
I also think targeting line on Attack Map is too faint. It can be dashed but should be painted in a lot darker color.
I notice on my machine the line is dashed and fades as it get farther from the sub. Perhaps it can be darkened up. I did play without these lines for a while but thinking about it, it would seem to me it is a plot of all targets kept on paper. As it should be so I turned it back on and use the lines. Also, we know we are limited to what the sonarman will tell us. He can follow the closest merchant or the closest warship but he does not tell us how many contacts we really have. Therefore, the attack map with lines seems to me as acting like the sonarman keeping track of his known targets...he just does not have the ability to vocally tell us. I hope you followed and could understand what I'm getting at.
AVGWarhawk
07-20-08, 10:05 AM
Firing torpdoes at a stationary sampan???? Not a wonder it goes 5 stories up!!! When Luke gets back from his two week tour he can take a quick look at it. BTW, Subpac wants to know why you are using $10000.00 torpedos on a sampan.
It doesn't matter if I fire torpedo against sampan because in stock SH4 this artifact doesn't happen. Simply hit sampan sinks as one should. Therefore this funny bug is found only in RFB mod.
I was not doubting you Gorshkov. Definitely needs to be looked at. I find it funny you are using torps for this vessel. :D
Gorshkov
07-21-08, 10:47 AM
Firing torpdoes at a stationary sampan???? Not a wonder it goes 5 stories up!!! When Luke gets back from his two week tour he can take a quick look at it. BTW, Subpac wants to know why you are using $10000.00 torpedos on a sampan.
It doesn't matter if I fire torpedo against sampan because in stock SH4 this artifact doesn't happen. Simply hit sampan sinks as one should. Therefore this funny bug is found only in RFB mod.
I was not doubting you Gorshkov. Definitely needs to be looked at. I find it funny you are using torps for this vessel. :D
Another but quite close issue: Does RFB mod use other than stock ship damage model? I suppose that hit ships in this mod sink mainly by flooding.
AVGWarhawk
07-21-08, 01:04 PM
Firing torpdoes at a stationary sampan???? Not a wonder it goes 5 stories up!!! When Luke gets back from his two week tour he can take a quick look at it. BTW, Subpac wants to know why you are using $10000.00 torpedos on a sampan.
It doesn't matter if I fire torpedo against sampan because in stock SH4 this artifact doesn't happen. Simply hit sampan sinks as one should. Therefore this funny bug is found only in RFB mod.
I was not doubting you Gorshkov. Definitely needs to be looked at. I find it funny you are using torps for this vessel. :D
Another but quite close issue: Does RFB mod use other than stock ship damage model? I suppose that hit ships in this mod sink mainly by flooding.
Currently the ship damage model is being worked over. All ships will have a very different model then what you experience from the stock version. It is not ready yet but it is coming.
Gorshkov
07-21-08, 01:19 PM
Another but quite close issue: Does RFB mod use other than stock ship damage model? I suppose that hit ships in this mod sink mainly by flooding.
Currently the ship damage model is being worked over. All ships will have a very different model then what you experience from the stock version. It is not ready yet but it is coming.
It is great but bewere not to repeat buggy models from some SH3 mods where hit ships sink days or small rust-buckets need to get even five torpedo hits to be able to finally go under water! ;)
AVGWarhawk
07-21-08, 01:26 PM
Yep, we hear you. That drove me a bit nuts as well. I think that has been overcome in SH4.
I have finally re-established Walter propulsion in RFB! :)
The solution is simple: you must replace HUD.dds file found in RFB_v1.51_062308\Data\Menu\Skins\German\Gui\Layout directory by identical file from TriggerMaru_Overhaul_152\Data\Menu\Skins\American\ Gui\Layout folder. :know:
Thank you, I will make a note of that. Ducimus is very helpful in passing along files from TMO that can be of benefit to RFB.
From what I have read on the first page of this post, RFB does make changes to the campaign layers so I have a simple question, does it do away with all or most of those silly photo recon missions? I was just thinking of making a few patrols without RSRDC installed just to experience the difference as I have never played SH4/1.5 without RFB, PE and RSRDC.
That readme needs to be updated. RFB currently does not alter the campaign files, since RSRDC and OM does such a good job at that. :yep:
It doesn't matter if I fire torpedo against sampan because in stock SH4 this artifact doesn't happen. Simply hit sampan sinks as one should. Therefore this funny bug is found only in RFB mod.
This not a bug but rather a change in the way the torpedo explosions move the ships when they detonate. By default, they "suck" the ship down in the water; this is changed to work the opposite way in RFB (and other mods like NSM). As for this happening with sampans...well, that's just life. No submarine captain, no matter how proficient (or incompetent) he was, would fire a torpedo at a target like this.
I would also like to know what types of stock upgrades are available in RFB mod. I am especially interested in accessibility of the following devices:
US Navy subs:
- radars: SD, SD-a, SV, SJ, SJ-1 -> It seems that ST model is missing.
- sonars: WCA, JP-1 -> Has JT-1 model been removed?
U-boats:
- radars: FuMO-29, FuMO-30, FuMO-61, FuMO-65 -> Is snorkel mounted FuMO-391 also present in RFB mod?
- radar warning receivers: FUMB-1, FuMB-7, FUMB-10, FUMB-36
- passive sonars: GHG, KDB, Balkongerat
Going off my memory here, since I'm not at my home computer (thank you, National Guard :lol:)
-SD: December 1941, though the renown value is very high, since it was not very common
-SD-a: June 1942 (for fleet subs); June 1943 (for the S-42; S-18s do not have access to SD-a (or SD, for that matter)
-SJ: July 1942 (for fleet boats); November 1942 (for the S-18); June 1943 (for the S-42)
-SJ-1: August 1943 (fleet boats); October 1943 (S-18 and S-42)
-SV: July 1945
-ST is in the game files but does not work :(
-WCA is fitted to all boats from the beginning of the war
-JP-1: July 1943
-JT is not modeled
In general, the U-boat radar sets and radar detectors follow their real historical timeline (don't recall any of the dates right now). Snorkel-mounted radar isn't modeled.
GHG is available from the war's beginning. KDB is available some time afterwards but is discontinued some time in 1942, IIRC (it was ordered to be removed by the Kriegsmarine, because it gave unsatisfactory performance as compared to GHG). Balkongerät is modeled from 1944, as I recall.
Gorshkov
07-23-08, 07:07 AM
-SD: December 1941, though the renown value is very high, since it was not very common
-SD-a: June 1942 (for fleet subs); June 1943 (for the S-42; S-18s do not have access to SD-a (or SD, for that matter)
Is it true above radars cannot detect surface targets and cannot get bearing and range to aerial targets at all?
-SJ: July 1942 (for fleet boats); November 1942 (for the S-18); June 1943 (for the S-42)
-SJ-1: August 1943 (fleet boats); October 1943 (S-18 and S-42)
OK, that is clear.
-SV: July 1945
Is SV model accessible in the stock game or RFB mod before war's end?
-ST is in the game files but does not work :(
It is periscope ranging radar and thus not surprising it is not present in the game. :lol:
-WCA is fitted to all boats from the beginning of the war
-JP-1: July 1943
Clear!
-JT is not modeled
Not modelled in RFB or in both stock SH4 and RFB?
Snorkel-mounted radar isn't modeled.
Good! Only type XXI and a few VIIC subs had it.
GHG is available from the war's beginning. KDB is available some time afterwards but is discontinued some time in 1942, IIRC (it was ordered to be removed by the Kriegsmarine, because it gave unsatisfactory performance as compared to GHG). Balkongerät is modeled from 1944, as I recall.
So KDB sonar isn't modelled in RFB mod?
RFB Team
07-24-08, 11:43 AM
Is it true above radars cannot detect surface targets and cannot get bearing and range to aerial targets at all?
Correct. In reality SD radar could not determine the bearing to a target (though it could determine range). However, the game does not allow for this, since it uses one "radar contact report" message for all types.
Is SV model accessible in the stock game or RFB mod before war's end?
Yes, both.
It is periscope ranging radar and thus not surprising it is not present in the game. :lol:
It was quite handy to have and would be perfectly valid to have it working in the game. Like many other things the devs didn't have time to finish modeling it.
Not modelled in RFB or in both stock SH4 and RFB?
JT is not modeled at all in the game, stock or modified.
So KDB sonar isn't modelled in RFB mod?
KDB sonar is modeled. It's just that it's not available past a certain date.
Fearless
07-25-08, 12:01 AM
Is it possible to place the latest RFB 1.5 download on http://www.megaupload.com/ as I now have UBM but my internet at home doesn't work and work restricts access to filefront.
This would be greatly appreciated.
Gorshkov
07-25-08, 09:14 AM
OK! Thanks to your explanations, RFB Team, I have now a clear upgrades tree picture:
US subs:
- air search radars: SD -> SD-a -> SV
- surface search radars: SJ -> SJ-1
- sonars: WCA -> JP-1
U-boats:
- radars: FuMO-29 -> 30 -> 61 -> 65 (type XVIII only)
- RWR: Metox -> Borkum -> Naxos -> Tunis
- sonars: GHG -> KDB -> Balkongerat
Please confirm all above is correct and answer a few more questions:
- Does SV radar replace both SJ and SD radars as universal, directional air and surface search device?
- Can all German radars detect air and surface contacts?
- Can Tunis RWR be carried by type XVIII sub only?
- Did you change stock radar, sonar, RWR parameters, especially detection range?
Is it possible to place the latest RFB 1.5 download on http://www.megaupload.com/ as I now have UBM but my internet at home doesn't work and work restricts access to filefront.
This would be greatly appreciated.
Dropping in after a long absence, I'll upload it to another location tonight or tomorrow
OK! Thanks to your explanations, RFB Team, I have now a clear upgrades tree picture:
US subs:
- air search radars: SD -> SD-a -> SV
- surface search radars: SJ -> SJ-1
- sonars: WCA -> JP-1
U-boats:
- radars: FuMO-29 -> 30 -> 61 -> 65 (type XVIII only)
- RWR: Metox -> Borkum -> Naxos -> Tunis
- sonars: GHG -> KDB -> Balkongerat
Please confirm all above is correct
Just to expand on that a little bit:
-WCA Sonar is always installed (it's a combination active/passive sonar system). What happens is the passive component is "replaced" by JP-1, thus increasing your max listening range. The max range of active sonar never changes (5000 yards).
-GHG is always the default sonar system for German boats (IIRC; I'm still away from my home PC). KDB becomes an option for a time and then goes away after the Kriegsmarine banned its use. The only advantage it has over GHG is a wider listening arc.
- Does SV radar replace both SJ and SD radars as universal, directional air and surface search device?
SV just replaces SD radar. While SV could pick up surface contacts, it could not see these contacts as far as SJ-1. The primary advantages of SV were that it could pick up the bearing of an aircraft contact, and it could pick up low-flying contacts the SD could not see. SS radar was the replacement for SJ-1 and was developed during the war, but it was not installed on any boats before the war ended.
- Can all German radars detect air and surface contacts?
AKAIK, yes.
- Can Tunis RWR be carried by type XVIII sub only?
I believe that's the case.
- Did you change stock radar, sonar, RWR parameters, especially detection range?
Yes, they were all modified quite a bit.
Gorshkov
07-25-08, 04:36 PM
-WCA Sonar is always installed (it's a combination active/passive sonar system). What happens is the passive component is "replaced" by JP-1, thus increasing your max listening range. The max range of active sonar never changes (5000 yards).
OK, now it is clear to me. Simply sub fitted with JP-1 model has greater passive sonar range (13000 yd instead of 9000 yd).
-GHG is always the default sonar system for German boats (IIRC; I'm still away from my home PC). KDB becomes an option for a time and then goes away after the Kriegsmarine banned its use. The only advantage it has over GHG is a wider listening arc.
Clear! So true next generation German passive sonar was Balkongerat. In my opinion GHG is not worth replacing by KDB in the game. The latter has no surface listening capability.
SV just replaces SD radar. While SV could pick up surface contacts, it could not see these contacts as far as SJ-1. The primary advantages of SV were that it could pick up the bearing of an aircraft contact, and it could pick up low-flying contacts the SD could not see. SS radar was the replacement for SJ-1 and was developed during the war, but it was not installed on any boats before the war ended.
So SV and SJ radars combo acts in similar way as WCA and JP sonars mix. In short, US sub equipped with SD and SJ radars can detect on PPI/A-scopes both aerial and surface targets. Am I right?
- Did you change stock radar, sonar, RWR parameters, especially detection range?
Yes, they were all modified quite a bit.
Will you give me brief differences over stock game in sonar and radar detection ranges introduced in RFB mod if you manage to return safe home from NG's Aliens hunt in Gunnison, CO? :lol:
Is it possible to place the latest RFB 1.5 download on http://www.megaupload.com/ as I now have UBM but my internet at home doesn't work and work restricts access to filefront.
This would be greatly appreciated.
Megaupload did not support the file size needed.
Try this link:
http://www.filefactory.com/file/d797dd/n/RFB_v1_51_062308_rar
Have it uploading to badongo.com too.
COWBOY10
07-26-08, 01:15 PM
Hey Guys, 1st off let me say Thankyou for such a great Mod, Have just lost all day in Sh4 and enjoyed every min of it, Though now in dog house with the wife :roll:
Just one question though and I hope you may be able to answer, On the last patrol I just did I came across a jap Merchant, Fired 4 torps and luckly all hit and exploded, However when looking at the ship closer I noticed that there was only one damage texture on the hull, I'm sure all torps hit in a different place. I think I remember this being a problem sometimes on stock, but was wondering if Damage textures had been changed with this mod or if I am still having to use stock damage,
Hope you can understand this garbled message. :D
Heads not working straight at the mo.
AVGWarhawk
07-26-08, 02:57 PM
Hey Guys, 1st off let me say Thankyou for such a great Mod, Have just lost all day in Sh4 and enjoyed every min of it, Though now in dog house with the wife :roll:
Just one question though and I hope you may be able to answer, On the last patrol I just did I came across a jap Merchant, Fired 4 torps and luckly all hit and exploded, However when looking at the ship closer I noticed that there was only one damage texture on the hull, I'm sure all torps hit in a different place. I think I remember this being a problem sometimes on stock, but was wondering if Damage textures had been changed with this mod or if I am still having to use stock damage,
Hope you can understand this garbled message. :D
Heads not working straight at the mo.
That texture is stock. None of the files have been looked at for this particular texture or what even generates it for that matter. Sometimes it does not show up at all. Oh well, nice to get at least one textured hole I guess. :D Glad you like the mod. There is a lot more coming down the lane for RFB.
So SV and SJ radars combo acts in similar way as WCA and JP sonars mix. In short, US sub equipped with SD and SJ radars can detect on PPI/A-scopes both aerial and surface targets. Am I right?
The scopes in the conning tower are for SJ radar only. The SV and SD radar scopes are manned by the AI. If we had scopes modeled for them, they would be located in the control room. In short, if your radarman calls out a radar contact and you can't see it on the radar scopes, it's an air contact.
Will you give me brief differences over stock game in sonar and radar detection ranges introduced in RFB mod if you manage to return safe home from NG's Aliens hunt in Gunnison, CO? :lol:
In short, the radar and sonar values come from these sources:
-Radar Operator's Manual at HNSA.org
-Various sections of the Fleet Type Submarine Manual at maritime.org
-USS Cobia website
-Uboat.net
-Uboat Aces website
-US Submarines Through 1945, by Norman Friedman
-The U-Boat: The Evolution and Technical History of German Submarines, by Eberhard Rossler.
Gorshkov
07-27-08, 04:54 PM
So SV and SJ radars combo acts in similar way as WCA and JP sonars mix. In short, US sub equipped with SD and SJ radars can detect on PPI/A-scopes both aerial and surface targets. Am I right?
The scopes in the conning tower are for SJ radar only. The SV and SD radar scopes are manned by the AI. If we had scopes modeled for them, they would be located in the control room. In short, if your radarman calls out a radar contact and you can't see it on the radar scopes, it's an air contact.
It is not exactly as in reality!
If omni-directional SD radar should be manned by AI because nothing can be displayed on radar scope I don't believe this with respect to SD model. In fact, SV radar was interconnected with surface radar scopes and could send aerial targets range and bearing data there. Look at this:
http://www.maritime.org/radio-sv.htm
Besides: Does AI radarman tell you range and bearing to aircraft if sub is fitted with SV radar?
It is not exactly as in reality!
If omni-directional SD radar should be manned by AI because nothing can be displayed on radar scope I don't believe this with respect to SD model. In fact, SV radar was interconnected with surface radar scopes and could send aerial targets range and bearing data there. Look at this:
http://www.maritime.org/radio-sv.htm
Let me explain it better: due to limitations in the game's coding, there is only one radar display modeled in 3D, which for the fleet boats means the SJ radar. Since SJ picks up only surface contacts (unless the target is flying really low), contacts seen on this screen are almost always surface contacts. Now, the game does model the air search radar separately. However, the radar scopes, whether they are for SV or SD, are not modeled, hence what I mean when I say they are modeled by the AI only. When the radarman calls out a radar contact, it's up to the player to decide whether it's a SV/SD or an SJ contact, due to the way the game is coded. Try it out: set up a single mission where your boat has both SD and SJ radar installed. Have an aircraft fly within the range of your SD radar. Go to the PPI screen when the radarman calls out the contact, and you will not see a blip on the screen.
Besides: Does AI radarman tell you range and bearing to aircraft if sub is fitted with SV radar?
The radarman will report the range and bearing of any radar contact, no matter if it's an air or surface contact. This is in conflict with reality, since SD radar could not report the bearing of a target.
Gorshkov
07-27-08, 05:46 PM
Oh, gosh! It sounds like SH4 coders messed too much with radars. As far as I correctly understood your explanations in this game:
- SD radar is in fact directional radar, exactly as SV model
- no air targets are displayed on surface radar scopes but in reality SV radar could act like this
- human player has to distinguish himself between surface and aerial contacts and that may be hard to do in an intensive battle environment, as I suppose
In sum, radars are definitely not modeled decently in SH4 even after five patches released! :down:
In sum, radars are definitely not modeled decently in SH4 even after five patches released! :down:
You're right. The radar model is still greatly lacking after all this time.
One note about the SV radar: yes, it used the same scopes that the SJ used, but it was mounted in the control room: http://www.maritime.org/tour/tcrvr.htm (the last pic on the page shows it). The conning tower was always the domain of SJ radar, nothing else.
Fearless
07-27-08, 10:40 PM
Is it possible to place the latest RFB 1.5 download on http://www.megaupload.com/ as I now have UBM but my internet at home doesn't work and work restricts access to filefront.
This would be greatly appreciated.
Megaupload did not support the file size needed.
Try this link:
http://www.filefactory.com/file/d797dd/n/RFB_v1_51_062308_rar
Have it uploading to badongo.com too.
Thanks swdw but no luck there either. :cry: Do u have the download link to badongo?
Navarxos
07-28-08, 01:50 AM
Hi all!In my opinion RFB is one of the best mods around :yep: but i wanna ask some questions: First of all I am having a small issue (which doesnt affect gameplay much) with RFB. After a little zooming in the navigation map, the ship contacts dissapear. (The little square doesnt exist anymore after a little zoom in). I am using SH4 v1.5 with RFB RSRDC, NSM and PE. Also, i would like to ask you if i can increase the difficulty of the japanese destroyers. I want their depth charges to have more accuracy, be able to find me out easier or something like that...
Task Force
07-28-08, 01:55 AM
Thanks to all of you who made this mod. I am haveing only one problem. The hydrophones dont work on my fleet boat. I click on the bearing circle thing and nothing happens.(Cannot turn my hydrophones).
vespernz
07-28-08, 04:34 AM
Hi all,
First post, but i've been lurking around the forums on and off since SH3 getting tips, tricks, and mods.
Thanks to all of you who made this mod. I am haveing only one problem. The hydrophones dont work on my fleet boat. I click on the bearing circle thing and nothing happens.(Cannot turn my hydrophones).
Home and End keys on the keyboard
-------------------------------------
Question regarding RFB and a possible conflict with other mods.
currently running SH4 1.5, with RFB, RSRD and PE (Enviroments), and were installed in that order respectively.
The problem im currently having, is that my deck watch don't come below deck when I dive (1941 in a Salmon). Ive tried a regular dive, crash dive, battle stations on and off, and yet no difference is made, they just stand on the conning tower looking with binoculars at 250ft depth!
Any ideas?
Navarxos
07-28-08, 05:11 AM
The correct installation order is PE then RFB and last RSRDC. PE first. not RFB.
AVGWarhawk
07-28-08, 06:00 AM
Thanks to all of you who made this mod. I am haveing only one problem. The hydrophones dont work on my fleet boat. I click on the bearing circle thing and nothing happens.(Cannot turn my hydrophones).
Although this was answered for you using the home and end key. We noticed also that some subs clicking the sonar interface would not work. Apparently this is an original bug with the game. A few of the subs clicking does not work.
AVGWarhawk
07-28-08, 06:08 AM
Hi all!In my opinion RFB is one of the best mods around :yep: but i wanna ask some questions: First of all I am having a small issue (which doesnt affect gameplay much) with RFB. After a little zooming in the navigation map, the ship contacts dissapear. (The little square doesnt exist anymore after a little zoom in). I am using SH4 v1.5 with RFB RSRDC, NSM and PE. Also, i would like to ask you if i can increase the difficulty of the japanese destroyers. I want their depth charges to have more accuracy, be able to find me out easier or something like that...
I noticed the ships disappear also but I switch to the attack map at that close range. You get a white line for the ship. As far as tougher destroyers. Peto has just reworked these files. The DD are nastier. If you happen to find yourself under enlite DD kiss your next three hours goodbye attempting to get away. You may last as little as a minute.
One of Peto's reports on the beta in test:
Conclusion:
1. Quite a show. Worst time I ever had evading (record was just under 6 hours).
2. That's the 2nd time in a week Akizuki's have given me so much grief. They seem worse somehow...
3. If I could have gone deeper, I confident I could have shaken them sooner. Even to 350 would have made a huge difference as it would have widened their search radius to reaquire me...
4. The question as to whether I am invisible when silent running has been answered. Going to 1/2 knot was the only thing that saved my bacon.
5. the initial attack was VERY fun and Difficult. escaping with no damage was a combo of skill and luck.
6. If they had been with a convoy, they wouldn't have stuck around so long. At least one would have left. the other could have been eluded fairly easily then.
7. Sonar conditions were Perfect for them. It should have been hard for me.
8. Discovering that going to 1/2 knot makes a difference was a good thing. I'll be using that in the future.
9. this was the most gruelling prolonged attack I've experienced.
10. It was a Bitch.
The beta should be in the next installment of RFB that is coming very soon.
Thesnake1977
07-28-08, 09:26 AM
man o man was für ein mod wie lang habt ihr dran gearbeitet ?
davon mal ab ich muss sagen (respekt) ich habe sehr grosse achtung for leuten die sowas machen und können
:Mfg Thesnake
one o one which for mod as long have it to worked?
of it times off I must say (respect) I have very large attention for to people make and can
:Mfg Thesnake
Translatet with babelfish my englisch so bad
Ja aber ihr enlisch ist besser auf meinen Deutch ;)!!!
AVGWarhawk
07-28-08, 09:46 AM
man o man was für ein mod wie lang habt ihr dran gearbeitet ?
davon mal ab ich muss sagen (respekt) ich habe sehr grosse achtung for leuten die sowas machen und können
:Mfg Thesnake
one o one which for mod as long have it to worked?
of it times off I must say (respect) I have very large attention for to people make and can
:Mfg Thesnake
Translatet with babelfish my englisch so bad
English is fine:up: We have an idea of what you are saying. :D
Thesnake1977
07-28-08, 10:09 AM
Peto ähm england or usa?
and thx for my english gg
is a verry nice mod . gooooooooood job
USA. And you are very welcome :up: .
Schultzy
07-28-08, 08:13 PM
man o man was für ein mod wie lang habt ihr dran gearbeitet ?
davon mal ab ich muss sagen (respekt) ich habe sehr grosse achtung for leuten die sowas machen und können
Servus Thesnake. :) Ich übersetze ins Englische... Babelfisch ist voi scheisse lol
Wow, what a mod! How long have you worked on it for?
Also I have to say (respect) I've got really great respect for people that can, and do, this kind of thing!
And he's right, this mod is just amazing!
Thesnake1977
07-29-08, 01:18 AM
man o man was für ein mod wie lang habt ihr dran gearbeitet ?
davon mal ab ich muss sagen (respekt) ich habe sehr grosse achtung for leuten die sowas machen und können
Servus Thesnake. :) Ich übersetze ins Englische... Babelfisch ist voi scheisse lol
Wow, what a mod! How long have you worked on it for?
Also I have to say (respect) I've got really great respect for people that can, and do, this kind of thing!
And he's right, this mod is just amazing!
gg but a better idear i not have. my english is soooo bad , but with babelfish dit you cane think wath i mean.
Ps. without babelfish
Orion2012
07-29-08, 03:51 PM
I decided to finally install and give RFB a run, but before I do, is there anything I need or should download for compatibility. Such as patches or anything to enable the Uboat campaign. According to the NSM thread it isn't compatible with the uboat campaign, so if I wanted to run, OM for example, do I need to disable the NSM??
Also, I'm sure the magnetic "belt" has been changed, so how close do I have to be for a keel shot, and if anyone has a link or anything that "outlines" when and where the torpedos are made more efficient. (I.E. In TM, the MK14's got better through the war)
Also, is there any difference between the MK14 and MK23?? Is one more reliable, does one keep depth better??
Thanks in advance, and sorry if it's hard to understand, english isn't my native tongue.
I decided to finally install and give RFB a run, but before I do, is there anything I need or should download for compatibility. Such as patches or anything to enable the Uboat campaign. According to the NSM thread it isn't compatible with the uboat campaign, so if I wanted to run, OM for example, do I need to disable the NSM??
All of the important information you need to get going with RFB is in the first post in this thread. As for NSM, there has been some confusion about it's compatibility with 1.5. In short, NSM works with 1.5, except that Allied warships and merchants will continue to use the stock damage model. Otherwise, the mod works just the same as it did with 1.4. Right now the RFB team is working on a successor to NSM that will eventually incorporate all the stock ships of SH4 1.5.
Also, I'm sure the magnetic "belt" has been changed, so how close do I have to be for a keel shot, and if anyone has a link or anything that "outlines" when and where the torpedos are made more efficient. (I.E. In TM, the MK14's got better through the war)
Also, is there any difference between the MK14 and MK23?? Is one more reliable, does one keep depth better??
All of the information you need about the torpedoes is on Weapons and Sensors page in-game (assuming you are running 1.5; see image below (note the date for the magnetic detonator has changed since that image was taken)). As for magnetic detonation range, it is set to a very narrow "band' to simulate the near-uselessness of the magnetic detonator in the Pacific Theater.
The Mark 23 is simply a Mark 14 without the low-speed setting and magnetic detonator. Very few Mark 23s were employed in combat, since as Japanese ASW improved, American skippers found they were having to take shots from farther away. Unless you are absolutely certain you will never use the low-speed setting, stick with the Mark 14.
http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-03-12_235341_515.jpg
RFB Team
07-29-08, 09:34 PM
Since we believe silence is counterproductive in maintaining interest in a mod, here's a look at things we are currently working on for the next RFB release:
New damage model for all American submarines, courtesy of Observer. This mod thorougly changes the way submarines respond to damage, especially from surface gunfire. Suffice it to say the days of the submersible battleships are soon to be over.
New visual parameters and behavior for the bridge watch, created by Der Teddy Bär.
Improved Japanese hydrophone/active sonar characteristics by Peto. Like the new damage model, this mod will force players to change the way they confront enemy escorts.
Re-written crew skills, including their recovery from injuries. Co-authored by LukeFF and Observer. The true differences between officer and enlisted crew abilities will be more pronounced.
Mast height and draft mod by LukeFF. Using the ONI manuals, the mast heights and draft values shown in the recognition manual now reflect the best-known intelligence about shipping on both sides of the war.Other mods in progress at this point in time include adjusted AI ship acceleration properties by swdw and the previously-mentioned AI ship damage model by Observer. As one can see, the future is very bright for RFB. :yep:
Orion2012
07-29-08, 10:22 PM
Thanks LukeFF, very helpful.
Guess I got lucky, my first shot, I forgot to switch the detonator to contact, but set the depth to 5 feet...watched her run right underneath a small split freighter and absolutely decimate her. Although I ran out of fuel,(:damn:) guess I have to learn to dive during the day and not run surface till I find contacts...
Also, I do run PE3, and it seemed like the special effects (Oil Slick, floating boxes, the oil burning after it she sinks, and my fav. dead bodies!) were missing. I know it doesn't necessarily support RFB but it was listed in the install order on the main page..Any Ideas anyone?? Experienced somthing similar before with TMo and had to reinstall, but I'm trying to avoid that if at all possible.
Again, thanks for the fast reply and keep up the hard work! :up:
DeepIron
07-29-08, 10:31 PM
I know it doesn't necessarily support RFB but it was listed in the install order on the main page..Any Ideas anyone??There is a very detailed document created by Kriller2 in the PE3 download. It details exactly how and what PE3 mods to install to get the desired special effects. I run PE3 with a select install of features along with NSM Classic, RFB and RSRDC... no problemo... :up:
Fearless
07-29-08, 10:41 PM
Enjoying latest RFB v1.5 immensly. Love the duds, pre-detonations and depth anomalies with the MK14 torps whilst doing the campaign start in 1941 :rock:
All I need now is RSRDC for RFB v1.5 and patches (unable to download via filefront 'cos of work restrictions and no home internet :cry: ) and this will truly be an awesome experience.
I have three questions if I may:
1. Currently commanding a Gato Class sub, I noticed that the Max depth setting on the dial is approx 450 feet so I thought I'd test it out only to find that the hull crushed at 400 feet. Is that the norm? I had no hull damage prior to the test;
2. What type of engine sound is used? Basically because I cannot hear the electrical or diesel engines engaging or disengaging nor do I rarely hear the creaking sounds when going through the various depth stages? Just wondering as it is very noisy and has minimal sound pitch variation; and
3. The CO2 level seems to be at its peak after using about 1/4 battery power. Just wondering if that was also the norm.
Thank you in advance.
Orion2012
07-29-08, 10:57 PM
I know it doesn't necessarily support RFB but it was listed in the install order on the main page..Any Ideas anyone??There is a very detailed document created by Kriller2 in the PE3 download. It details exactly how and what PE3 mods to install to get the desired special effects. I run PE3 with a select install of features along with NSM Classic, RFB and RSRDC... no problemo... :up:
The PDF??
I may (probably) read it wrong, as English isn't my native tongue. If at first you don't succeed try again.
Edit: Looking over my info, I think I enabled it before RFB, but Kriller said AFTER...well he said TM, but I get the jest of it. Thanks for all the help guys, looking foward to what else you can throw at me in RFB
I know i'm getting annoying but the more I play, the more questions pop up.
1. Is there anyway to keep the little torpedos that track to your target on the Attack map. (How else will I know when I draw the "USS Tang" card of fate) I removed the contline and dashline dds files from data/menu/gui so I still have my "tails" but I'd like the torpedo's as well....
2. Edit: Curious about crush depth as well
3. Whats the point of "radar depth"?? When I tried it it only went to 40 feet?? Is the radar antenna that short, or is that depth to keep me off the IJN radar screen? Kinda in the same vein as low flying aircraft.
And my "i feel so dumb question" the M on the map still stands for Nm right?? some of the objectives say "stay within X,M and some say stay within X, NM.
I'll just address a couple of those questions as I've been testing the new sub damage models quite a bit.
1. Crush depth: Hang on--that's changing in the next version. I won't tell you deep I've been except to say while testing/tweaking the japanese sonar, I've been all the way to the bottom a couple times :shifty:.
2. Radar Depth: Was 40-45 feet historically for using the SJ radar. They had to put the top of the shears out of the water to clear the antenna (sp?).
3. CO2 Levels: I always thought this was a bit generous--always seem to have plenty of air. But there were a couple actual cases where a boat was down for 30+ hours and while the air was bad (VERY bad) they were able to do it. I've never kept a boat down that long to test that setting though :hmm:.
4. Engine Sounds: Sorry--can't give you a good answer there. Maybe someone else will. Ditto for the torpedo question.
I've had a lot of fun testing some of the changes coming soon. The new damage models are--IMO--excellent.
Orion2012
07-30-08, 02:01 AM
I'll just address a couple of those questions as I've been testing the new sub damage models quite a bit.
1. Crush depth: Hang on--that's changing in the next version. I won't tell you deep I've been except to say while testing/tweaking the japanese sonar, I've been all the way to the bottom a couple times :shifty:.
2. Radar Depth: Was 40-45 feet historically for using the SJ radar. They had to put the top of the shears out of the water to clear the antenna (sp?).
3. CO2 Levels: I always thought this was a bit generous--always seem to have plenty of air. But there were a couple actual cases where a boat was down for 30+ hours and while the air was bad (VERY bad) they were able to do it. I've never kept a boat down that long to test that setting though :hmm:.
4. Engine Sounds: Sorry--can't give you a good answer there. Maybe someone else will. Ditto for the torpedo question.
I've had a lot of fun testing some of the changes coming soon. The new damage models are--IMO--excellent.
Thanks for the info.
Fearless
07-30-08, 02:02 AM
I'll just address a couple of those questions as I've been testing the new sub damage models quite a bit.
1. Crush depth: Hang on--that's changing in the next version. I won't tell you deep I've been except to say while testing/tweaking the japanese sonar, I've been all the way to the bottom a couple times :shifty:.
2. Radar Depth: Was 40-45 feet historically for using the SJ radar. They had to put the top of the shears out of the water to clear the antenna (sp?).
3. CO2 Levels: I always thought this was a bit generous--always seem to have plenty of air. But there were a couple actual cases where a boat was down for 30+ hours and while the air was bad (VERY bad) they were able to do it. I've never kept a boat down that long to test that setting though :hmm:.
4. Engine Sounds: Sorry--can't give you a good answer there. Maybe someone else will. Ditto for the torpedo question.
I've had a lot of fun testing some of the changes coming soon. The new damage models are--IMO--excellent.
Awesome, thanks for the heads-up. Looking forward to the next update :cool:
Fearless
07-30-08, 02:06 AM
Thanks LukeFF, very helpful.
Guess I got lucky, my first shot, I forgot to switch the detonator to contact, but set the depth to 5 feet...watched her run right underneath a small split freighter and absolutely decimate her. Although I ran out of fuel,(:damn:) guess I have to learn to dive during the day and not run surface till I find contacts...
Also, I do run PE3, and it seemed like the special effects (Oil Slick, floating boxes, the oil burning after it she sinks, and my fav. dead bodies!) were missing. I know it doesn't necessarily support RFB but it was listed in the install order on the main page..Any Ideas anyone?? Experienced somthing similar before with TMo and had to reinstall, but I'm trying to avoid that if at all possible.
Again, thanks for the fast reply and keep up the hard work! :up:
I have PE3 installed before RFB and seems to work fine.
Orion2012
07-30-08, 02:57 AM
Thanks LukeFF, very helpful.
Guess I got lucky, my first shot, I forgot to switch the detonator to contact, but set the depth to 5 feet...watched her run right underneath a small split freighter and absolutely decimate her. Although I ran out of fuel,(:damn:) guess I have to learn to dive during the day and not run surface till I find contacts...
Also, I do run PE3, and it seemed like the special effects (Oil Slick, floating boxes, the oil burning after it she sinks, and my fav. dead bodies!) were missing. I know it doesn't necessarily support RFB but it was listed in the install order on the main page..Any Ideas anyone?? Experienced somthing similar before with TMo and had to reinstall, but I'm trying to avoid that if at all possible.
Again, thanks for the fast reply and keep up the hard work! :up:
I have PE3 installed before RFB and seems to work fine.
Interesting....I haven't actually been able to hit anything since I tried enabling the mods in a different order. I finished my last patrol before rolling things off just to be cautious. I guess I'll know tommorow. :hmm:
AntEater
07-30-08, 03:44 AM
Wow, that sounds great. Any timetable?
:D
Wow, that sounds great. Any timetable?
:D
Well--I'm mainly just doing some RFB testing. My modding ability is nothing compared with what others are doing. The Really Good RFB modders will release updates when they are satisfied with them. That's better for everybody in both the short and long-run. I doubt that it will be too long though.
Peto
kylesplanet
07-30-08, 12:25 PM
Thanks LukeFF, very helpful.
Guess I got lucky, my first shot, I forgot to switch the detonator to contact, but set the depth to 5 feet...watched her run right underneath a small split freighter and absolutely decimate her. Although I ran out of fuel,(:damn:) guess I have to learn to dive during the day and not run surface till I find contacts...
Also, I do run PE3, and it seemed like the special effects (Oil Slick, floating boxes, the oil burning after it she sinks, and my fav. dead bodies!) were missing. I know it doesn't necessarily support RFB but it was listed in the install order on the main page..Any Ideas anyone?? Experienced somthing similar before with TMo and had to reinstall, but I'm trying to avoid that if at all possible.
Again, thanks for the fast reply and keep up the hard work! :up:
About your fuel consumption, diving during the day will make your fuel mileage much worse. Stay on the surface as much as possible at ahead standard and only use the faster settings when pursuing contacts.
Orion2012
07-30-08, 02:01 PM
Thanks LukeFF, very helpful.
Guess I got lucky, my first shot, I forgot to switch the detonator to contact, but set the depth to 5 feet...watched her run right underneath a small split freighter and absolutely decimate her. Although I ran out of fuel,(:damn:) guess I have to learn to dive during the day and not run surface till I find contacts...
Also, I do run PE3, and it seemed like the special effects (Oil Slick, floating boxes, the oil burning after it she sinks, and my fav. dead bodies!) were missing. I know it doesn't necessarily support RFB but it was listed in the install order on the main page..Any Ideas anyone?? Experienced somthing similar before with TMo and had to reinstall, but I'm trying to avoid that if at all possible.
Again, thanks for the fast reply and keep up the hard work! :up:
About your fuel consumption, diving during the day will make your fuel mileage much worse. Stay on the surface as much as possible at ahead standard and only use the faster settings when pursuing contacts.
I'm finally getting used to it, although it seems like I get better fuel consumptions with ahead 9kts then ahead standard, not greatly, but by 1500 M or so. Thanks for the help!
Fearless
07-30-08, 07:37 PM
I'm finally getting used to it, although it seems like I get better fuel consumptions with ahead 9kts then ahead standard, not greatly, but by 1500 M or so. Thanks for the help!
Did a test run from Pearl to Tokyo at Standard setting and used approx 47% fuel. Return trip, should one wish to be cautious (like me), I pull in at Midway for a top-up. Now depending on where the mission location is (for me it is generally near Japan) I do make a course change towards Midway for a refill prior to heading to my assigned destination as I figured that extra top-up is always a buffer for getting back.
Now depending on where the mission location is (for me it is generally near Japan) I do make a course change towards Midway for a refill prior to heading to my assigned destination as I figured that extra top-up is always a buffer for getting back.
This is the historically accurate way to do it BTW.
Thesnake1977
07-31-08, 06:07 AM
wen i use this mod i've some trubble with : Sound.act
i'm german and i have the german game, you know any ??
AVGWarhawk
07-31-08, 06:08 AM
Now depending on where the mission location is (for me it is generally near Japan) I do make a course change towards Midway for a refill prior to heading to my assigned destination as I figured that extra top-up is always a buffer for getting back.
This is the historically accurate way to do it BTW.
This is the way to do it. Also, as a time saver I flank speed to Midway. The diesel is free there so it does not matter how much I burn up between Pearl and Midway.
Orion2012
07-31-08, 10:19 AM
Now depending on where the mission location is (for me it is generally near Japan) I do make a course change towards Midway for a refill prior to heading to my assigned destination as I figured that extra top-up is always a buffer for getting back.
This is the historically accurate way to do it BTW.
This is the way to do it. Also, as a time saver I flank speed to Midway. The diesel is free there so it does not matter how much I burn up between Pearl and Midway.
Tried that last night, plenty of fuel, even had enough to chase a convoy at ahead full for about 10 hours and not worry about consumption
Orion2012
07-31-08, 10:42 AM
wen i use this mod i've some trubble with : Sound.act
i'm german and i have the german game, you know any ??
Possibly an issue with missing audio tracks. Is it looking for english dialogue, but finding the german tracks??
Only idea I have.
Thesnake1977
07-31-08, 01:49 PM
I have it , it was a prob with the event eor the radio
Orion2012
07-31-08, 04:42 PM
I have it , it was a prob with the event eor the radio
Ah. Good to know it's working.
Good Hunting:ping:
2. What type of engine sound is used? Basically because I cannot hear the electrical or diesel engines engaging or disengaging nor do I rarely hear the creaking sounds when going through the various depth stages? Just wondering as it is very noisy and has minimal sound pitch variation;
The diesel engine sound was recorded from the surface of a real U-boat. Outside of the machinery spaces, the sound of diesels was greatly muffled the farther one moved away from them. The electric motor sound is just the default, I believe. Creaking noises are being re-evaluated for the next release.
And my "i feel so dumb question" the M on the map still stands for Nm right?? some of the objectives say "stay within X,M and some say stay within X, NM.
M is the standard abbreviation for Nautical Mile as used by the International Bureau of Weights and Measures and "by maritime authorities in the US" (according to Wikipedia).
Thesnake1977
08-01-08, 05:25 AM
1 question i now have
cane i the extern camera from the mod extract and this insert in the normal game ??
the mod has an conflickt with an other mod, thats increase speed for the subs
The General
08-01-08, 05:34 AM
:up: Thanks for the update! It is greatly appreciated.:up:
Since we believe silence is counterproductive in maintaining interest in a mod... :yep:The Greywolves team could take a leaf outta your book, but 'no news, is good news' right?:roll:
1 question i now have
cane i the extern camera from the mod extract and this insert in the normal game ??
the mod has an conflickt with an other mod, thats increase speed for the subs
Someone did an update of the ROW camera mod for SH4 1.5. I don't remember who, but you can try to search and find it. The external camera will work the same in that mod.
Sub speeds in RFB are based on the actual way the speeds at different bells (1/3, 2/3/ Full, etc) are determined. The speeds in other mods come from a misunderstanding of what the bells mean. For example, 1/3 is not 1/3 of flank speed, but 1/3 of a standard bell speed.
Thesnake1977
08-02-08, 11:29 AM
thx thats a nice work to do this for me , i have search here in the forum but no results.
Fearless
08-03-08, 06:43 PM
The diesel engine sound was recorded from the surface of a real U-boat. Outside of the machinery spaces, the sound of diesels was greatly muffled the farther one moved away from them. The electric motor sound is just the default, I believe. Creaking noises are being re-evaluated for the next release.
Thanks for the heads-up LukeFF :up:
thx thats a nice work to do this for me , i have search here in the forum but no results.
Go to this thread and give Webster's external camera mod a try
http://www.subsim.com/radioroom/showthread.php?t=139472
Hello,
Installed the latest along with PE and RSRD, and everything looks great, but there is one small thing I'd like to change, the Camera. Not the whole thing, just the fact that I can no longer use CTRL to move the camera up or down.
I've tried using the TM camera.dat, but on external, that bombs out game. I've used the Websters mod that you suggested, no affect, still no CTRL use.
Is there anyway to get the CTRL up/dn functionality back? I've search the forums, but I guess I'm one of the only one that notices/minds. I honestly prefer the TM camera because I don't like being able to clip through objects, but as long as I can get back up/dn controls, I'll be a happy sailor.
Thanks, and great work on RFB, looking forward to playing it.
Hi there
I am going to give this mod a try pretty soon - it looks excellent. Could you answer me one question though?
I have been using NSM since it first came out and will use it here too as I see it is compatible, which is very good news. However, do I require the Realistic Torpedo Malfunctions mod that WernerSobe also released (on the same page as his NSM), or does RFB have it's own version of that? Would it matter if I combined them anyway?
Many thanks, and looking forward to giving this mod a try.
Stu.
Deep Source
08-06-08, 01:53 PM
What I do for make back torpedo sillouttes in attack map?
Thanks!
However, do I require the Realistic Torpedo Malfunctions mod that WernerSobe also released (on the same page as his NSM), or does RFB have it's own version of that? Would it matter if I combined them anyway?
Many thanks, and looking forward to giving this mod a try.
Stu.
RFB has it's own version built in. Give it a try, then try Werner's and use the one you like the best.
BTW, things are in the works for a later version of RFB which will no longer need NSM thanks to Der Teddy Bar, Observer, and other individuals.
Fearless
08-06-08, 07:03 PM
Hi there
I am going to give this mod a try pretty soon - it looks excellent. Could you answer me one question though?
I have been using NSM since it first came out and will use it here too as I see it is compatible, which is very good news. However, do I require the Realistic Torpedo Malfunctions mod that WernerSobe also released (on the same page as his NSM), or does RFB have it's own version of that? Would it matter if I combined them anyway?
Many thanks, and looking forward to giving this mod a try.
Stu.
RFB torps malfunctions are most realistic to me. Anything from pre-detonations to duds to depth malfunctions are all modelled. I'm in Dec 1942 and so far have had 60 percent failure rate. In one instance I had perfect position for an attack only to find out that 2 torps pre-detonated, 1 torp ended up a dud, 2 had depth setting problems and the 6th torp actually hit the target. Now that's frustrating :damn:
Now that's frustrating :damn:
Yep, and that's exactly what the real commanders had to deal with. It is amazing to read about how little testing went into the Mark 14. It's no wonder it was so fraught with problems when put to the test in combat.
Fearless
08-06-08, 07:19 PM
Yep, and that's exactly what the real commanders had to deal with. It is amazing to read about how little testing went into the Mark 14. It's no wonder it was so fraught with problems when put to the test in combat.
My word and that's why this mod is awesome :up:
SWDW, Fearless
Thanks for your answers. I am loading RFB up right now and am going to give it a go.
Cheers
Stu.
raymond6751
08-07-08, 12:28 PM
Now that's frustrating :damn:
Yep, and that's exactly what the real commanders had to deal with. It is amazing to read about how little testing went into the Mark 14. It's no wonder it was so fraught with problems when put to the test in combat.
It makes you wonder about the modern weapons that have yet to see real use. I remember the Patriot missiles in the Gulf War. They were touted as foolproof, and during the war we saw much coverage of 'hits'. AFter the war it came out that explosions in the sky were not hits. The missiles did explode, often close, but rarely did they actually hit a target.
With all the tension and danger already present for the sub commanders to deal with, imagine the added stress of seeing perfect shots fail !:damn:
sckallst
08-07-08, 06:33 PM
And then the added stress of knowing that, having showed your hand, you were likely going to be facing fully functional depth charges with nothing to show for it.
Fearless
08-07-08, 08:49 PM
And then the added stress of knowing that, having showed your hand, you were likely going to be facing fully functional depth charges with nothing to show for it.
Oh! yes, 6 hours of depth charging I had once but that surely had my adrenaline going :arrgh!:
And then the added stress of knowing that, having showed your hand, you were likely going to be facing fully functional depth charges with nothing to show for it.
And as a result of that, morale in the Submarine Service was at an all-time, rock-bottom low by 1943.
I don't know if this link has been posted before, but for those who may not have seen it, here is some light reading on the subject:
http://www.geocities.com/Pentagon/1592/ustorp2.htm
vanjast
08-08-08, 03:14 PM
Nice read... A question for the RFB modders..
Will the % duds be affected by the torp speed when using contactors ??
Thesnake1977
08-08-08, 04:25 PM
thx thats a nice work to do this for me , i have search here in the forum but no results.
Go to this thread and give Webster's external camera mod a try
http://www.subsim.com/radioroom/showthread.php?t=139472
Thx
Big thx
Nice read... A question for the RFB modders..
Will the % duds be affected by the torp speed when using contactors ??
Yes, they do. The chance of a dud is reduced by 50% when using the slow-speed setting.
csengoi
08-09-08, 07:05 AM
Guys!
Your work is hyperGREAT!!!!
Thank you very very much for your efforts...
vanjast
08-09-08, 12:50 PM
:know:
:up:
AkbarGulag
08-09-08, 11:07 PM
Well, new rig and got this game running again. Took an S-18 out of dutch harbour for a run... first impression from the control room... This sounds like a sub :D
Second impression, had me licking the scopes and dials. Managed to find me a medium composite and noticed the lack of tails on contacts, why be lazy and let the game draw the tail! My plot map is now my plot map :p
Nice cruise and am sure there is plenty of things yet to discover.. looking forward to the next generation of boat.. oh, and did I mention the deck gun was not some rapid fire state of the art deck gun!! My men really had to work to load those shells to finish her off.
Great work team, RFB is all I could have hoped for.
Regards,
Akbar
RFB Team
08-11-08, 04:25 PM
We now have a new beta for RFB in testing right now. Provided all goes well we should have a new release out within the next couple of weeks.
Also, we have heard your requests for a manual, and we are in the process now of compiling one.
AntEater
08-11-08, 04:48 PM
:up::up::up:
Why didn't you ask me to test?
Did you know I have my final exam in six weeks and are concerned for my future?
Thank you
:)
:up::up::up:
Why didn't you ask me to test?
Did you know I have my final exam in six weeks and are concerned for my future?
Thank you
:)
:D
You are always welcome to join the testing team if you like. Our forum URL is http://forum.kickinbak.com/index.php?sid=7a82042423185c20ab647a9120c08614 .
RFB Team
08-11-08, 10:42 PM
Hey guys,
It came to our attention that the torpedo file for the 1.4 version of the mod was still suffering from the problem where torpedoes would always veer off to the left after re-loading a saved game. This has been corrected, and the file has been uploaded. See the first post for the link.
Fearless
08-12-08, 12:13 AM
The members that use v1.4 will be forever greatful :up: Thanks RFB :rock:
Orion2012
08-18-08, 07:49 PM
Could someone point me towards the file the modifies the map?? (contacts, tails, circle indicating my position, everything really except for the ship silhoute as I'm sure there is one for each ship)
I'm assuming there located in the date/menu/gui but don't wanna go pulling files out until I have at least asked.
I know it makes it unrealistic, but I've gotten so used to it and am too stuborn to do without it. Any help would be appreciated.
As part of the new ship damage model, oil tankers will now leak oil when damaged by gunfire and torpedoes:
http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-08-19_023306_484.jpg
:cool:
AVGWarhawk
08-19-08, 05:50 AM
Luke, the Environmental Protection Agency would like to speak to you. :lol:
vanjast
08-19-08, 08:08 AM
And if I light up a victory cigar and casually throw my match over the conn into the sea ???
Whooooooosh
:lol:
Observer
08-19-08, 08:50 AM
Luke, the Environmental Protection Agency would like to speak to you. :lol:
Don't worry. It disappears after a while. ;)
I'd like to do this effect better, and make it depend on whether the ship is under ballast, or carrying oil. This effect is a compromise, but means that every tanker will show the effect, even if they are on a route where the tanker would normally only be under ballast.
Hopefully it burns pretty as well. One of my favorite things is watching ships sail through the burning oil remnants of the ship that sank in front of them. They seem to have one hell of a fire protective coating.
:D
AVGWarhawk
08-19-08, 05:22 PM
@Rip,
It is a shame that secondary destruction from fire is not modeled into the game. If it was, sinking vessel would have a whole different outlook.
kylesplanet
08-19-08, 07:15 PM
Luke, Owl Gore is gonna be mad as hell.
:rotfl:
Orion2012
08-20-08, 01:18 AM
What I do for make back torpedo sillouttes in attack map?
Thanks!
Had been wondering that myself and finally figured it out.
If you remove the torps.dds from the folder data/menu/gui/units
the stock file will not be replaced and the silhouettes will remain.
When the deck gun was firing I was trying to imagine myself reloading the gun, aiming and firing. Just picturing it in my head from old movies and clips I've seen. To me it felt as though I'd barely be loading the next round into the chamber when RFB was firing. Even if you managed to load it there's definitly no aiming time taken into account. I hate to dredge this old topic up again but Beery spent god knows how many hours researching and tweaking the ROF. Not to mention the long paragraphs on the forum defending his decisions. Personally I thought it felt right the way he had it. Lot's will disagree of course.
Actually, I dug up some old clips and watched them for various times. What you see is the average of what I watched.
But we need to be sure we're using the same terms. I was watching reload times, not rate of fire. ROF includes reload sighting and shooting, on a pitching deck, sighting can often be the longest of these. So while Beery's numbers are more realistic from beginning to end, I'd like to see if the sighting time can be increased through some various changes to achieve those numbers. Will be less frustrating in one way, because you don't have to wait so long for the reload. But can be more frustrating because you'd actually have to spend time in the sub school missions learning how to compensate for everything that can cause error in order to score a hit. There was a reason the navy had a gunner's mate rating or specific people assigned to a gun crew if no GM's were on board. It took practice to be good.
It is a matter of personal preference, so there will be different opinions on this. Just remember, what's in the mod is not the final word on this. So stay tuned . . . but be patient. If the aiming can't be destabilized in a proper way, you'll see the reload times go back up.
One other word on this, comparing what you think is realistic for you can be misleading. Few people know what they are capable of until they've had the crap drilled into them through lots of repetition.
Peace time dive times and war dive times were drastically different for the fleet boats. ROF fire for surfac ships increased dramatically from pre WWII practice to war time rates.
The first time we had a fire drill and I got my butt chewed off for taking too long to get the firehose deployed and pressurized from my compartment to the engine room, I thought the machinist mate on my case was asking the impossible- until I found out I was 45 seconds longer than the "record". Eventually, 2 of us broke that record.
We had a situation where we had problems that shut the reactor down inside the USSR's 200 mile territorial water claim. Two of us got the equipment replaced and the reactor back up in less than half the time it should have taken. We're talking about shaving HOURS off the time. But having an Alpha and an Soviet destroyer trying to pin us down everytime we got shallow enough to snorkel was also a great incentive (in state 4 seas, lost the diesel numerous times from water in the snorkel mast). plus when we were told battery power might not last and then we'd have to surface, the pace we reached was quite hectic. (Actually reversed the polarity on several cells of the battery by the time we got started back up.) We were not about to be the source of an international incident because an SSBN had to surface inside the 200 mile limit in a situation where we'd be caught by the soviet navy dong so. Just one more imperative to make us do what we would have told you was impossible before we started.
So comparing what we think we can do to what actually is possible can sometimes be comparing apples to oranges
Please be patient though, works been crazy. Spent 3 days this week working late at different locations where I went in to fix one or two problems with their control systems only to find out things were royally screwed. You can't walk away and leave half their plant limping along. Too many people out there these days that don't know what they're doing in the instrumentation, automation, and system controls business- especiallly in the field end. Causes some major headaches at times. Sometimes I'm surprised half this countries infrastuctire doesn't just up and quit.
Been in some similar circumstances and you are so right. Nothing builds up the self confidence more than having faced such a challenge and pushed it aside as well. Something no college could have ever given me.
Are eight and nine rank levels removed with the mod? It seems my Chiefs at rank 7 won't gain experience as won't my LTs at rank 12. I am assuming this is because they are topped out for positions on the boat. Just wonder if the two ranks in between are even possible anymore?
Are eight and nine rank levels removed with the mod? It seems my Chiefs at rank 7 won't gain experience as won't my LTs at rank 12. I am assuming this is because they are topped out for positions on the boat. Just wonder if the two ranks in between are even possible anymore?
Rank levels 8 and 9 (Senior Chief and Master Chief) have been removed, because they did not exist until the 1950s. Hence, CPO is the highest level the enlisted sailors can attain. They don't gain experience past this point, because it would be unrealistic to assume a captain could just promote a CPO right on the spot to Ensign.
Are eight and nine rank levels removed with the mod? It seems my Chiefs at rank 7 won't gain experience as won't my LTs at rank 12. I am assuming this is because they are topped out for positions on the boat. Just wonder if the two ranks in between are even possible anymore?
Rank levels 8 and 9 (Senior Chief and Master Chief) have been removed, because they did not exist until the 1950s. Hence, CPO is the highest level the enlisted sailors can attain. They don't gain experience past this point, because it would be unrealistic to assume a captain could just promote a CPO right on the spot to Ensign.
Cool, just wanted to make sure I was wasting my time trying to improve rank 7 and 12 personnel.
New Gato conning tower configuration. One cool thing about this setup is that I am able to use some of the new crew animations added for the German boats with 1.5 (the guy in the back left uses one of these). Still seeing about adding a second sonarman for General Quarters:
http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-08-21_164006_734.jpg
In general, the conning tower at GQ will now have the following:
Radarman
Sonarman (possibly two in the future)
XO at the plotting chart
Officer at the TDC
Fire Controlman at the torpedo launch panel
Brenjen
08-21-08, 11:14 PM
I just upgraded to SH4 V1.5 a day or two ago & lost my "comfortable" V1.4 + mods that I had grown accustomed to because they didn't work as stand alones in V1.5 (OakGrooves SI mods & the NSM4). I tried Trigger Maru Overhauled w/ RSRD TMO & the patches & it was just not right; don't know why as the exact same configuration on other peoples machines works great; anyway I decided to install RFB w/RSRD, NSM4 & ROW PE in an effort to see if A: I would like the look of the gauges etc (big pet peeve of mine is those stock cartoon gauges, dials & control panel....*yuck*) & B: if it would perform well; I need the automated targeting for now & that was one of the problems w/ TMO...it didn't work right on my machine.
Well A & B both came out pretty darned good! In fact I think I'll grow to really love this set-up once I begin a career & iron out a glitch or two. During my initial testing I had a few slight, a few moderate & a couple severe program hangs but CTRL+ALT+DEL got me out of the program & when I went back it was running again so it never completely crashed. I have to say BRA-VO to the folks who developed these mods; the words "fantastic experience" will be the norm from me in the future when referring to this set-up I have the feeling. Great job people! :up:
Brenjen
08-22-08, 03:49 PM
You can get auto targeting back, you need to change your realism settings at the mission load screen or when in the office for a career.
Too many people get all pompous over stuff when that right there is all that needs said. I like RFB & TMO both but I'm no freakin' mathemetician & both mods did the same thing - silently revert gameplay options. I've clean installed SH4 + the u-boat add on & tried different combinations of V1.4 to V1.5 overlay with no luck; the whole time thinking there was a problem & it turns out it's just a bit of ego.:nope: A mention of the options thing in the read me/FAQ for us "lower life forms" would've saved me a lot of download time,install time & re-install time.
All the posts saying how folks like me should just play the vanilla version etc. makes all the hard work done non-gratis by the modders that I & others are so thankful for, seem...less special. Like we don't deserve to play the mod if we can't or don't have the time or patience to learn manual targeting.
/rant
EDIT: post #259 was a bit sarcastic in the tone but I thought this community was above the "this ain't Burger King" crap.
New Gato conning tower configuration. One cool thing about this setup is that I am able to use some of the new crew animations added for the German boats with 1.5 (the guy in the back left uses one of these). Still seeing about adding a second sonarman for General Quarters:
http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-08-21_164006_734.jpg
In general, the conning tower at GQ will now have the following:
Radarman
Sonarman (possibly two in the future)
XO at the plotting chart
Officer at the TDC
Fire Controlman at the torpedo launch panel
Looks great Luke:up: I feel like a kid waiting for Christmas, waiting for this new release. I can't stand it anymore:damn:. Keep up the great work guys!
A mention of the options thing in the read me/FAQ for us "lower life forms" would've saved me a lot of download time,install time & re-install time.
All the posts saying how folks like me should just play the vanilla version etc. makes all the hard work done non-gratis by the modders that I & others are so thankful for, seem...less special. Like we don't deserve to play the mod if we can't or don't have the time or patience to learn manual targeting.
/rant
Look at it from another viewpoint. Sometimes the modders are so busy working on testing and modifying changes that it doesn't leave much time for a complete writeup.
So you know, before this was posted, the RFB team decided to start working on a RFB "manual". This is a HUGE undertaking, but some of the testers who aren't modding have volunteered to step up and help put one together along with a couple of the people doing the modding.
BTW, the "options thing" i.e., ability to change options in the office, is something that should have been covered in the SH4 manual as it has caused problems with people who are using NO mods. So please keep that in mind when ranting at the modders for any mod.
Brenjen
08-22-08, 10:13 PM
Look at it from another viewpoint.
...
BTW, the "options thing" i.e., ability to change options in the office, is something that should have been covered in the SH4 manual as it has caused problems with people who are using NO mods. So please keep that in mind when ranting at the modders for any mod.
I 'm nod ranting at the modder(s) about the mod; it's about the elitism displayed in answering by the people following post #259. I used reverse sarcasm to make the point; clearly it worked as you saw how the other shoe feels.:yep:
Looks great Luke:up: I feel like a kid waiting for Christmas, waiting for this new release. I can't stand it anymore:damn:. Keep up the great work guys!
Yep, you guys are going to like this! I'm touching up all the stock interiors (German included), so the boats will definitely feel a bit more "alive" when calling General Quarters.
Orion2012
08-23-08, 07:16 PM
Is there any way that the open torpedo doors option could open both selected doors in the uboats?? I always forget to manually open them and it causes my spread to be awful..
I know the mod is primarily for the fleet boat, but if anyone knows what would need to be done, I'll make the changes myself, to my own game.
Hey guys,
As you probably are aware, both clocks in the Type XVIII and IXD2 radio/sonar rooms are "broken" by default (missing sounds, missing minute hand). However, I went in and had a look at the files tonight, and now those two clocks are working how they should. :up: Overall, I'm going through and trying to fix as many little bugs like this as I can with the interiors.
Luke, you're doing an outstanding job here! If I may make a small request: I know I mentioned this in an earlier post in this thread, and you responded that it was "ON the to do list". I'm hopeing that this will still make it in: http://www.subsim.com/radioroom/showthread.php?t=135184 As I said in the earlier post, mabey as an optional install package. Definitely a must for the U Boat user IMO. Thanks, and keep up the great work!:up:
Luke, you're doing an outstanding job here! If I may make a small request: I know I mentioned this in an earlier post in this thread, and you responded that it was "ON the to do list". I'm hopeing that this will still make it in: http://www.subsim.com/radioroom/showthread.php?t=135184 As I said in the earlier post, mabey as an optional install package. Definitely a must for the U Boat user IMO. Thanks, and keep up the great work!:up:
Still on the to-do list. ;) Getting the new ship damage model working right is still taking priority right now, but getting that mod in is still something I think will be seen sooner or later. It's just that, with only two U-boats in the stock game, our priority naturally is with the American boats. We have plans, however, to add in the rest of the ported-over U-boats from SH3 that are currently a part of RSRDC.
Fubar2Niner
08-25-08, 08:11 AM
Hi all.
First post as I recall in the SHIV forums, so bare with me.
RFB team (LukeFF, swdw) not sure who exactly I should aim this at :oops:
2 questions:
First up is your mod compatible with JSGME, I'd prefer using this than o/writing permanantly atm as I'm new to SHIV, kinda, it's been sitting on the shelf since I pre-ordered the collectors edition.
Secondly I see Beery is listed as one of your testers. Is this the same Beery of 'The Mighty Eighth' R&R mod fame? If so your mod speaks yards allready and I've only d/l it so far.
Sorry if either/both these questions have already been asked, I'm kinda a n00b re: SHIV , but after all this time dust gathering it's time to get onboard I feel.
Edit: Sorry guys I have a third ? Can someone tell me what OM is ? I can't find it in Neals mod list. Thanks!
Edit;Edit: Sorry again chaps just discovered OM..... Operation Monsoon , correct ?
Best regards.
Fubar2Niner
Hi all.
First post as I recall in the SHIV forums, so bare with me.
RFB team (LukeFF, swdw) not sure who exactly I should aim this at :oops:
The team in general, or any indivudual. Which reminds me, I need to add more names to the team member and testers list in the first post.
2 questions:
First up is your mod compatible with JSGME, I'd prefer using this than o/writing permanantly atm as I'm new to SHIV, kinda, it's been sitting on the shelf since I pre-ordered the collectors edition.
Yes it is. Make sure you have the latest JSGME (2.1.0.107)
Secondly I see Beery is listed as one of your testers. Is this the same Beery of 'The Mighty Eighth' R&R mod fame? If so your mod speaks yards allready and I've only d/l it so far.
I don't know if it's the same Beery. Actually, Beery was the ORIGINATOR of this mod. A group of us took over a few months after he put it out that he wished someone else would pick it up.
Sorry if either/both these questions have already been asked, I'm kinda a n00b re: SHIV , but after all this time dust gathering it's time to get onboard I feel.
Ask away, its obvious from the response below you try to see if there's already an answer.
Edit: Sorry guys I have a third ? Can someone tell me what OM is ? I can't find it in Neals mod list. Thanks!
Edit;Edit: Sorry again chaps just discovered OM..... Operation Monsoon , correct ?
Best regards.
Fubar2Niner
Omigosh THREE questions!!:D My brains are frying:doh::lol:
You got it right. OM is the campaign Lurker works on geared towards the u-boats.
Enjoy the mod.
Secondly I see Beery is listed as one of your testers. Is this the same Beery of 'The Mighty Eighth' R&R mod fame? If so your mod speaks yards allready and I've only d/l it so far.
Yes, same guy. I'm one of those old-timers as well from the bombs-away.net forums. :yep:
kwbgjh2
08-25-08, 01:33 PM
I downloaded this awesome mod 2 weeks ago and you have done a real great work.
:D
In the start post of this threat i think the most used word is reality. And this is the keyword through the whole thread.:know:
....." RFB 1.5 introduces a new submarine damage model system that is a departure from earlier models. The important thing to note here is that small-caliber (i.e., 20 mm) fire can and will damage your submarine and have a negative effect on your crew's health. In short, this means your sub's hull integrity will slowly be eaten away if you allow an enemy ship to rake your hull with cannon fire, not to mention the crew casualties you will suffer as well. This new system is a work-in-progress and will be improved upon in further RFB releases."
But i think that the damage that all deck guns do to apparently wooden ships is absolut unacceptable.
:down:
I am no expert in the behaviour of wood when a shell explodes but i am sure there will be great leak. Why suffers my crew injuries from small caliber weapons as my sub takes damage when i cant do the same to a junk or a sampan ? I have seen sampans a few years ago on the discovery channel in a clip about fishing in old japan. A Sampan is a bathtub with a canvas ! Sometimes with a hut on it which would be very bullish to call a bridge.
I have given up to try to sink just things. My favourite example is a junk in which my crew fired about 8 shots with the 4"50 . Because of my former experience in this case i allowed the crew to start firing @ 800 yds distance. It was clear night with calm sea. The reloading time got a little boring so i went to AA Gun and opened fire. Round about 1000 shots most of them because of the good conditions hits. :damn:
Ya off course the junk started burning and so on but that is crazy---Too much for such a little nothing. Next time i give my WP an axe and order him to sink this f.....g junk with his own hands. :arrgh!:
Perhaps you can tweak this a little more to reality. Again...this mod is awesome.
I downloaded this awesome mod 2 weeks ago and you have done a real great work...
We are doing a thorough re-work of the damage model for all stock ships (in large part it's the work of Observer, who was part of the NYGM team for SH3). I'm sure you'll be pleased with how sampans and junks respond to fire once we tweak them. :yep:
kwbgjh2
08-26-08, 01:20 AM
I am really pleased to hear that. :up:
Another Question: Zooming down on Nav-Map lets the Symbols of the contacts disappear. What is the reason for the RFB Team about that ? Giving the gamer a uncertainty of the contacts exact position ? I thought those old time skippers were absolut professionals about that ?!:huh:
Fincuan
08-26-08, 02:29 AM
Giving the gamer a uncertainty of the contacts exact position ? I thought those old time skippers were absolut professionals about that ?!:huh:
The default navigation map and contacts allow you to do measurements with the precision of a few meters. Somehow I suspect the skippers weren't THAT good :lol:
I am really pleased to hear that. :up:
Another Question: Zooming down on Nav-Map lets the Symbols of the contacts disappear. What is the reason for the RFB Team about that ? Giving the gamer a uncertainty of the contacts exact position ? I thought those old time skippers were absolut professionals about that ?!:huh:
I did that originally with the intent of adding the Navmap drawing tools to the Attack map. I've tried a couple of different methods of doing this and haven't been successful.
Still not giving up though.
Orion2012
08-26-08, 12:03 PM
I did that originally with the intent of adding the Navmap drawing tools to the Attack map. I've tried a couple of different methods of doing this and haven't been successful.
Still not giving up though.
That would be a very nice feature, hope you have success.
Now my question, is there a blind spot behind the boat with the SD radar, (finally earned the 1500 renown!!) I ask because I had a Zero come out of nowhere at a bearing of 180-185 or so, and didnt even know it until the watch crew spotted him. If it does, running at PD with the mast of it up, is gonna get me killed, so I thought I would ask.
Thanks for all your hard work.
Now my question, is there a blind spot behind the boat with the SD radar, (finally earned the 1500 renown!!) I ask because I had a Zero come out of nowhere at a bearing of 180-185 or so, and didnt even know it until the watch crew spotted him. If it does, running at PD with the mast of it up, is gonna get me killed, so I thought I would ask.
It probably came in under the radar. SD had a altitude limitation in that anything under about 1000' wasn't detected.
Orion2012
08-26-08, 12:21 PM
Now my question, is there a blind spot behind the boat with the SD radar, (finally earned the 1500 renown!!) I ask because I had a Zero come out of nowhere at a bearing of 180-185 or so, and didnt even know it until the watch crew spotted him. If it does, running at PD with the mast of it up, is gonna get me killed, so I thought I would ask.
It probably came in under the radar. SD had a altitude limitation in that anything under about 1000' wasn't detected.
Ahh!!
I never even thought of that!!
Thanks.
vanjast
08-26-08, 03:18 PM
Giving the gamer a uncertainty of the contacts exact position ? I thought those old time skippers were absolut professionals about that ?!:huh:
The default navigation map and contacts allow you to do measurements with the precision of a few meters. Somehow I suspect the skippers weren't THAT good :lol:
Nothing like 100% settings. no map contacts, no torps on map... nothing on the map except your 'artwork'
:lol:
kwbgjh2
08-26-08, 03:56 PM
I am playing RFB on 100%... and Map Contact update is pre-adjustment by the mod:-j
:lol::lol::lol:
BTW: I know what you wanna tell me.. I am sure you have seen the movie "Das Boot" ! You remember the Night Attack on the convoy ? The Captain decided the targets, the 1.WO made the UZO and gave the visual zonings to one of the petty officers who was at the TDC. All this things should do one person alone in SH4??? If you do so you will use time compression ZERO very often to make all entries on the Nav Map. Time = ZERO = BREAK??? Dick o' Kane would have been very happy about the possibilty of stopping time as i would be happy about an effective help of my officiers. Remenber the key word "Realism" !
I am playing RFB on 100%... and Map Contact update is pre-adjustment by the mod:-j
:lol::lol::lol:
BTW: I know what you wanna tell me.. I am sure you have seen the movie "Das Boot" ! You remember the Night Attack on the convoy ? The Captain decided the targets, the 1.WO made the UZO and gave the visual zonings to one of the petty officers who was at the TDC. All this things should do one person alone in SH4??? If you do so you will use time compression ZERO very often to make all entries on the Nav Map. Time = ZERO = BREAK??? Dick o' Kane would have been very happy about the possibilty of stopping time as i would be happy about an effective help of my officiers. Remenber the key word "Realism" !
Hey, its all good! I am glad you are enjoying RFB!
Happy Hunting!
Now my question, is there a blind spot behind the boat with the SD radar, (finally earned the 1500 renown!!) I ask because I had a Zero come out of nowhere at a bearing of 180-185 or so, and didnt even know it until the watch crew spotted him. If it does, running at PD with the mast of it up, is gonna get me killed, so I thought I would ask.
As Peto said, SD radar has an altitude below which it will not pick up contacts. For the early SD this is 1500 feet, for the SD-1 it is 1000 feet. Otherwise, it will pick up contacts from any bearing, provided they aren't below that altitude. Also note that each radar (and sonar) set has a detection probability value (designed to simulate equipment malfunction or operator error). For the SD-1, this value is 95%, so it may have been that your radar antenna simply didn't pick up the contact, even though it was within range and at altitude. Also, do note that the early SD radar set has a maximum range of only 6 miles, so its use is somewhat limited.
BTW, all the pertinent data about radar and sonar can be found on the Weapons and Sensors page.
sckallst
08-26-08, 09:04 PM
Hey RFB team:
Just wanted to say thanks for all your work from a long time subsim player new to the forum. Looking forward to the improvements sure to follow in the next update with your damage model reworkings and other efforts.
One question: I thought I read upstream in this thread that work was also being done on the air layer for release with the next version. If I am not mistaken on this, can you provide any further info on this aspect? Is it an incorporation of the current air layer mid?
Again, many thanks for increasing my enjoyment of SH4.
IronPerch
08-27-08, 06:05 AM
...About the sonar ... I have been a bit confused with the units used with the sonar in RFB, so could someone explain the range behaviour of active sonar measurements more closely? :doh:
For a realism i play with Imperial units although i have accustomed to metric units. Anyway while playing with the imperial units there is a label in the active sonar indicator telling that the active sonar is measuring velocity in meters? Is this a bug, is it a conversion value for metric users or was the sonar build in europe? Also my sonar operator gives strange readings when requesting exact ranges, especially for long range contacts. I know there is realism involed to the sonar measurements but when i get reading e.g. "3280!" and the actual range is more likely 6000 yards i'm a bit confused. Should the range reported be at least over the maximum range in sonar's indicator? :o :roll: :huh: Or is the unit of range reported changed when crossing certain point -> e.g. "3280! = 3.280 miles" in long range reports?
kwbgjh2
08-27-08, 01:29 PM
Just a little report to the Huge Save Game Bug. Started my career in Manila with the S-Class. Had to do 4 missions on my way to Freemantle. Then i was offered the Porpoise class, accepted and had this sub for 2 missions. After it i got the Gato for 1 mission. So far all savegames normal large with 2-5 mb. Now i have the Balao and the savegames expanded with the factor 100!! Savegames now 500mb and more ! :o:o
Maybe this is a little help for RFB Team solving the bug. Happy Hunting !! :up:
Orion2012
08-27-08, 02:16 PM
As Peto said, SD radar has an altitude below which it will not pick up contacts. For the early SD this is 1500 feet, for the SD-1 it is 1000 feet. Otherwise, it will pick up contacts from any bearing, provided they aren't below that altitude. Also note that each radar (and sonar) set has a detection probability value (designed to simulate equipment malfunction or operator error). For the SD-1, this value is 95%, so it may have been that your radar antenna simply didn't pick up the contact, even though it was within range and at altitude. Also, do note that the early SD radar set has a maximum range of only 6 miles, so its use is somewhat limited.
BTW, all the pertinent data about radar and sonar can be found on the Weapons and Sensors page.
Thanks for the info, between the reasons you and Peto have listed, I can easily see how he could come in and blindside me, which seems more realistic to me. How much of a factor is crew effeciency??
Fearless
08-27-08, 11:51 PM
Just a little report to the Huge Save Game Bug. Started my career in Manila with the S-Class. Had to do 4 missions on my way to Freemantle. Then i was offered the Porpoise class, accepted and had this sub for 2 missions. After it i got the Gato for 1 mission. So far all savegames normal large with 2-5 mb. Now i have the Balao and the savegames expanded with the factor 100!! Savegames now 500mb and more ! :o:o
Maybe this is a little help for RFB Team solving the bug. Happy Hunting !! :up:
Have that myself. Some savegames went up to 1.7 Gb. That's been mentioned and looked at and I dare say there'll be a fix for it. In the mean time grab a drink whilst the file is saving or loading :yep:
Thanks for the info, between the reasons you and Peto have listed, I can easily see how he could come in and blindside me, which seems more realistic to me. How much of a factor is crew effeciency??
I am not certain how much of a factor crew efficiency has, but it certainly has an effect on receiving contact reports. You definitely want skilled men manning the sonar and radar (i.e., your radiomen).
...About the sonar ... I have been a bit confused with the units used with the sonar in RFB, so could someone explain the range behaviour of active sonar measurements more closely? :doh:
For a realism i play with Imperial units although i have accustomed to metric units. Anyway while playing with the imperial units there is a label in the active sonar indicator telling that the active sonar is measuring velocity in meters? Is this a bug, is it a conversion value for metric users or was the sonar build in europe? Also my sonar operator gives strange readings when requesting exact ranges, especially for long range contacts. I know there is realism involed to the sonar measurements but when i get reading e.g. "3280!" and the actual range is more likely 6000 yards i'm a bit confused. Should the range reported be at least over the maximum range in sonar's indicator? :o :roll: :huh: Or is the unit of range reported changed when crossing certain point -> e.g. "3280! = 3.280 miles" in long range reports?
Most likely this is still a bug with the game that has been around since it was released. Even though the active sonar can ping out to only 5000 yards, your sonarman will give you range values far beyond that if you just use the button on the taskbar and not the one at the 3D display. And yeah, he's probably reporting the range in meters, just like the weather report still gives the wind speed in meters/second. Stinks, but there's not much we can do about it.
IronPerch
08-28-08, 02:49 AM
Ok. That helps out a bit. So do you recommend to use metric units for avoiding this kind of problems? I think i have to do some coversion work with the map tools, but if it can be done with math (not by quessing) thats fine for me. Or what is the dev-team's official recommendation? I also noticed that multiplying the reported sonar ranges by 1.6 (or 1.7?) gives acceptable readings for long range contacts.
...a bug reprort: last night i noticed that my deck watch stayed on deck after i submerged and they were standing tall even in 250 feet depth. Changing camera angle or place (map, command tower) didn't help. I saved and restarted the game and after loading the saved game the deck watch had gone inside the ship :D. No problems, but just for a note.
vespernz
08-28-08, 05:51 AM
Question regarding a possible RFB bug.
Installed mods are in this order:
NSM
PE (or W_Clear environment mod)
RFB
RSRDC_RFBv15_v395_RC5
RSRDC_V395_Patch 4
RSRDC_AuxGB_Fix
They are all up to date, fresh SH4 install.
My question being, my deckgun does minimal damage. Im not fussed about the reload times, thats fine and inline with realisim, however I ran a test today, I put 200 shells into a sampan today, didnt sink it.
Thinking this was strange, however dismissed it.
Later I came across a Medium merc ship, missed my torp shots, thought id try take it down with the deck gun, 150 shells later (into all areas of the ship) and it had a small fire.
Can someone please elaborate as to what might be going wrong?
Fincuan
08-28-08, 06:40 AM
I put 200 shells into a sampan today, didnt sink it.
:lol:
I bet the sampan crew had at least a major headache after that. What comes to your question, I don't know for sure. Might be NSM <-> RFB "conflicting" a little, or just because RFB lowers the deck gun's effectiveness quite a lot. You absolutely have to hit at the waterline or below it. If you're hitting anywhere else you're wasting ammo, since NSM gives the ships so many hitpoints they can only be sunk via flooding or a critical hit(keel, fuel, ammo, etc.). Also sometimes getting it right for the bigger ships might break something for the smaller ones. If you ever hit a trawler or a sampan with a torpedo you'll know exactly what I'm talking about.
vespernz
08-28-08, 08:07 AM
I put 200 shells into a sampan today, didnt sink it.
:lol:
I bet the sampan crew had at least a major headache after that. What comes to your question, I don't know for sure. Might be NSM <-> RFB "conflicting" a little, or just because RFB lowers the deck gun's effectiveness quite a lot. You absolutely have to hit at the waterline or below it. If you're hitting anywhere else you're wasting ammo, since NSM gives the ships so many hitpoints they can only be sunk via flooding or a critical hit(keel, fuel, ammo, etc.). Also sometimes getting it right for the bigger ships might break something for the smaller ones. If you ever hit a trawler or a sampan with a torpedo you'll know exactly what I'm talking about.
So I absoltely have to hit the waterline or under if I want any chance at sinking something with the deckgun.
Edit: another test, took on a medium merc that had a deck gun also, he managed to sink me, before I sank him, haha.
The crew being on watch outside the sub at depth happens in TMO too. Must be a 1.5 bug, not a mod.
Ok. That helps out a bit. So do you recommend to use metric units for avoiding this kind of problems? I think i have to do some coversion work with the map tools, but if it can be done with math (not by quessing) thats fine for me. Or what is the dev-team's official recommendation? I also noticed that multiplying the reported sonar ranges by 1.6 (or 1.7?) gives acceptable readings for long range contacts.
My method is to just use the 3D interface myself if I want the sonar's estimated range to the contact. That way, if it's beyond 5000 yards I'm not "cheating," since the AI apparently doesn't adhere to that range restriction. Sounds like you have a good method there, too.
...a bug reprort: last night i noticed that my deck watch stayed on deck after i submerged and they were standing tall even in 250 feet depth. Changing camera angle or place (map, command tower) didn't help. I saved and restarted the game and after loading the saved game the deck watch had gone inside the ship :D. No problems, but just for a note.
Yeah, that's one of those bugs that's been around since SH3. Comes and goes like the tide, it seems. :D
vespernz
08-28-08, 09:02 PM
...a bug reprort: last night i noticed that my deck watch stayed on deck after i submerged and they were standing tall even in 250 feet depth. Changing camera angle or place (map, command tower) didn't help. I saved and restarted the game and after loading the saved game the deck watch had gone inside the ship :D. No problems, but just for a note.
Yeah, that's one of those bugs that's been around since SH3. Comes and goes like the tide, it seems. :D[/quote]
I fixed this by installing the mods in the correct order.
However if you did this and it still persists, i dont know sorry.
Orion2012
08-28-08, 10:14 PM
...a bug reprort: last night i noticed that my deck watch stayed on deck after i submerged and they were standing tall even in 250 feet depth. Changing camera angle or place (map, command tower) didn't help. I saved and restarted the game and after loading the saved game the deck watch had gone inside the ship :D. No problems, but just for a note.
Yeah, that's one of those bugs that's been around since SH3. Comes and goes like the tide, it seems. :D
I fixed this by installing the mods in the correct order.
However if you did this and it still persists, i dont know sorry.[/quote]
Seems to occur whenever I Alt+Tab out of the game.
IronPerch
08-29-08, 12:09 AM
Seems to occur whenever I Alt+Tab out of the game.
I did that couple of times, so there's the reason. Thanks! Otherwise the RFB works fine and keeps amazing me all the time :up:
That way, if it's beyond 5000 yards I'm not "cheating," since the AI apparently doesn't adhere to that range restriction.
I also like to play the realistic way (:|\\ ), so i think i'll adapt your method.
Hey guys, need to ask you something:
I know everyone likes the free roaming feature in the interior, but it is fraught with bugs, as many of you have probably seen (players end up in a black or green screen, often with no way to get back to where they were). What is most likely the best compromise agreement I could make to get this feature working is to enable the keyboard command for free-roaming, so the player can still roam through the interior as they see fit. I haven't tested it yet, but I'm sure free roaming by default can and will still work for the bridge.
I love the free-roaming feature as much as anyone else, but I'd rather have the interiors working correctly all of the time than to have a player be hit with a bug because he clicked his mouse in the "wrong" place. It's not like we'd be removing free-roaming entirely, either; rather, it would just be modified a bit. How does all this sound?
The General
08-29-08, 01:23 AM
I concur.
IronPerch
08-29-08, 03:08 AM
Free camera type of solution would be fine -> Hit a button if you wan't to get in the mood roaming the interrior, but maintain your position during the action :up:
Also it would be nice to have General Quarters (Battlestations?) command mapped to keyboard (e.g. B like in TMO). -> "Sir, destroyer, Bearing 010!, Moving Fast! Closing!" "Emergency dive! General Quarters!" not "Emergency dive... where's the damn CQ-button..." ;)
Orion2012
08-29-08, 03:24 AM
A Button for free roam would be fine.
Nisgeis
08-29-08, 03:46 AM
I know everyone likes the free roaming feature in the interior, but it is fraught with bugs, as many of you have probably seen (players end up in a black or green screen, often with no way to get back to where they were).
I don't know if this would work, but have you tried adding the TerrainCollider controller to the internal free camera? It may stop you moving through the hull.
I don't know if this would work, but have you tried adding the TerrainCollider controller to the internal free camera? It may stop you moving through the hull.
I have seen it work with the internal objects but haven't tested it with the walls yet. However, the problem will still be there of screens going black after backing out from the hydrophone and sonar displays.
Nisgeis
08-29-08, 05:16 AM
However, the problem will still be there of screens going black after backing out from the hydrophone and sonar displays.
Hmmm, is that where it says 'Camera Out of sectors'?
Question regarding a possible RFB bug.
Installed mods are in this order:
NSM
PE (or W_Clear environment mod)
RFB
RSRDC_RFBv15_v395_RC5
RSRDC_V395_Patch 4
RSRDC_AuxGB_Fix
They are all up to date, fresh SH4 install.
My question being, my deckgun does minimal damage. Im not fussed about the reload times, thats fine and inline with realisim, however I ran a test today, I put 200 shells into a sampan today, didnt sink it.
Thinking this was strange, however dismissed it.
Later I came across a Medium merc ship, missed my torp shots, thought id try take it down with the deck gun, 150 shells later (into all areas of the ship) and it had a small fire.
Can someone please elaborate as to what might be going wrong?
NSM is causing the problems with the Sampans.
Since this comes up occasionally, a note about gun damage.
The gun damage for RFB has been scaled down from the stock version. In reality, the deck gun was used to finish off an already damaged target. Sinking a target with the deck gun exclusively was only done against smaller targets like sub chasers, sampans, small minesweepers, and other auxiliary vessels.
There is a slight possibility that you might be able to sink an undamaged small freighter with the deck gun, but it will use up pretty much every bit of ammo you have. Depending on how badly damaged a medium freighter is, it may take as many as 100 shells to finish it off. This falls in line with a lot of research that Beery did, and with reading that I've done to.
This being said, let's look at the problem you are having with sinking the sampan. Because of the adjusted damage values for the shells and RFB, hit points for small vessels like the sampan were adjusted down so their behavior was in line with the damage values assigned to the shells. NSM and other mods that replace the units that come with RFB did not have these adjusted values. Because of this, you might think you're trying to sink a battleship when you're using the deck gun:doh:
Because of some of the problems using RFB with NSM, in some of the issues with NSM in itself, Observer and others are working on future releases of RFB having its own damage model similar to NSM built into the mod.
Hmmm, is that where it says 'Camera Out of sectors'?
Yes, it is. Free-roaming has never working right when it's used with the standard control room camera.
simsurfer
08-30-08, 08:54 PM
When was the last version of this mod released and if there is a new version out did it correct for the Laerge game saves.
Thanks
When was the last version of this mod released and if there is a new version out did it correct for the Laerge game saves.
1. Go to page 1, thread 1.
2. Still working on it.
simsurfer
08-31-08, 09:36 AM
When was the last version of this mod released and if there is a new version out did it correct for the Laerge game saves.
1. Go to page 1, thread 1.
2. Still working on it.
Ok, thanks, its what I thought but wanted to make sure I wasnt missing out.
vespernz
08-31-08, 07:39 PM
Question regarding a possible RFB bug.
Installed mods are in this order:
NSM
PE (or W_Clear environment mod)
RFB
RSRDC_RFBv15_v395_RC5
RSRDC_V395_Patch 4
RSRDC_AuxGB_Fix
They are all up to date, fresh SH4 install.
My question being, my deckgun does minimal damage. Im not fussed about the reload times, thats fine and inline with realisim, however I ran a test today, I put 200 shells into a sampan today, didnt sink it.
Thinking this was strange, however dismissed it.
Later I came across a Medium merc ship, missed my torp shots, thought id try take it down with the deck gun, 150 shells later (into all areas of the ship) and it had a small fire.
Can someone please elaborate as to what might be going wrong?
NSM is causing the problems with the Sampans.
Since this comes up occasionally, a note about gun damage.
The gun damage for RFB has been scaled down from the stock version. In reality, the deck gun was used to finish off an already damaged target. Sinking a target with the deck gun exclusively was only done against smaller targets like sub chasers, sampans, small minesweepers, and other auxiliary vessels.
There is a slight possibility that you might be able to sink an undamaged small freighter with the deck gun, but it will use up pretty much every bit of ammo you have. Depending on how badly damaged a medium freighter is, it may take as many as 100 shells to finish it off. This falls in line with a lot of research that Beery did, and with reading that I've done to.
This being said, let's look at the problem you are having with sinking the sampan. Because of the adjusted damage values for the shells and RFB, hit points for small vessels like the sampan were adjusted down so their behavior was in line with the damage values assigned to the shells. NSM and other mods that replace the units that come with RFB did not have these adjusted values. Because of this, you might think you're trying to sink a battleship when you're using the deck gun:doh:
Because of some of the problems using RFB with NSM, in some of the issues with NSM in itself, Observer and others are working on future releases of RFB having its own damage model similar to NSM built into the mod.
Thank you for the reply, apprecaite it.
Supprised no one answered me sooner.
Is there anything I can do in the mean time to upscale the damage of the deckgun?
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