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LukeFF
09-01-08, 03:54 AM
...why can't the Americans?

http://www.youtube.com/watch?v=nJjNWPE2HV0

:cool:

feld
09-01-08, 10:39 AM
Dear RFB Team,

RFB Team,

I was unaware that this NAVPERS manual series had been declassified. Forwarding it just in case the community doesn't know about it: I failed to find any reference to it in a SHIV forum search. The link below contains online versions to the operating manuals for Fleet-Type submarines.

http://www.maritime.org/fleetsub/index.htm

Other manuals linked to from the main page include (links below not active):

2.Submarine Main Propulsion Diesels (http://www.maritime.org/fleetsub/diesel/index.htm)NavPers 16161
3.Submarine Electrical Installations (http://www.maritime.org/fleetsub/elect/index.htm)NavPers 16162
4.Submarine Refrigerating and Air-Conditioning Systems (http://www.maritime.org/fleetsub/refrig/index.htm)NavPers 16163
5.Submarine Distilling Systems (http://www.maritime.org/fleetsub/still/index.htm)Navpers 16163A
6.Submarine Air Systems (http://www.maritime.org/fleetsub/air/index.htm)NavPers 16164
7.Submarine Periscope Manual (http://www.maritime.org/fleetsub/pscope/index.htm)NavPers 16165
8.Submarine Trim and Drain Systems (http://www.maritime.org/fleetsub/trim/index.htm)NavPers 16166
9.Submarine Sonar Operator's Manual (http://www.maritime.org/fleetsub/sonar/index.htm)NavPers 16167
10.Submarine Underwater Log Systems (http://www.maritime.org/fleetsub/log/index.htm)NavPers 16168
11.Submarine Hydraulic Systems (http://www.maritime.org/fleetsub/hydr/index.htm)NavPers 16169
12.Torpedo Tubes, 21-Inch submerged, Mks 32 to 39 (http://www.maritime.org/fleetsub/tubes/index.htm)O.P. 1085

Love the mod and I'd like to help improve it. If anything in these manuals is cryptic I might be able to help. Though I'm not a WW2 submarine veteran, it's amazing how little some of the gear has changed in sixty plus years.

r/
feld

Orion2012
09-01-08, 12:06 PM
Dear RFB Team,

RFB Team,

I was unaware that this NAVPERS manual series had been declassified. Forwarding it just in case the community doesn't know about it: I failed to find any reference to it in a SHIV forum search. The link below contains online versions to the operating manuals for Fleet-Type submarines.

http://www.maritime.org/fleetsub/index.htm

Other manuals linked to from the main page include (links below not active):

2.Submarine Main Propulsion Diesels (http://www.maritime.org/fleetsub/diesel/index.htm)NavPers 16161
3.Submarine Electrical Installations (http://www.maritime.org/fleetsub/elect/index.htm)NavPers 16162
4.Submarine Refrigerating and Air-Conditioning Systems (http://www.maritime.org/fleetsub/refrig/index.htm)NavPers 16163
5.Submarine Distilling Systems (http://www.maritime.org/fleetsub/still/index.htm)Navpers 16163A
6.Submarine Air Systems (http://www.maritime.org/fleetsub/air/index.htm)NavPers 16164
7.Submarine Periscope Manual (http://www.maritime.org/fleetsub/pscope/index.htm)NavPers 16165
8.Submarine Trim and Drain Systems (http://www.maritime.org/fleetsub/trim/index.htm)NavPers 16166
9.Submarine Sonar Operator's Manual (http://www.maritime.org/fleetsub/sonar/index.htm)NavPers 16167
10.Submarine Underwater Log Systems (http://www.maritime.org/fleetsub/log/index.htm)NavPers 16168
11.Submarine Hydraulic Systems (http://www.maritime.org/fleetsub/hydr/index.htm)NavPers 16169
12.Torpedo Tubes, 21-Inch submerged, Mks 32 to 39 (http://www.maritime.org/fleetsub/tubes/index.htm)O.P. 1085

Love the mod and I'd like to help improve it. If anything in these manuals is cryptic I might be able to help. Though I'm not a WW2 submarine veteran, it's amazing how little some of the gear has changed in sixty plus years.

r/
feld

More source material, YAY!!

Peto
09-01-08, 09:32 PM
Cool stuff! Thank You feld!!!

:up:

RFB Team
09-01-08, 10:25 PM
Dear RFB Team,

RFB Team,

I was unaware that this NAVPERS manual series had been declassified. Forwarding it just in case the community doesn't know about it: I failed to find any reference to it in a SHIV forum search. The link below contains online versions to the operating manuals for Fleet-Type submarines.

http://www.maritime.org/fleetsub/index.htm

Other manuals linked to from the main page include (links below not active):

We have in fact used those extensively for a number of settings and features in RFB, such as for things like sonar behavior, crew assignments, etc. They are a fascinating source of info, that's for sure.

Philogogus
09-02-08, 03:22 AM
Greetings.

If this is a repeat question, I apologize. The search function on this web-board causes my internet connection to hang when I try to use it. But I am having some problems with RFB v 1.51


1) Game hangs until I alt-tab out to close error messages relating to missing flag files

2) No crew. My boat has absolutely no crew in it except for the conning tower. To crew my boat, I have to populate it with what is available in the Renown section, save and re-load 4-5 times to fully crew the boat (not including DC teams). Another part of this problem is that I do not have enough renown to put officers... anywhere. Its all seamen. This causes the boat to be basically un-managable which leads me to believe this is a bug

3) American ships attack me. Whenever I start a campaign to see if my boat even starts with my crappy crew, I am almost immediately attacked by American planes. I do not even have the people to crew my AA gun, so I am not shooting at them. Within a few minutes of that, American escorts show up.


This is on a vanilla install of RFB from a freshly installed SH4+UBM. This happens on two different computers, one with Win XP the other with Vista 64. Neither are networked to the other. I have uninstalled and reinstalled SH4+UBM and re-downloaded RFB on two seperate occasions.

Any help?

Wilcke
09-02-08, 09:02 AM
Greetings.

If this is a repeat question, I apologize. The search function on this web-board causes my internet connection to hang when I try to use it. But I am having some problems with RFB v 1.51


1) Game hangs until I alt-tab out to close error messages relating to missing flag files

2) No crew. My boat has absolutely no crew in it except for the conning tower. To crew my boat, I have to populate it with what is available in the Renown section, save and re-load 4-5 times to fully crew the boat (not including DC teams). Another part of this problem is that I do not have enough renown to put officers... anywhere. Its all seamen. This causes the boat to be basically un-managable which leads me to believe this is a bug

3) American ships attack me. Whenever I start a campaign to see if my boat even starts with my crappy crew, I am almost immediately attacked by American planes. I do not even have the people to crew my AA gun, so I am not shooting at them. Within a few minutes of that, American escorts show up.


This is on a vanilla install of RFB from a freshly installed SH4+UBM. This happens on two different computers, one with Win XP the other with Vista 64. Neither are networked to the other. I have uninstalled and reinstalled SH4+UBM and re-downloaded RFB on two seperate occasions.

Any help?

Well you answered the questions I had for you in your last paragraph. I now run two installs with RFB 1.5 and if I were to see that form of behaviour in my installs I would suspect a "broken" RFB 1.5.

Now if you start up SH41.5 stock it will run single missions and careers without a problem? If so could it be that JSGME is not installed correctly or somehow broken? I am going to defer to someone else and see if they can help you. This is very odd indeed.

Any other mods that you are running on top of RFB? Screenie of the activated mod list would be helpful.

Happy Hunting!

Brenjen
09-02-08, 09:04 AM
...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.

I've noticed even with the mods in the correct order that; though the crew isn't seen on watch while submerged, if I have a dedicated crew for the AA & deck guns, they will be killed or severely injured during depth charge attacks. Even attacks that otherwise do no damage, my AA crewman will be injured & oddly enough it's the guy in the 2nd position that takes the brunt of it 100% of the time. It's like the damage model part of the program thinks that they are still on deck & assigns injuries accordingly.

Orion2012
09-02-08, 09:41 AM
...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.
I've noticed even with the mods in the correct order that; though the crew isn't seen on watch while submerged, if I have a dedicated crew for the AA & deck guns, they will be killed or severely injured during depth charge attacks. Even attacks that otherwise do no damage, my AA crewman will be injured & oddly enough it's the guy in the 2nd position that takes the brunt of it 100% of the time. It's like the damage model part of the program thinks that they are still on deck & assigns injuries accordingly.
Sorry about the confussion, the part about installing in the correct order was from another poster and i meant to delete it from my quote.

The issue does seem to occur for me whenever I Alt+Tab out of the game, at least in regards to the crew staying on deck.

The part about the watch crew taking damage from depth charges is somthing LukeFF and others are working on with the new damage model for the fleet boat in the next RFB release. My AA and Deck guns crew take damage as well when Depth charged. If you load a save where the gun is damaged and the crew is not upon loading they will take damage. I wish I had a solution for you but at this time, I can't think of anything. Sorry.

feld
09-02-08, 01:30 PM
BLUF: I have here either a cool undocumented feature or a bug report, not sure which. Basically, after taking NO "Surface Propulsion" component damage my S-18 class submarine is unable to move on the surface with all other damage repaired and the crew well rested. I can still move submerged. Now, that could be a bug...but looking at the internal arrangement of the Fleet and S-boats I was thinking that damage to the main propulsion switchgear or maneuvering room might cause my symptoms. Unless RSRD changes ownship damage models, the RFB mod is the only thing I'm running that even has the possibility of doing this on purpose. Otherwise it's just a :nope: bug...

Specific Questions for RFB damage modellers:
1. Does the game or your mod model:
-damage/destruction of the Main Propulsion Control Cubicle (Maneuvering panel)?
-damage/destruction of the major electrical breakers in the propulsion plant?
-the auxiliary diesel/generator in Fleet-Type submarines?
-make any changes specific to the S-Boats?

2. Have you guys seen this problem (further detail below)? If so, do you know why it happens and what to do about it?

r/
feld

edit: more testing - I was wrong and cannot charge batteries. Removed those references.

********************The Rest is Details****************************

Detailed Problem Description:
Playing on Windows XP with RFB 1.5 and RSRDC installed (over a fresh install of SHIV Gold). Took an air attack in the South Luzon Straight in my trusty S-18 class boat. Took damage to the following systems:
-propulsion space bulkhead
-control bulkhead
-after battery (only one on S-boat I think)
-minor damage to both periscopes and WCA SONAR
Pls note: NO damage to any listed surface propulsion component

The aircraft is gone and the boat is intact and on the surface with everything fixed ...or so the DC screen says...
but I cannot move on the surface. I didn't take diesel or propeller damage. I did a forum search and this problem or one like it has occurred to other people before me. I looked at all the threads that appeared relevant and tried the following things before posting. None of them worked so I'm still stumped. Was:

What I've Tried:
1. Looked at the exterior of the ship model: both propellers and shafts look fine on the outside. There is no visible damage to the boat.
2. Checked my save file. The TimeToRepair value was set to 0.
3. Downloaded and ran Damage Analyzer II on the savefile. I have some hidden damages. But none in the propulsion spaces and nothing that seems propulsion related.
4. Submerged the boat and electric propulsion works just fine. Surfaced and diesels still don't work. The only RL damage I can think of that would give these indications is if the switchgear that directed power from the electric generators damaged: "frozen" in the "to battery position": but I'm nearly certain that the game does not model the boat to that level of detail. The Fleet Boats do have an auxiliary diesel but, again, I don't think that the game has that level of detail.
5. Saved and reloaded. Diesels still don't work.
6. Took everyone off battlestations and DC party, checked crew fatigue, waited a while. No one's fatigue is greater than 50% and diesels still don't work. Also I'm not getting a "Cannot Comply" message when I try to run surface propulsion.
7. Left a message on the UBISOFT SHIV Forum for help as well.

Philogogus
09-02-08, 04:17 PM
Well you answered the questions I had for you in your last paragraph. I now run two installs with RFB 1.5 and if I were to see that form of behaviour in my installs I would suspect a "broken" RFB 1.5.

Now if you start up SH41.5 stock it will run single missions and careers without a problem? If so could it be that JSGME is not installed correctly or somehow broken? I am going to defer to someone else and see if they can help you. This is very odd indeed.

Any other mods that you are running on top of RFB? Screenie of the activated mod list would be helpful.

Happy Hunting!

I appreciate the quick reply. As of now, the only mod running is RFB_v1.51_062308. Nothing else.

Here is another problem... when I uninstall the mod (on either of my computers) it corrupts the SH4 installation. Whenever I try to start a career, I CTD. When I reinstall the mod, I can start the career... but with the 'fore-mentioned problems.

swdw
09-02-08, 05:26 PM
I've noticed even with the mods in the correct order that; though the crew isn't seen on watch while submerged, if I have a dedicated crew for the AA & deck guns, they will be killed or severely injured during depth charge attacks. Even attacks that otherwise do no damage, my AA crewman will be injured & oddly enough it's the guy in the 2nd position that takes the brunt of it 100% of the time. It's like the damage model part of the program thinks that they are still on deck & assigns injuries accordingly.
This has to do with the way the SH4 game engine handles damage. A workaround is being developed for 1.52 in order to bypass this problem.

For now, before you make a submerged attack where escorts are present, move all AA and deckgun crew members to the DC team or other empty slots.

swdw
09-02-08, 05:31 PM
I appreciate the quick reply. As of now, the only mod running is RFB_v1.51_062308. Nothing else.

Here is another problem... when I uninstall the mod (on either of my computers) it corrupts the SH4 installation. Whenever I try to start a career, I CTD. When I reinstall the mod, I can start the career... but with the 'fore-mentioned problems.

When you uninstalled, did you ensure the My Documents\SH4 folder is deleted? If not delete it. Also make sure the folder the game installed to is deleted. Anything left behind can leave problems intact after a reinstall.

Did you initially install RFB and then try to play a saved campaign? This will sometimes cause problems whether it's TMO, RFB, RSRD, or other major mods.

Brenjen
09-03-08, 08:30 AM
I've noticed even with the mods in the correct order that; though the crew isn't seen on watch while submerged, if I have a dedicated crew for the AA & deck guns, they will be killed or severely injured during depth charge attacks. Even attacks that otherwise do no damage, my AA crewman will be injured & oddly enough it's the guy in the 2nd position that takes the brunt of it 100% of the time. It's like the damage model part of the program thinks that they are still on deck & assigns injuries accordingly.
This has to do with the way the SH4 game engine handles damage. A workaround is being developed for 1.52 in order to bypass this problem.

For now, before you make a submerged attack where escorts are present, move all AA and deckgun crew members to the DC team or other empty slots.

Well I'm happy with the knowledge that I'm not crazy & it really is happening. I have dedicated gun & damage control crews so there aren't any open spaces. My swabbies will just have to hold their breath, hang on & pray for the best. :lol: I save my game frequently anyway, I'm in the process of learning manual targeting & playing on 100% realism with this career for the first time; so if they croak & the boat sinks (which usually happens if they get hurt that bad) I can go back & try again lol

LukeFF
09-03-08, 04:25 PM
I have dedicated gun & damage control crews so there aren't any open spaces.

The slots for the gun crews are NOT designed for dedicated, full-time slots. Save those positions for your gunners and torpedomen. Filling the gun slots with low-ranking seamen will do nothing to improve the efficiency of your guns.

AVGWarhawk
09-03-08, 09:20 PM
I have dedicated gun & damage control crews so there aren't any open spaces.

The slots for the gun crews are NOT designed for dedicated, full-time slots. Save those positions for your gunners and torpedomen. Filling the gun slots with low-ranking seamen will do nothing to improve the efficiency of your guns.

Definitely plan on using your gunners and torpedomen in this postion. They will load faster. Stuff the lower ranking men in the torpedo room while the gunners and torpedomen do their thing topside. They may not load fast but they are still loading the torpedoes.

LukeFF
09-04-08, 06:54 AM
New maps for the Type IX control room:

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-09-04_033049_593.jpg

A little bit of re-mapping the textures, plus some great historical Kriegsmarine maps made this possible. The map on the right is of the north Atlantic, and the one on the left is of the coast of West Africa (Congo region). Figured these two were the most appropriate, given that Type IXs were known to roam down the coast of Africa.

Brenjen
09-04-08, 11:33 AM
I have dedicated gun & damage control crews so there aren't any open spaces.
The slots for the gun crews are NOT designed for dedicated, full-time slots. Save those positions for your gunners and torpedomen. Filling the gun slots with low-ranking seamen will do nothing to improve the efficiency of your guns.
Definitely plan on using your gunners and torpedomen in this postion. They will load faster. Stuff the lower ranking men in the torpedo room while the gunners and torpedomen do their thing topside. They may not load fast but they are still loading the torpedoes.

I generally gun for myself. I have a habit of forgetting to change the positions back around when I leave the gun crews & damage control open & change them around. When I have the slots full; it's all good. I dive when air cons approach & only deck gun unarmed merchies; I never miss where the gun crews always miss some of the shots so that saves ammo.

Then after I get untold bunches of dive officers/specialists (whatever they're called) I swap them out for the swabbies in my gun sections & add new low ability swabs into the gun slots. I swear I have 15 or more dive specialists. If one of you kind people has a good write up on how to manage the crew more efficiently I'd like to read it.....seriously.:yep:

feld
09-04-08, 08:16 PM
I posted a few days ago about what I thought of as a strange damage bug. Writing because I was mistaken about something: I cannot charge batteries (I thought I could). Still: I'm just about certain that I took no diesel damage and damage analyzer doesn't show any relevant damage. Does RFB change anything in the damage model that could account for this behavior? Particularly in an S-boat? Thanks for any help you guys can provide.

r/
feld

swdw
09-04-08, 11:28 PM
Now that you can't charge batteries, what you've run into is part of the stock damage model SH4. Same thing will happen in TMO because of this. Ducimus figured out the cause of this, but I can't remember what it was right now.:damn: I'm not sure if there's a fix for this as the real damage experts are working on the new sub damage model, and they're way over my head in what they know.

You're previous post had me baffled as I'd never heard of anyone being able to do that before.:o

Brenjen
09-05-08, 09:05 AM
Is there a known bug where ships will appear on radar & the outline of the hull can be seen, you can hit them with your sub & even deck gun fire, but the ship itself is essentially invisible?

When it happened I could only see the outline of the merchie's hull (two different ships separated by about 3 nm) in rain or when the deck gun shell exploded against it & the mist/smoke made a ghostly image of the upper decks visible for a second. I saved the game while my bow was parked against one at Tarawa during a recon if anyone wants to know more I can post up screen shots or dates etc.

If it is a known bug I didn't know about it; my sincere apologies. I searched & found dancing Easter eggs & the Flying Dutchman but nothing on this.

feld
09-05-08, 10:24 AM
:damn: I'm not sure if there's a fix for this as the real damage experts are working on the new sub damage model, and they're way over my head in what they know.

Do you known if they need any real world experience and who I can talk to? I've never served in a Fleet boat but I'm at 12 years in the submarine Force and counting. Sound powered phones, battle lanterns, and patches haven't changed that much...

R/
feld

Nuc
09-05-08, 10:55 AM
Do you known if they need any real world experience and who I can talk to? I've never served in a Fleet boat but I'm at 12 years in the submarine Force and counting. Sound powered phones, battle lanterns, and patches haven't changed that much...

R/
feld

The RFB team and other members at http://forum.kickinbak.com/index.php include several former submariners (including swdw) both modding and some just testing and providing some tech background. Feel free to stop by.

swdw
09-05-08, 04:38 PM
:damn: I'm not sure if there's a fix for this as the real damage experts are working on the new sub damage model, and they're way over my head in what they know.
Do you known if they need any real world experience and who I can talk to? I've never served in a Fleet boat but I'm at 12 years in the submarine Force and counting. Sound powered phones, battle lanterns, and patches haven't changed that much...

R/
feld
We always take help from people willing to lend a hand.

Like Nuc said, I was a bubblehead too. What's way over my head is the reading of the zone files. I haven't had time to learn much in that area as most of my work has seemed to land in the sub / ship performance, torpedo testing areas.

And BTW, Nuc didn't fess up, but he's an ex submarine qualified officer.

Rockin Robbins
09-05-08, 06:32 PM
OK guys, I've finally taken the plunge and assembled a full RFB installation of SH4UBM. Just posting my basic mod setup for checkout purposes:
http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/RFB%20Cruise%201/RFBJSGMEInstall090508.jpg
To start out with I'm not running OP Monsun (you can see I have an outdated version going there anyway, or my alternate key bindings to bring TMO keys into the game plus shift-i for identify target. I want to get a feel for how RFB is intended to be first before I customize the keyboard layout. I even left out the clickable TDC range dial I love to use. Time to fire it up!:up:

feld
09-05-08, 08:01 PM
We always take help from people willing to lend a hand.

Like Nuc said, I was a bubblehead too. What's way over my head is the reading of the zone files. I haven't had time to learn much in that area as most of my work has seemed to land in the sub / ship performance, torpedo testing areas.

And BTW, Nuc didn't fess up, but he's an ex submarine qualified officer.

@Nuc - Thanks!
@swds - I'd gathered that from a quick scan of the developer forum he pointed me at. I've gotten an account there and I'll be reading up some tonight to get an idea of where all this great work comes from and how I might be of use. I've got RL experience in subs but, perversely, just got into the SH series. So my dive time in a Type VII, Fleet, or S boat is pretty limited.

r/
feld

DeepIron
09-05-08, 08:10 PM
So my dive time in a Type VII, Fleet, or S boat is pretty limited...
We can fix that... Beta testers are always needed and appreciated... :up:;):cool:

feld
09-05-08, 08:58 PM
Now that you can't charge batteries, what you've run into is part of the stock damage model SH4. Same thing will happen in TMO because of this. Ducimus figured out the cause of this, but I can't remember what it was right now.:damn: I'm not sure if there's a fix for this as the real damage experts are working on the new sub damage model, and they're way over my head in what they know.

You're previous post had me baffled as I'd never heard of anyone being able to do that before.:o

Thanks for the heads up on Ducimus' findings. I'd overlooked them before because I thought they were a Fleet Boat specific issue. What happened to me was major bulkhead damage and flooding in the propulsion compartment. I guess the 14% hull damage I took was all the static hit points of the propulsion space. I'm going to start another career though in a sugar boat and see if I can get it to happen again because the symptoms I saw did not include any diesel damage. Anyway, clearly not an RFB issue so if I find anything interesting I'll post in the main Mod area. Thanks again!
r/
feld

Observer
09-05-08, 09:38 PM
OK guys, I've finally taken the plunge and assembled a full RFB installation of SH4UBM. Just posting my basic mod setup for checkout purposes:
http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/RFB%20Cruise%201/RFBJSGMEInstall090508.jpg
To start out with I'm not running OP Monsun (you can see I have an outdated version going there anyway, or my alternate key bindings to bring TMO keys into the game plus shift-i for identify target. I want to get a feel for how RFB is intended to be first before I customize the keyboard layout. I even left out the clickable TDC range dial I love to use. Time to fire it up!:up:

If you want to test the latest merchant ship damage models you'll have to install that mod because it's not included in what you currently have installed.

Falkirion
09-06-08, 02:16 AM
Is my installation order correct? I'm unsure if RFB is running or not when I play SHIV.
http://i109.photobucket.com/albums/n60/Falkirion/help1.jpg

Rockin Robbins
09-06-08, 06:56 AM
Yup, looks good except that a nice 1500 yard bearing plotter is already part of RFB. It's probably the same as what you have there. If you wanted to slide in the 3000 yard bearing plotter :hulk: that would make sense.

@observer--Thanks, I'll do that as soon as I return to port. In my first fifteen minutes of playing RFB, after cursing the unnecessary attack map nerfs (I have to apply heavy persuasion to institute the TMO attack map there. RFB went too far the other way, forgetting that the attack map is the analog to the tracking crew checking out the validity of the TDC against the plot. The attack map can't be used for that in RFB), I bagged an Atago for 9000 tons. Hitting an 18 knot target with Mark 10s is not for the faint of heart. The Atago blew up like a fireworks factory though and I'm looking forward to the new damage mod. I'm not giving up the tonnage though! Here's why your mod is so necessary:

http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/RFB%20Cruise%201/SH4Img2008-09-05_212355_960.jpg

Yeah, there's an Atago in there somewhere. Too much Hollywood, not enough real for Real Fleet Boat.

Brenjen
09-06-08, 09:47 AM
Maybe you hit the magazine.

Rockin Robbins
09-06-08, 12:07 PM
Surely something in there was a bit unstable. I'm going to check out the replay video to see exactly what happened.

punkmaster98
09-06-08, 02:54 PM
the moment i got damage to my sub the characters inside the sub turned black or had black on them. whats wrong?

Orion2012
09-06-08, 10:14 PM
the moment i got damage to my sub the characters inside the sub turned black or had black on them. whats wrong?

They should turn red

punkmaster98
09-07-08, 01:17 PM
my deck gun crew slots don't show up. why?

Orion2012
09-07-08, 02:04 PM
my deck gun crew slots don't show up. why?

If you tryed adding a fore gun and had an aft deck gun, then the slots may disappear, unsure why.

BooBooLovesAll
09-07-08, 05:32 PM
Every torpedo I launch, results in the torpedo being far underneath the bottom of the ship.

Even when I set the depth for under 5, its still way to low.

Is there a trick to this?

Orion2012
09-07-08, 09:19 PM
Every torpedo I launch, results in the torpedo being far underneath the bottom of the ship.

Even when I set the depth for under 5, its still way to low.

Is there a trick to this?

If your using the "L" key to mark the target, the depth will be reset.

Also the maxium depth rate error is 10 feet, so if the ship's draft dosen't exceed 15feet you could still miss.

BooBooLovesAll
09-07-08, 09:42 PM
Every torpedo I launch, results in the torpedo being far underneath the bottom of the ship.

Even when I set the depth for under 5, its still way to low.

Is there a trick to this?
If your using the "L" key to mark the target, the depth will be reset.

Also the maxium depth rate error is 10 feet, so if the ship's draft dosen't exceed 15feet you could still miss.

Yeah, I noticed that about the "locking" key, I don't use it.

It was a huge cruiser, I think the draft was 18 or 19?

punkmaster98
09-08-08, 03:46 PM
why does the AA gunners take forever to shoot targets. they start to shoot when the target is right over me?

Orion2012
09-08-08, 04:55 PM
Every torpedo I launch, results in the torpedo being far underneath the bottom of the ship.

Even when I set the depth for under 5, its still way to low.

Is there a trick to this?
If your using the "L" key to mark the target, the depth will be reset.

Also the maxium depth rate error is 10 feet, so if the ship's draft dosen't exceed 15feet you could still miss.
Yeah, I noticed that about the "locking" key, I don't use it.

It was a huge cruiser, I think the draft was 18 or 19?

Hmmm...if it was rough weather the pitch of the ship could have caused it to ride over the waves, especially in rough weather.

Falkirion
09-09-08, 12:23 AM
Just a question. I've started running a few careers just as test beds for now. And I dont get any orders beyond the typical deploy to XXX engage enemy shipping from the stock.
I was under the impression that the orders would be a bit more detailed than that, so do I have a problem or is that normal for RFB?

LukeFF
09-09-08, 12:49 AM
Just a question. I've started running a few careers just as test beds for now. And I dont get any orders beyond the typical deploy to XXX engage enemy shipping from the stock.
I was under the impression that the orders would be a bit more detailed than that, so do I have a problem or is that normal for RFB?

RFB doesn't modify any of the campaign files.

Fish40
09-09-08, 03:12 AM
Just a question. I've started running a few careers just as test beds for now. And I dont get any orders beyond the typical deploy to XXX engage enemy shipping from the stock.
I was under the impression that the orders would be a bit more detailed than that, so do I have a problem or is that normal for RFB?
RFB doesn't modify any of the campaign files.



RSRD and OM adds the more detailed messages, as well as reworks the entire campaigns:yep:

IronPerch
09-09-08, 07:20 AM
Could it be possible to add more detailed recognition manual to the next release of RFB? I quess this kind of mod is available, but i'm not sure how it works with RFB?
I play without map contact updates (100% realism settings :rock: ) so my AOB's are allways estimates. That's why i would like to chek the AOB with the optics (Hitman's manual targetin methods..) when the target is at reasonable visual range.

LukeFF
09-09-08, 07:49 PM
Could it be possible to add more detailed recognition manual to the next release of RFB? I quess this kind of mod is available, but i'm not sure how it works with RFB?
I play without map contact updates (100% realism settings :rock: ) so my AOB's are allways estimates. That's why i would like to chek the AOB with the optics (Hitman's manual targetin methods..) when the target is at reasonable visual range.

We don't have any plans at the moment to update the recognition manual.

vanjast
09-10-08, 03:28 PM
No pressure LukeFF :D..
Any idea when the next update will be around. I'm just planning my next serious gaming session, with regard to fitting it in with work stuff :o.

Thanks
Van

swdw
09-10-08, 09:24 PM
Could it be possible to add more detailed recognition manual to the next release of RFB? I quess this kind of mod is available, but i'm not sure how it works with RFB?
I play without map contact updates (100% realism settings :rock: ) so my AOB's are allways estimates. That's why i would like to chek the AOB with the optics (Hitman's manual targetin methods..) when the target is at reasonable visual range.
We don't have any plans at the moment to update the recognition manual.

Plans are for the RFB manual to be as accurate as what the WWII skippers had. And that means . . . .

LukeFF
09-11-08, 02:27 AM
No pressure LukeFF :D..
Any idea when the next update will be around. I'm just planning my next serious gaming session, with regard to fitting it in with work stuff :o.

I would venture to say by the end of this month. We're finishing up what we want to put in this release and starting to work on the manual now. Trust me, there's lots of good new stuff in this release, the best of this being the new submarine and ship damage mods, courtesy of the NYGM team.

Falkirion
09-13-08, 08:00 PM
Im absolutely convinced my install order is wrong. I don't get a range at current speed button on the nav page and cant for the life of me figure out why. Install order is as such.
http://i109.photobucket.com/albums/n60/Falkirion/help1.jpg
I've played around with removing the RSRD mods but still no joy.

kriller2
09-16-08, 08:01 AM
Hi guys,

Regarding the first page of this thread and compatibility with PE4 and RFB.
If you read the PE4 manual I have made it up to the RFB-team to decide how PE4 should be installed with RFB.

Here is how my installation instructions looks like for PE4 and RFB ;)

Can I use RFB with this mod ?
Yes you can, but the RFB-team is making a compatible version, so install it using there manual.

Thanks for making the effort to make the 2 mods work together :up:

swdw
09-16-08, 08:32 AM
Hi guys,

Regarding the first page of this thread and compatibility with PE4 and RFB.
If you read the PE4 manual I have made it up to the RFB-team to decide how PE4 should be installed with RFB.

Here is how my installation instructions looks like for PE4 and RFB ;)

Can I use RFB with this mod ?
Yes you can, but the RFB-team is making a compatible version, so install it using there manual.

Thanks for making the effort to make the 2 mods work together :up:
We're working on this. That note is for the current release of RFB which doesn't have the compatibility stuff in it yet. I'll change the wording a bit on the first post.

swdw
09-16-08, 08:45 AM
Im absolutely convinced my install order is wrong. I don't get a range at current speed button on the nav page and cant for the life of me figure out why. Install order is as such.

I've played around with removing the RSRD mods but still no joy.
You have nothing I can see that would overwrite the RFB order bar.

Try this
1. Deactivate all mods.
2. Delete the !Backup and !INSTLOGS folders from your MODS folder
3. Delete the jsgme.ini folder from the MODS folder
4. Download and install the new JSGME if you haven't.
5. Try and reinstall mods.

If this doesn't fix the issue, then you've run into a problem I had which is SH4 related. I had to delete all of the files and saved games from the My Documents\SH4 folder and that straightened things out for me.

Good luck

Fish40
09-16-08, 12:59 PM
I'm useing the current version of RFB as well as PE4. Up till now, I haven't noticed anything out of the ordinary as far as compatability issues go. I installed in the same sequence as the previous version of PE. What should I be looking for as far as problems go between the two mods?:hmm:

Falkirion
09-16-08, 06:28 PM
Thanks swdw, I'll give that a try. I'm almost convinced I'll have to do a complete reinstall but thats fine. Thats provided Force Unleashed doesnt chew up my free time this weekend

LukeFF
09-16-08, 06:58 PM
I'm useing the current version of RFB as well as PE4. Up till now, I haven't noticed anything out of the ordinary as far as compatability issues go. I installed in the same sequence as the previous version of PE. What should I be looking for as far as problems go between the two mods?:hmm:

It's not so much problems as it is things you'll lose if you install PE4 after RFB (mainly things to do with the way the subs ride in the water and the damage modeling). In fact, after the next version of RFB is released, it would be a big, big, big no-no to install PE4 after RFB, since it would totally screw up the new damage model we've been working on for the subs and ships.

Fish40
09-16-08, 08:19 PM
I'm useing the current version of RFB as well as PE4. Up till now, I haven't noticed anything out of the ordinary as far as compatability issues go. I installed in the same sequence as the previous version of PE. What should I be looking for as far as problems go between the two mods?:hmm:
It's not so much problems as it is things you'll lose if you install PE4 after RFB (mainly things to do with the way the subs ride in the water and the damage modeling). In fact, after the next version of RFB is released, it would be a big, big, big no-no to install PE4 after RFB, since it would totally screw up the new damage model we've been working on for the subs and ships.



I hear you Luke:yep:. I did my install as per the instructions on the first page of this thread, meaning PE first, followed by RFB. I hope that's cool.

LukeFF
09-16-08, 10:27 PM
I hear you Luke:yep:. I did my install as per the instructions on the first page of this thread, meaning PE first, followed by RFB. I hope that's cool.

Yep, it's fine. To update what I wrote up above, PE4 will be fully integrated into RFB for our next release, so people won't have to worry about file conflicts or whether they installed the mod correctly. :yep:

RFB Team
09-17-08, 02:59 AM
Since we are getting close to releasing a new version of RFB, we may as well tell you what's going to be included:
All-new damage model for the all the stock merchant ships and AI subs, created by Observer and Der Teddy Bär. Say hello to the successor to NSM. :smug: In a future release we will also be totally re-working the warhip damage models.
All new damage model for the playable submarines, again created by Observer. The days of your sub being a titanium-plated battleship are over, trust us.
Kriller's Pacific Environments v4 mod, fully integrated.
John W. Hamm's crew uniform mod. Currently this is the publicly released version; a more historically correct version that goes beyond the currently implemented version will eventually be added (possibly for this next release).
CapnScurvy's U.S. Medals Fix mod (adds the Navy Commendation Ribbon and Submarine Warfare Insignia).
Extensive work on the Cameras.DAT file.
All-reworked interiors with many enhancements. Many more objects are now clickable, and the bugs previously present when one clicked on an object are now gone. Just about all the bugs with the various dials have been fixed. In the American fleet subs, more crewmen will now occupy the conning tower when General Quarters is called. One will now hear the squawking of the radio in the German radio room, and the radar wheel in the American boats now rotates. skwas's rotating fan mod is also included.
New audio files for the various deck guns and flack guns. For instance, the 5"/25 sound is now different from that of the 3"/50. Likewise, the 20mm guns sound differently than the 40mm and 37mm guns.
Nisgeis's historical map color mod.
Historically correct crew rosters for the stock German playable subs and watch rotations (at least for the daytime hours; see below):
New AI visual spotting and sonar detection work by Der Teddy Bär and Peto, plus adjusted radar values for Japanese surface and airborne radar sets.
More historically correct dates for American conning tower and weapons upgrades.
Improved camera positions for all deck guns. Now it will really feel like you are "in the gunner's seat," rather than dangling from the side of the barrel (see below).That's the gist of what we've been working on. Other things are still being worked on and may or may not make it in for this release.

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-09-17_005002_015.jpg

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-09-17_005145_578.jpg

http://img.photobucket.com/albums/v258/LukeFF/SH4/TypeIXCrew.jpg

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-09-03_020458_656.jpg

RAM
09-17-08, 05:04 AM
Great news! sounds really cool!. Thanks for all the effort you guys are putting on the RFB mods.:up: :up:



All new damage model for the playable submarines, again created by Observer. The days of your sub being a titanium-plated battleship are over, trust us.I have to ask...will this mod fix the (stupid) problem in the game, where if you get two diesels destroyed you won't be able to sail anymore even while you got other two in perfect working order?.

I ask because just yesterday it happened (again) to me. And is really annoying to say the least...

vanjast
09-17-08, 11:46 AM
NNooooiiicccce :up:

IronPerch
09-17-08, 01:12 PM
Could it be possible to add more detailed recognition manual to the next release of RFB? I quess this kind of mod is available, but i'm not sure how it works with RFB?
I play without map contact updates (100% realism settings :rock: ) so my AOB's are allways estimates. That's why i would like to chek the AOB with the optics (Hitman's manual targetin methods..) when the target is at reasonable visual range.
We don't have any plans at the moment to update the recognition manual.

Plans are for the RFB manual to be as accurate as what the WWII skippers had. And that means . . . .

Sorry for delay in reply... i meant something like this: http://www.subsim.com/radioroom/showthread.php?t=125650 "RFB integrated" version would be nice to avoid "compatibility" problems?

caspofungin
09-17-08, 02:08 PM
@swdw

how's the physics/acceleration mod coming along?

Galanti
09-17-08, 02:23 PM
Eagerly awaiting this release. In the meantime, will careers from 1.5 be safe as long as the new release in applied in port?

I had thought I could wait, but that homocidal need to sink marus appears to be too strong.

kylesplanet
09-17-08, 05:07 PM
Drool Drool Drool:p :p :p

swdw
09-17-08, 09:57 PM
@swdw

how's the physics/acceleration mod coming along?
First round of changes are done on the IJN BB's and CA's. GOing to post a test file for the RFB testers to check out while working on the DD's. Then will come the carriers and Merchants.

Here are a couple of discussions
http://forum.kickinbak.com/viewtopic.php?f=26&t=765
http://forum.kickinbak.com/viewtopic.php?f=11&t=957

I'm looking for feedback on ship handling.

If anyone has info please post it in this thread:
http://www.subsim.com/radioroom/showthread.php?p=787336 (http://www.subsim.com/radioroom/showthread.php?t=131623&highlight=acceleration)

Please do not post ship handling characteristics info in this thread, use the other subsim thread link above

You can see how the changes affected the Mogami's acceleration and turning here (warning- kinda boring). Sorry, have no idea why the acceleration change videos weren't streamed
http://hosted.filefront.com/RealFleetBoat/2184204

LukeFF
09-17-08, 11:52 PM
I have to ask...will this mod fix the (stupid) problem in the game, where if you get two diesels destroyed you won't be able to sail anymore even while you got other two in perfect working order?
What we have now is 2 of the diesels and motors removed and the remaining two re-labeled "Nos. 1 & 3 (and 2 & 4) Engines/Motors." Thus, when one set is destroyed, you will still have the other pair still intact.

To give you an idea of what this will look like, here is a 1945 Balao boat. All of the equipment labels correspond to those found in the Fleet Submarine Manual, to help give that wartime-era feel:

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-09-17_230406_218.jpg

RAM
09-18-08, 03:22 AM
What we have now is 2 of the diesels and motors removed and the remaining two re-labeled "Nos. 1 & 3 (and 2 & 4) Engines/Motors." Thus, when one set is destroyed, you will still have the other pair still intact.

To give you an idea of what this will look like, here is a 1945 Balao boat. All of the equipment labels correspond to those found in the Fleet Submarine Manual, to help give that wartime-era feel:



I guess the problem, then, is hardcoded into the game. With the modifications of the new release of RFB if you get one diesel destroyed, you get another one destroyed aswell "for free". same with electrics, it seems.

Not a perfect solution, but I guess there's no better one with the tools the modders have. And anyway, it's much, much, better than what we have now, so :up::up::up:

thanks a lot for the answer :)

Bosn
09-18-08, 06:36 PM
Which of Nisgeis' new chart color schemes did you include in the latest version?

LukeFF
09-18-08, 07:21 PM
Which of Nisgeis' new chart color schemes did you include in the latest version?

This one:

http://i251.photobucket.com/albums/gg307/Nisgeis/PE%204/SH4%20Map%20Contours/KMColourScheme1.jpg

swdw
09-19-08, 09:32 AM
With that map the fathometer changes from something you use occasionally to a vital piece of equipment when operating a boat in the SoWesPac areas or coastal waters because of all the shallow water. Now I know how skippers could wind up running aground.

And BTW, that one was picked after several people posted pics and links of real Nav maps (both from the 40's and current) on the SH modding forum.

Bosn
09-19-08, 11:17 AM
Great choice

LukeFF
09-19-08, 03:42 PM
With that map the fathometer changes from something you use occasionally to a vital piece of equipment when operating a boat in the SoWesPac areas or coastal waters because of all the shallow water. Now I know how skippers could wind up running aground.

Exactly. Before this, the player pretty much knew how much water was beneath his keel without having to use the fathometer. Now it becomes a more critical piece of equipment that must be used with care, since enemy escorts can pick up the sound of the device.

vanjast
09-20-08, 02:58 AM
A question about the fathom maps.

Didn't the navy have the fathom maps for the world at the time of WW2 ?
:)

LukeFF
09-20-08, 03:49 AM
A question about the fathom maps.

Didn't the navy have the fathom maps for the world at the time of WW2 ?
:)

I doubt it. USN maps of the Pacific at the start of the war were known for being very outdated. On the German side, what you see in the pic above is a replication of the fathom data the Germans had for their charts.

The General
09-20-08, 06:32 AM
Christmas just came early! I love everything in the update, especially the Watch Crew in the 'Crow's Nest' and the inner and outer hulls added to the damage control screen. Brilliant stuff, thanks so much RFB Team :up:

swdw
09-20-08, 05:20 PM
[quote=vanjast]A question about the fathom maps.

Didn't the navy have the fathom maps for the world at the time of WW2 ?
:)
No. Most ocean floor mapping was done after WWII with a very intense effort starting in the 50's

From the NOAA site "The publication of Heezen and Tharp’s Physiographic Map of the North Atlantic in 1957 was the first map of the sea floor that enabled the general public to begin to visualize what the ocean floor really looked like." You can find other references to the fact that the mapping of the ocean floor greatly accelerated during th 1950's. part of this was due to the increase in sonar performance achieved during WWII.

During WWII charts were very accurate for certain regions (mainly around major industrial ports), had very little info for other areas, and were just dead wrong on some occasions.

Elphaba
09-21-08, 02:15 PM
Any chance we can get the button back for 'Identify Target' that TM has on the Periscope Orders List?

I use it all the time...

thanks

Elphaba
09-21-08, 02:22 PM
Also, any particular reason the 'AFT' Torpedo Room is mislabelled as 'AFTER'????

Was this a spell checker induced error? ;)

DeepIron
09-21-08, 03:07 PM
Also, any particular reason the 'AFT' Torpedo Room is mislabelled as 'AFTER'????

Was this a spell checker induced error? ;)

Historically it was called the "After Torpedo Room"... not "aft". ;)

Fish40
09-21-08, 03:50 PM
Any chance we can get the button back for 'Identify Target' that TM has on the Periscope Orders List?

I use it all the time...

thanks


That would be nice:yep: No reason the WO can't identify the target for you. He did in RL.

LukeFF
09-21-08, 04:24 PM
Also, any particular reason the 'AFT' Torpedo Room is mislabelled as 'AFTER'????

Was this a spell checker induced error? ;)

http://www.maritime.org/fleetsub/appendix/pages/figa-01.htm

:yep:

LukeFF
09-21-08, 04:30 PM
Any chance we can get the button back for 'Identify Target' that TM has on the Periscope Orders List?

I use it all the time...

We'll consider it.

Vonotto
09-22-08, 12:19 PM
Ok I am going to use a SH4 mod for the 1st time , But it says RFB is only for SH4 1.5 .......is there a 1.5 patch? The only one I can find on the ubi site is the last 1.4 patch. Am I missing something??

swdw
09-22-08, 12:26 PM
Ok I am going to use a SH4 mod for the 1st time , But it says RFB is only for SH4 1.5 .......is there a 1.5 patch? The only one I can find on the ubi site is the last 1.4 patch. Am I missing something??
1.5 is the uboat missions add-on You can buy a download version for $10. It's well worth the money. Fixes bugs, uses less CPU and GPU overhead allowing you to gain a few FPS. The amount of FPS improvement varies based on your CPU and graphics card. Adds dynamic loading to decrease load times. Adds U-boats, special abilities and other new features to the game.

Vonotto
09-22-08, 12:31 PM
Ok thanks for the fast reply.

Galanti
09-24-08, 01:23 PM
Hey guys,

I have a question about career length. For a while in SH4's early history, there was a bit of stink regarding career length, i.e. being retired after x amount of patrols, and this was widely perceived to be realistic.

Then, around 1.3 or perhaps 1.4, the controversy seemed to die off, and I recall reading about players who made 10 or more patrols in the same career. I myself made 8 in my last TM career without any hint of being retired.

I suppose my question is, do you knw of any changes to the way career length is handled since 1.3 or 1.4, and are there any changes of this sort in RFB? Just curious really.

Or am I nuts and nothing has changed in this area at all?

kylesplanet
09-24-08, 02:19 PM
Hey guys,

I have a question about career length. For a while in SH4's early history, there was a bit of stink regarding career length, i.e. being retired after x amount of patrols, and this was widely perceived to be realistic.

Then, around 1.3 or perhaps 1.4, the controversy seemed to die off, and I recall reading about players who made 10 or more patrols in the same career. I myself made 8 in my last TM career without any hint of being retired.

I suppose my question is, do you knw of any changes to the way career length is handled since 1.3 or 1.4, and are there any changes of this sort in RFB? Just curious really.

Or am I nuts and nothing has changed in this area at all?

From my experience, if you will complete your missions and sink average tonnage and not bring your sub back destroyed each time, you can continue on through the war.

LukeFF
09-25-08, 02:02 AM
http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-09-24_231620_109.jpg

All ranks can now wear this white undershirt, courtesy of conus00. :cool:

The General
09-25-08, 10:19 AM
Wow! That's really cool.

C DuDe
09-27-08, 04:13 PM
Any news on release date of this uber MOD?

Can't wait to try this out.

LukeFF
09-28-08, 02:54 AM
Any news on release date of this uber MOD?

Can't wait to try this out.

We're just about ready to enter final testing for the release candidate version, so yes, we are getting close. We also need to compile the user's manual before we are ready to release it. I know this is all taking a long time, but we know you'll like the changes and updates we've made. :yep:

C DuDe
09-28-08, 03:25 AM
:up:

Fish40
09-28-08, 03:31 AM
Yes Virginia, there is a Santa Clause!:lol:

IronPerch
09-28-08, 12:35 PM
We're just about ready to enter final testing for the release candidate version, so yes, we are getting close.

Lately I've been mostly "practicing" tactics etc while waiting the new release "at the end of the month". No need to rush, but sound like it's going to take a few weeks before you are willing to release? So shoud I start a new Career with the current version...?

@Lantis
09-28-08, 02:08 PM
Hi all.

I reinstalled SH4 two weeks ago, and decided to try out RFB. I'm running RFB with RSRDC. I'm not using any visual enhancement mods, simply because I had some severe framerate loss.


Now I have a couple of questions:

-I wanted to use http://www.subsim.com/radioroom/showthread.php?t=140535 Smoke mod, but after choosing the version for RFB with PE 3.3, I had 'blocky' particles when a large modern freighter caught fire. am I using the right version?

-I recently had 6 dud torpedoes, which all hit at around 90 degrees against the hull of a tanker. The seventh torpedo I fired for an impact angle of something like 70 degrees, and it detonated (finally:damn: !) Is this modeled in RFB, that the 'perfect' 90 degree impact gives more likelyhood of a dud than a slightly off-angle impact (which would be, as i understand, historically correct for the performance of the detonator of the Mk14 torpedo)?

-I notice that I can hear depth charges drop into the water when I use Free camera to look at the enemy destroyers, but from underwater and/or within the sub I don't hear any DC's drop into the water, I only hear the detonation sound.

Is this correct, or do I need my ears checked, or do i need an additional mod for splash sounds/warning messages?

Thanks for any clarification.


Greetz,

@lantis

Task Force
09-28-08, 02:14 PM
If I was a american crew member in the picific, I think id be wearing shorts to. Any chance at doing this, Paints would be hot.:yep:

LukeFF
09-28-08, 06:06 PM
We're just about ready to enter final testing for the release candidate version, so yes, we are getting close.
Lately I've been mostly "practicing" tactics etc while waiting the new release "at the end of the month". No need to rush, but sound like it's going to take a few weeks before you are willing to release? So shoud I start a new Career with the current version...?

It's up to you. :) Might be about 2 weeks or so before we're ready to release it.

LukeFF
09-28-08, 06:11 PM
-I wanted to use http://www.subsim.com/radioroom/showthread.php?t=140535 Smoke mod, but after choosing the version for RFB with PE 3.3, I had 'blocky' particles when a large modern freighter caught fire. am I using the right version?

You probably installed PE3 after RFB. With this next release, PE4 is fully integrated into RFB, so you don't need to download and enable PE4 separately.

-I recently had 6 dud torpedoes, which all hit at around 90 degrees against the hull of a tanker. The seventh torpedo I fired for an impact angle of something like 70 degrees, and it detonated (finally:damn: !) Is this modeled in RFB, that the 'perfect' 90 degree impact gives more likelyhood of a dud than a slightly off-angle impact (which would be, as i understand, historically correct for the performance of the detonator of the Mk14 torpedo)?

Yes. Our torpedo performance model is very robust and reflects the real-world reality of each torpedo according to the historical timeline. Up until late 1943, impact hits with the Mark 14 at an angle at or near 90 degrees will just about always result in a dud.

-I notice that I can hear depth charges drop into the water when I use Free camera to look at the enemy destroyers, but from underwater and/or within the sub I don't hear any DC's drop into the water, I only hear the detonation sound.

Is this correct, or do I need my ears checked, or do i need an additional mod for splash sounds/warning messages?

No, you have everything installed right. Sadly, the "depth charges in the water" warning from the sonarman is currently not working. :(

LukeFF
09-28-08, 06:13 PM
If I was a american crew member in the picific, I think id be wearing shorts to. Any chance at doing this, Paints would be hot.:yep:

There is a model for American crewmen with shorts, yes. I'll see about enabling it for the crew.

IronPerch
09-29-08, 01:46 AM
We're just about ready to enter final testing for the release candidate version, so yes, we are getting close.
Lately I've been mostly "practicing" tactics etc while waiting the new release "at the end of the month". No need to rush, but sound like it's going to take a few weeks before you are willing to release? So shoud I start a new Career with the current version...?

It's up to you. :) Might be about 2 weeks or so before we're ready to release it.

Ok, thanks for update and take your time while testing and finetuning :up:

theluckyone17
09-29-08, 07:27 AM
Alrighty, I have a question. I'm a TMO convert. I loved TMO, never touched RFB, but since TMO appears to be stagnating, I figured I'd jump on the bandwagon.

And I like it. Good job guys! :rock:

The only thing that's a bit of an irritation is my visibility/visual range/render distance. My AI watch crew appears to see targets much farther away than the ships show up on my screen. In other words, when the AI calls out that a ship has been spotted, I look on the horizon, only to see the ocean & sky. If I move closer, then the ship appears.

Is there anything I can do to get my visual range to match the AI's?

Dieselglock
09-29-08, 03:46 PM
Hello,

I have just installed the latest RFB. Love the mod so far. The question I have is that I don't hear any engine sounds or hull creaking noises. I do hear prop noise outside the boat. Also there are no "crash dive" or 'blow ballast" commands heard. Is this normal.

I did uninstall the mod and the sounds return to normal.

I do have PE4 installed first.

The original install was the gold edition disk.

I am running windows bootcamp on a Macbook Pro
4G ram
Nividia 8600

Lenny

Wilcke
09-30-08, 01:15 PM
Hello,

I have just installed the latest RFB. Love the mod so far. The question I have is that I don't hear any engine sounds or hull creaking noises. I do hear prop noise outside the boat. Also there are no "crash dive" or 'blow ballast" commands heard. Is this normal.

I did uninstall the mod and the sounds return to normal.

I do have PE4 installed first.

The original install was the gold edition disk.

I am running windows bootcamp on a Macbook Pro
4G ram
Nividia 8600

Lenny

Looks like all is working as it should with your install. There is much that is not as most think it was on the Fleet Boats and Real Fleet Boat brings this to light. For more please come to the RFB Forum at my link below. You can search and get more details about the mod and you will be surprised to find many more additions and some interesting folks/modders working there.

Happy Hunting!

LukeFF
09-30-08, 02:25 PM
The only thing that's a bit of an irritation is my visibility/visual range/render distance. My AI watch crew appears to see targets much farther away than the ships show up on my screen. In other words, when the AI calls out that a ship has been spotted, I look on the horizon, only to see the ocean & sky. If I move closer, then the ship appears.

Is there anything I can do to get my visual range to match the AI's?

The visual sensors have been overhauled for this next release and are much better than before.

theluckyone17
09-30-08, 02:48 PM
The visual sensors have been overhauled for this next release and are much better than before.

Ahh... that's good. If y'all keep this up, I won't be writing a list to Santa this year... it'll be addressed to the RFB team :cool:

LukeFF
09-30-08, 07:15 PM
Ahh... that's good. If y'all keep this up, I won't be writing a list to Santa this year... it'll be addressed to the RFB team :cool:

You can thank Der Teddy Bär for this one. :yep: He's the expert on things like this. You'll also notice a change in the spotting efficiency of the AI as well.

Dieselglock
09-30-08, 08:22 PM
Hello,

I have just installed the latest RFB. Love the mod so far. The question I have is that I don't hear any engine sounds or hull creaking noises. I do hear prop noise outside the boat. Also there are no "crash dive" or 'blow ballast" commands heard. Is this normal.

I did uninstall the mod and the sounds return to normal.

I do have PE4 installed first.

The original install was the gold edition disk.

I am running windows bootcamp on a Macbook Pro
4G ram
Nividia 8600

Lenny
Looks like all is working as it should with your install. There is much that is not as most think it was on the Fleet Boats and Real Fleet Boat brings this to light. For more please come to the RFB Forum at my link below. You can search and get more details about the mod and you will be surprised to find many more additions and some interesting folks/modders working there.

Happy Hunting!
Thank you, I have subscribed to the forum.

Lenny

Egon01
10-01-08, 07:37 AM
I changed from TMO to RFB some time ago and I must say this mod is the best but I have one, small and maybe funny request to authors: If you can disable "next target view" when "outside view" is enable in next release. I liked this in TMO and I miss it in RFB. I do not mod and I can't do this by myself. I know how to turn off shortcuts buttons for this option but I don't know how to disable these buttons in menu. I like watch my sub from outside specially after I installed PE4. Now I just do not use these buttons but sometimes it's very tempting to press it :smug: Well I think it's not big deal for you to change it like it works in TMO - outside view works but next, previous view doesn't ;)

Thank you

Kruger
10-02-08, 01:56 AM
Hello all,


Yesterday I did a clean reinstall with U-Boat addon, and I also tested RFB (having played only with TMO until now)

Two questions:

1 - Is there any way to put the SH3 keyboard commands in RFB (like it is in TMO ?). THis is very useful, since I am very used to using it like that.

2 - Since :oops: I play with the realism settings low (36-45%), I would really love to get back the direction tail lines in the map, over the conacts. This can also be reactivated in TMO (bu default it disables them)


Thank you

swdw
10-02-08, 07:30 AM
Hello all,


Yesterday I did a clean reinstall with U-Boat addon, and I also tested RFB (having played only with TMO until now)

Two questions:

1 - Is there any way to put the SH3 keyboard commands in RFB (like it is in TMO ?). THis is very useful, since I am very used to using it like that.
Currently there are no plans to do so. However, there will be a keyboard reference sheet like the one that comes with SH4 in the next release of RFB

2 - Since :oops: I play with the realism settings low (36-45%), I would really love to get back the direction tail lines in the map, over the conacts. This can also be reactivated in TMO (bu default it disables them)


Thank you Download the mod TMO Plot (it's made for use with RFB)
http://www.subsim.com/radioroom/showthread.php?t=142335

Kruger
10-02-08, 08:24 AM
Thank you very much for the answers.

revan1013
10-03-08, 05:14 PM
How do I extract it directly into my SH4 file without it creating the RFB folder? So I can just extract it right into the Data Folder and run it through there?

I think I may just be doing it wrong o.0

LukeFF
10-03-08, 10:44 PM
How do I extract it directly into my SH4 file without it creating the RFB folder? So I can just extract it right into the Data Folder and run it through there?

I think I may just be doing it wrong o.0

It's not designed for that. It's meant to be enabled with JSGME.

revan1013
10-04-08, 10:18 AM
Ahhhh wow ok that explains it lol... thanks a lot :)

The General
10-05-08, 04:56 AM
Download the mod...YEEAAHOhhhhh! False alarm. Don't do that SWDW, I thought it was the Big One! :lol:

CaptainScott
10-08-08, 06:00 AM
I really like this mod and I use it together with Operation Monsun and the Run Silent, Run Deep.

My question is, how do I enable the German voice files that come with RFB 1.5? What I'd like to have ideally is the ability to use the English files when playing American campaigns and German files for when I play U-Boote in a German campaign using Operation Monsun. Is there a way to set things up so that this becomes a menu option similar to what we had in SH3 (i.e., use English or German)?

Thanks.

Fish40
10-08-08, 04:09 PM
I really like this mod and I use it together with Operation Monsun and the Run Silent, Run Deep.

My question is, how do I enable the German voice files that come with RFB 1.5? What I'd like to have ideally is the ability to use the English files when playing American campaigns and German files for when I play U-Boote in a German campaign using Operation Monsun. Is there a way to set things up so that this becomes a menu option similar to what we had in SH3 (i.e., use English or German)?

Thanks.


Use this for the German speech: http://www.subsim.com/radioroom/showthread.php?t=137752&highlight=German+speech Enable useing JSGME as the last mod. Disable the mod when you want to use American Fleet Boats. It's alittle PIA, but it works just fine. An alternative would be to have two installs of SH4. This way one could be for German campaign, the other American. That's too much work for my puney brain though, so I'll stick to the JSGME method.

CaptainScott
10-08-08, 05:42 PM
Thanks Fish! That will be a great help!

I have no problem with the JSGME solution. It seems the easiest way to go.

I do have another question--what are the German files for that are included in the RFB 1.5 download? Do those need to get loaded anywhere? Or combined with the files at the download link you referenced?

Thanks again for your great support!

LukeFF
10-09-08, 02:15 AM
I do have another question--what are the German files for that are included in the RFB 1.5 download? Do those need to get loaded anywhere? Or combined with the files at the download link you referenced?

The answer's in the first post in this thread here, near the top. ;)

CaptainScott
10-09-08, 07:16 AM
OK, I think I've found the information. Do I install these files as a mod on top of the German voice files that Fish referred me to?

Also: I've just run into another problem. Appears to be a bug. I just had a sub (USS Tuna) suffocate for C2 build-up. Problem is, I was surfaced for quite awhile and my sub had absolutely no damage. Since I had sunk about 10,000 tons of shipping thus far on that patrol during a period of slim pickings in terms of targets (AUG 44), I am a bit disappointed in the demise of my sub.

Anyone else encounter this problem/bug?

Thanks.

Wilcke
10-09-08, 09:33 AM
OK, I think I've found the information. Do I install these files as a mod on top of the German voice files that Fish referred me to?

Also: I've just run into another problem. Appears to be a bug. I just had a sub (USS Tuna) suffocate for C2 build-up. Problem is, I was surfaced for quite awhile and my sub had absolutely no damage. Since I had sunk about 10,000 tons of shipping thus far on that patrol during a period of slim pickings in terms of targets (AUG 44), I am a bit disappointed in the demise of my sub.

Anyone else encounter this problem/bug?

Thanks.

Is this CO2 issue directly related to the Alt-Tab out to desktop buggy thing? I just have never ran into this PITA. I do have an install that the German subs run out of compressed air all the time. But they still surface! Yes to bad about Tuna that stinks. Hopefully someone can jump in and suggest something workable, maybe running in Windowed Mode?

Best of luck!

banjo
10-09-08, 10:16 AM
The CO2 bug does appear to be caused by Alt Tabbing out if the game. Exit to Main Menu and re-enter to fix.

punkmaster98
10-09-08, 11:38 AM
my gunner won't shoot planes until they are right on top of my sub. why?

CaptainScott
10-09-08, 05:47 PM
Thanks Wilcke and Banjo! I did alt-tab out of the game, because I was trying to download the music/radio station files while I was still playing. That explains it!

Well, nothing left but to start a new campaign!

See you when I'm back in port!

LukeFF
10-09-08, 10:06 PM
my gunner won't shoot planes until they are right on top of my sub. why?
Does he have a clear shot at them? They are set to open fire out to 5000 meters.

swdw
10-10-08, 07:58 AM
For the RFB fans out there, I'd like to let you know that I've handed the wheel over to LukeFF as the one leading the RFB mod.

Because of time constraints over the last few months, he's been the one directing the mod anyway. In that time, he's gathered some amazing talent and has implemented some incredible work into the mod.

I feel he's done a better job than I could have, so it's better for the mod if he continues leading the team.

I'm still working on the mod as one of the contributers, but he's the one behind the wheel now.

The General
10-10-08, 10:43 AM
Thanks for the update SWDW.

Is the MOD still due for release this weekend?

chris455
10-10-08, 11:55 AM
I feel the deck guns are just a shade too weak.
I do not want to be able to take on a freighter and sink it with 10 shells, but after 50 rounds, there should be some visible damage. I always use my deck gun to finish off cripples only. The 4" rifle was very powerful and should do more damage than is being reflected in the mod (This mod, BTW, MAKES SHIV for me so before I forgewt, awesome job guys!)
Is there not a way we can adjust this?

punkmaster98
10-10-08, 02:21 PM
no matter what the gunners don't shoot until the planes are right in front or on top of me. by then its too late:-?

Orion2012
10-10-08, 02:30 PM
no matter what the gunners don't shoot until the planes are right in front or on top of me. by then its too late:-?
When you tell them to engage, do you select "engage closing targets" or just engage all enemies. The first of those options will only allow the AA gun to attack when he sees the plane coming in to attack. Also if the deck gun is in the front. They wont attack without a clear line of sight.

I feel the deck guns are just a shade too weak.
I do not want to be able to take on a freighter and sink it with 10 shells, but after 50 rounds, there should be some visible damage. I always use my deck gun to finish off cripples only. The 4" rifle was very powerful and should do more damage than is being reflected in the mod (This mod, BTW, MAKES SHIV for me so before I forgewt, awesome job guys!)
Is there not a way we can adjust this?

The deck gun will only do damage when fired below the water line, so you shouldn't see visual damage (unless in the free cam) The topic of the deck guns power and reload time have been heavily discussed, even in this forum.

LukeFF
10-11-08, 04:00 AM
Is there not a way we can adjust this?

See what you think about the deck gun after this next release. :smug:

LukeFF
10-11-08, 04:02 AM
Is the MOD still due for release this weekend?

We're getting close. Basically, right now we're trying to finalize the manual, and that should be about it. Everything in the mod is working as it should, so I would venture to say we should see an official release sometime in this coming week.

vanjast
10-11-08, 04:35 AM
I feel the deck guns are just a shade too weak.
I do not want to be able to take on a freighter and sink it with 10 shells, but after 50 rounds, there should be some visible damage. I always use my deck gun to finish off cripples only. The 4" rifle was very powerful and should do more damage than is being reflected in the mod (This mod, BTW, MAKES SHIV for me so before I forgewt, awesome job guys!)
Is there not a way we can adjust this?
As mentioned 'below the waterline' and spread your fire across the whole ship.
As an example I torpedoed a cargo ship way aft, and put her propulsion of action. Waiting for a few hours she didn't sink, so I surfaced and raked the side of the ship with about 20-30 APs, The ship settled and in about another 2 hours finally sank.
Each ship has compartments (water-tight sections) that must be puntured to sink the ship. The biggest section is the boiler room and if you hit this, secondary explosions can wreck the ship and sink her fast.
:D

LukeFF
10-11-08, 04:51 AM
From the current test release of RFB. No other mods were enabled when this shot was taken (other than FooBor's S-Class Skin):

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-10-10_004750_265.jpg

Sunrise on an S-boat. Alaska, December 1942.

Bosje
10-11-08, 07:48 AM
cool! i can't wait :up:

one question: lifeguard duty- (this is the first time i ever got the mission) i did a search but couldnt find anything except a lot of remarks saying how much it was talked about :hmm:. i think it's RFB which takes the rescue botton away from the interface. ingame F1 said to hit the 'target for AA' button instead and i got an acknowledgement from the staff and then the graphics turned funny, almost like the waves went into 16x TC as i was standing there on the bridge, but the pilot was still just swimming there in his pink smoke. in the end, i assigned the 'F' key to rescue a pilot in commands.cfg and that sorted it. I dunno if such a solution has already been discussed at length, i couldnt find it, but maybe it can be contemplated for the mod? as for the weird waves, i have no idea what that's about but it seemed related to the lifeguard thing, i never saw it happen before. (PE4 installed as well, in case it matters)

thanks

chris455
10-11-08, 10:05 AM
I feel the deck guns are just a shade too weak.
I do not want to be able to take on a freighter and sink it with 10 shells, but after 50 rounds, there should be some visible damage. I always use my deck gun to finish off cripples only. The 4" rifle was very powerful and should do more damage than is being reflected in the mod (This mod, BTW, MAKES SHIV for me so before I forgewt, awesome job guys!)
Is there not a way we can adjust this?
As mentioned 'below the waterline' and spread your fire across the whole ship.
As an example I torpedoed a cargo ship way aft, and put her propulsion of action. Waiting for a few hours she didn't sink, so I surfaced and raked the side of the ship with about 20-30 APs, The ship settled and in about another 2 hours finally sank.
Each ship has compartments (water-tight sections) that must be puntured to sink the ship. The biggest section is the boiler room and if you hit this, secondary explosions can wreck the ship and sink her fast.
:D Good advice to be sure, but no AP w/ the mods I'm using (RSRD. RFB)

IronPerch
10-11-08, 01:10 PM
Is the MOD still due for release this weekend?

We're getting close. Basically, right now we're trying to finalize the manual, and that should be about it. Everything in the mod is working as it should, so I would venture to say we should see an official release sometime in this coming week.

AAAAARRRRGHHH UPLOAD! UPLOAD! UPLOAD! UPLOAD!UPLOAD! UPLOAD!UPLOAD! UPLOAD!!!!!

I think we can wait the manual for a few days more, but pleeeeease stop teasing and throw the bone for the dog :damn: :damn: :damn: :doh: :o :doh: :huh: :dead: .............:roll: ok i'm calm again :|\\....Take your time....

LukeFF
10-11-08, 05:56 PM
one question: lifeguard duty- (this is the first time i ever got the mission) i did a search but couldnt find anything except a lot of remarks saying how much it was talked about :hmm:. i think it's RFB which takes the rescue botton away from the interface. ingame F1 said to hit the 'target for AA' button instead and i got an acknowledgement from the staff and then the graphics turned funny, almost like the waves went into 16x TC as i was standing there on the bridge, but the pilot was still just swimming there in his pink smoke. in the end, i assigned the 'F' key to rescue a pilot in commands.cfg and that sorted it. I dunno if such a solution has already been discussed at length, i couldnt find it, but maybe it can be contemplated for the mod? as for the weird waves, i have no idea what that's about but it seemed related to the lifeguard thing, i never saw it happen before. (PE4 installed as well, in case it matters)

We have fixed all the issues with the buttons for this next release, so you'll get the "rescue survivor" command back. :yep:

LukeFF
10-11-08, 05:58 PM
Good advice to be sure, but no AP w/ the mods I'm using (RSRD. RFB)

There are no AP rounds with the deck guns, because they weren't used by either the American or German submarines.

Fish40
10-11-08, 06:46 PM
From the current test release of RFB. No other mods were enabled when this shot was taken (other than FooBor's S-Class Skin):

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-10-10_004750_265.jpg

Sunrise on an S-boat. Alaska, December 1942.




:o That looks fantastic Luke! Just to refresh my memory, dose this version now include PE4?

Wilcke
10-11-08, 07:13 PM
Yes, PE4 is integrated into RFB with this upcoming release.

Sledgehammer427
10-11-08, 07:25 PM
righteous, i love pe4 but its a hassle to get everything set up...will we be able to choose NSM and all that happy stuff you can also pick? or will the most compatible features be uploaded?

chris455
10-11-08, 07:43 PM
LukeFF, thank you for the replies and the great work you are doing on the mod, I look forward to it very much :D

lurker_hlb3
10-11-08, 08:17 PM
righteous, i love pe4 but its a hassle to get everything set up...will we be able to choose NSM and all that happy stuff you can also pick? or will the most compatible features be uploaded?
With the new damage model that RFB uses , NSM will be "obsolete". One thing your going to find is the only other mod you need is the new version of RSRDC that been written for this version

Task Force
10-11-08, 08:21 PM
I cant wait for the next RFB release, Whats gona be new other than the damage model?;)

LukeFF
10-11-08, 08:43 PM
I cant wait for the next RFB release, Whats gona be new other than the damage model?;)
New submarine damage model
New ship damage model (merchants only for now, warships will come later)
PE4 fully integrated
New visual sensors for all AI aircraft and ships
Even more realistic rosters for all subs
New distance measurement mod
John Hamm/conus00's crew uniform mods (to be updated even more in the future)
Updated interiors for all submarines (clickable objects, animated gauges, 3D crew members)
New manual that explains the mod in more detail.Plus other miscellaneous stuff people will notice over time.

Task Force
10-11-08, 08:50 PM
Cool, cant wait for the next version of RFB.:D

Bosje
10-11-08, 09:42 PM
Luke, thanks

PE4 graphics and RFB gameplay, the game it could and should have been *excited shiver*

any day now :sunny:?

claybirdd
10-11-08, 11:00 PM
Hell since TMO has fallen by the wayside(:x) I guess I'll have to jump on this bandwagon. Thank all of you for your hard work. I look forward to your new release.:up: If I can find either a mod or the proper TMO file to give me my TMO keysettings while using RFB I think I will be quite happy. (make sense?)

Task Force
10-11-08, 11:07 PM
What ever happend to Trigger Maru.:hmm:

Orion2012
10-11-08, 11:50 PM
Hell since TMO has fallen by the wayside(:x) I guess I'll have to jump on this bandwagon. Thank all of you for your hard work. I look forward to your new release.:up: If I can find either a mod or the proper TMO file to give me my TMO keysettings while using RFB I think I will be quite happy. (make sense?)

I'm positive there is a TMO keyboard layout mod around here somewhere. Will post a link if I can find one.

claybirdd
10-12-08, 12:25 AM
Thank you Orion it would be greatly appreciated.

LukeFF
10-12-08, 01:38 AM
Luke, thanks

PE4 graphics and RFB gameplay, the game it could and should have been *excited shiver*

any day now :sunny:?

I can justifiably say this will be the best RFB release to date, and we still haven't yet met all the goals we have for this mod. You guys are really going to like what we've done here.

The manual is moving along well, so I dare to say "soon" the mod will be released. ;) We could release the mod as it is right now, but we want it to be the best it can be, and so that includes writing up a manual that explains all that we've done and why we've done things the way we have. I know that makes the wait all the much longer, but, trust me, the result will be well worth it.

chris455
10-12-08, 09:27 AM
Please take your time LukeFF- we all know it will be worth the wait:D

IronPerch
10-12-08, 12:45 PM
I cant wait for the next RFB release, Whats gona be new other than the damage model?;)

New submarine damage model
New ship damage model (merchants only for now, warships will come later)
PE4 fully integrated
New visual sensors for all AI aircraft and ships
Even more realistic rosters for all subs
New distance measurement mod
John Hamm/conus00's crew uniform mods (to be updated even more in the future)
Updated interiors for all submarines (clickable objects, animated gauges, 3D crew members)
New manual that explains the mod in more detail.Plus other miscellaneous stuff people will notice over time.

Sounds very nice!!!

Is that new loading screen or a hint from mod's new craphical oufit in your signature? Is there any change to hear something about the new distance measurement mod included?

Task Force
10-12-08, 02:00 PM
I cant wait. Ive always enjoyed RFB`s realism.;)

Ivan Putski
10-12-08, 02:06 PM
Very much looking forward to its release. Puts:up:

Lexandro
10-12-08, 02:11 PM
I have a question; Will PE4 be an optional install or is it a mandatory one? The reason I ask is I use a lot of high time compression (4096 TC) which tends to break enviroment mods. I would really like to give this a bash, but I also dont want to have the game weather and ocean go wonky.

Nisgeis
10-12-08, 02:20 PM
Wonkiness is standard. High time compression breaks the game wave engine. There's nothing you can do about it. It's just not as noticable in stock, but once you notice it, you can't 'un-notice it'.

Sledgehammer427
10-12-08, 02:35 PM
you klnow, i never saw any of that in my games...im running all graphics things ticked minus volumetric fog (because i have a med-high spec computer) and i never notice any difference (using PE4)

Lexandro
10-12-08, 02:36 PM
Wonkiness is standard. High time compression breaks the game wave engine. There's nothing you can do about it. It's just not as noticable in stock, but once you notice it, you can't 'un-notice it'.
I dont really get the waves breaking that much on stock, and the weather always works fine in for me. And usually with stock the waves reset themselves after a bit and all is fine again. But with mods like PE4, when I use time compression I get broken wave ani all the time. That and I get absolutely no weather, its a perfect sunny day every day.

Its something that has put me off using them, simply as I said because I use time compression a lot. Plus the graphics of stock really aint that bad at all. Im running the game maxed out with the dynamic shadows edit on and lots of AA.

LukeFF
10-13-08, 12:00 AM
Is that new loading screen or a hint from mod's new craphical oufit in your signature? Is there any change to hear something about the new distance measurement mod included?

We have a new loading screen, but it's not the pic in my signature (it will, however, grace the front page of the manual). The new main loading screen looks very cool, and I'm sure you all will like it.

The distance measurement mod uses the actual known mast/flight deck/funnel heights as known to the Allies during the war (as published in the ONI manuals). It makes for a more authentic experience and adds a bit to the "fog of war."

LukeFF
10-13-08, 12:02 AM
I have a question; Will PE4 be an optional install or is it a mandatory one?

It's built-in to the mod, so yes, it's "mandatory."

Task Force
10-13-08, 12:04 AM
I just cant wait for this mod, This is the next big release I am looking foward to along with GWX 4.:D

claybirdd
10-13-08, 12:16 AM
tick, tock, tick, tock. I can't wait to try RFB I hope it what everyone says it is.:up:

Task Force
10-13-08, 12:20 AM
Im sure it is going to be, The RFB team always pulls it off.:yep:

claybirdd
10-13-08, 12:28 AM
The thing is I have never tried RFB. Always been a TMO man so I am finally gonna make the switch with this new release. As I stated in a earlier post I am like an old dog stuck in his ways as far as the TMO keyboard layout goes. So, Im gonna have to either deal with it or use a mini mod.:hmm: Hell, I may just try it as is.


finally im not a medic anymore, I hated that avatar.

Bosje
10-13-08, 10:07 AM
Fresh installation, clean copy with jsgme and multi-SH4 and a defragged harddisk. All vents indicate open, all hatches indicate closed. Boat is ready to go, Sir!

ooooohhhh it's like the day before your birthday, anticipation is half the fun :)

I'd like to say that I've been wishing for a decent manual since I bought the stock game, thanks for taking the time and effort to sort that out! :up:

LukeFF
10-14-08, 03:17 PM
An update for everyone here:

We have uncovered a couple of issues that need to be resolved before we can release the mod. I know this makes the wait that much more longer (and frustrating :lol:), but we want to ensure all is working like we intend it to be. Trust me, as soon as everything is ready to go, we will let you guys have at it. :yep:

Task Force
10-14-08, 03:51 PM
All right ill wait. Impatiantly ill wait.:lol:

Lexandro
10-14-08, 03:57 PM
An update for everyone here:

We have uncovered a couple of issues that need to be resolved before we can release the mod. I know this makes the wait that much more longer (and frustrating :lol:), but we want to ensure all is working like we intend it to be. Trust me, as soon as everything is ready to go, we will let you guys have at it. :yep:

Well imo Its better to be bullet proof that riddled with holes. :lol: Take your time, good things come to those who wait.

Fish40
10-14-08, 05:27 PM
C'mon already! I have no more fingernails left to bite!:rotfl:

IronPerch
10-15-08, 01:02 PM
We have uncovered a couple of issues that need to be resolved before we can release the mod.

Seriously, just how bad is it?

LukeFF
10-15-08, 11:37 PM
Seriously, just how bad is it?

Not that bad. One issue has already been fixed, and we're working on the other. That, and were trying to finalize the manual.

Sledgehammer427
10-16-08, 06:59 PM
if only i could help...i want RFB!
like a little child....
kek

Task Force
10-16-08, 07:04 PM
Take your time, no rush (unless the world is going to end tomorrow, If so RUSH!):lol: :rotfl: :up:

TopcatWA
10-17-08, 04:13 AM
OK.I got the rinse takin' out of me for posting this in another post section of SH4 & was directed back to here & read the small print with regard to deck gun ammo.
The only problem is I have no ammo shell icon for loading when I bring up the deck gun controls even when I get replenished at support bases.
Any comments please.
http://i94.photobucket.com/albums/l120/teddals/SH4Screenshot.jpg

Falkirion
10-17-08, 06:40 AM
Yeah I'm failing to see why there's no ammo icon Teddles, your install order looks right to me. Albeit I'm running PE4 but that shouldn't have any bearing on this at all.

Luke new RFB sounds good. Can't wait to see it

Wilcke
10-17-08, 08:59 AM
Teddals,

Looks like you are running the last official release of RFB and the Shell images should be there. Anyhow you can still put your mouse pointer in the middle of the bar and move it up a bit to where the HE shell image would be and click on that and the gun will load.

One issue I see in your install is that Environmental Effects should be loaded first and let RFB and RSRDC overwrite whatever they like...if not you are going to have issues. I do not think that it would break the shell icon but then again I just load environmentals first then RBF RSRDC.

Fish40
10-17-08, 06:32 PM
Luke, is the new RFB going to include Kriller's new stuff for PE?:hmm:

Task Force
10-17-08, 06:35 PM
From what Ive read, yes it is.:up:

TopcatWA
10-17-08, 08:24 PM
Teddals,

Looks like you are running the last official release of RFB and the Shell images should be there. Anyhow you can still put your mouse pointer in the middle of the bar and move it up a bit to where the HE shell image would be and click on that and the gun will load.

One issue I see in your install is that Environmental Effects should be loaded first and let RFB and RSRDC overwrite whatever they like...if not you are going to have issues. I do not think that it would break the shell icon but then again I just load environmentals first then RBF RSRDC.

The mouse pointer movement above the bar worked.
I will be loading EE ver.5.0 where instructions stipulate that it is to be installed last in the mod setup...

Thanks for the replies.:up:

simsurfer
10-17-08, 11:14 PM
Im tired of seeing: New RFB for SH4 v1.5 uploaded 06.24.08 at the first page :cry: I want to see New RFB for SH4 v1.6 uploaded 10.18.08 :D

Will I see it when I get back from school tomorrow at 8pm :hmm:

Hoping..

Orion2012
10-17-08, 11:42 PM
Im tired of seeing: New RFB for SH4 v1.5 uploaded 06.24.08 at the first page :cry: I want to see New RFB for SH4 v1.6 uploaded 10.18.08 :D

Will I see it when I get back from school tomorrow at 8pm :hmm:

Hoping..

Patience is a Virtue.

claybirdd
10-18-08, 12:17 AM
take your time and do it rightguys, im in no hurry. Actually havent loaded SH in over a week. Been playin the hell out of NavyField. That way when RFB comes out it will be that much better. Imnot burnt out on SH, but, I try to keep that from happening.

Keep up the hard work guys, and Orion thanks again.:up:

LukeFF
10-18-08, 03:44 AM
Luke, is the new RFB going to include Kriller's new stuff for PE?:hmm:

Yes, we have a good working relationship with Kriller and his PE mod, so as of now any and all future work on PE will be integrated into RFB with Kriller's permission.

LukeFF
10-18-08, 03:45 AM
The mouse pointer movement above the bar worked.
I will be loading EE ver.5.0 where instructions stipulate that it is to be installed last in the mod setup...

Thanks for the replies.:up:

Sorry for giving you a hard time about this issue. Rest assured, if you install everything correctly with this next release, the shell icons will show up without any problems.

LukeFF
10-18-08, 03:54 AM
The current status of the remaining work for 1.52 is as follows:


Finalize the manual. We have a few sections left to complete, and then it's off to put it into PDF format. This shouldn't take more than a couple of days.
Our testers have uncovered some issues with the visual sensors for the bridge watch. Currently we are working on ironing these things out and should have a solution soon. I consider this to be a "make or break" issue, so I want everyone that's testing this to be happy with the results produced in the mod before we release it. We have a great group of guys working on getting this right (Deviance, Lurker, Wilcke, Teddy Bär, et al), so rest assured the solution will be a good one.I know these things make everyone that more impatient and anxious to play the mod. Trust me, I want to share all the great things ASAP with you guys that we've worked so hard on these past weeks. However, I'm a firm believer in releasing high-quality work, so this means that the release has had to be pushed back a couple of times now. Once I am happy these last two items have been completed, the mod will be released at once for you all to devour and enjoy. :ping:

Thanks for your patience, and pardon our dust. ;)

TopcatWA
10-18-08, 08:05 AM
The mouse pointer movement above the bar worked.
I will be loading EE ver.5.0 where instructions stipulate that it is to be installed last in the mod setup...

Thanks for the replies.:up:

Sorry for giving you a hard time about this issue. Rest assured, if you install everything correctly with this next release, the shell icons will show up without any problems.

No worries. Lookin' forward to the new release mate. Keep up the good work. Much appreciated.:up:

Orion2012
10-18-08, 01:22 PM
As Luke stated, having everything working properly is very important, and trust me I'm itchin to get back on patrol as soon as these visual sensors are bug free :up:.

IronPerch
10-18-08, 01:42 PM
....ommmmmm......ommmmmmm....

....I have reached perfect harmony with myself and i'm living in SH4 selibacy.... I will wait patiently until the almighty RFB 1.6 decides to come among us and fullfill all our needs....

....ommmmmm..... ommmmm....

Task Force
10-18-08, 03:00 PM
SOOOOOOOOOOOOO........

How many more bugs do you surspect you all are gona have to smash before release.:D

Nisgeis
10-18-08, 04:41 PM
How many more bugs do you surspect you all are gona have to smash before release.:D

My guess is eleventy twelve bugs.

simsurfer
10-18-08, 05:11 PM
Im back from class, fire academy was very hard today. No 1.6 :cry:

But waiting patiently :D

Task Force
10-18-08, 06:10 PM
It will proably be released within the next two weeks.:up:

Orion2012
10-18-08, 10:27 PM
How many more bugs do you surspect you all are gona have to smash before release.:D
My guess is eleventy twelve bugs.
2 that I'm aware of.

Mainly visual sensors, then the manual has to be completed, which I suggest you all read, as its very insightful, and lets you know what to expect.

In my humble opinion, everyone will be more then pleased with the RFB teams work.

Ivan Putski
10-18-08, 11:11 PM
If I understand right, it will ship with PE-4, any chance a version without it is in the wind, as I`m using Enviromental 5.0 at present. Puts

LukeFF
10-19-08, 12:49 AM
If I understand right, it will ship with PE-4, any chance a version without it is in the wind, as I`m using Enviromental 5.0 at present.

Not at this time.

Nisgeis
10-19-08, 02:15 AM
Mainly visual sensors, then the manual has to be completed, which I suggest you all read, as its very insightful, and lets you know what to expect.


I'm looking forward to the manual. A great way to redress the original's shortcomings.

The General
10-19-08, 10:25 AM
Sunday feels like the natural day to release a Super-Mod like Real Fleet Boat. It doesn't like like it's gonna happen today though :cry:

Is there any chance of a Readme, PLEASE!!!? :)

Te Kaha
10-19-08, 03:42 PM
Manual aka Readme .... ;)

See above.

LukeFF
10-19-08, 04:45 PM
We will likely release the manual ahead of time, maybe sometime today or tomorrow.

Bosje
10-19-08, 05:07 PM
excellent, it will be good to read beforehand :)

simsurfer
10-19-08, 06:11 PM
excellent, it will be good to read beforehand :)

No, It wont :damn:

Its just going to make us want this even more :arrgh!: or is it Grrrrr.

This is killing me :-? I want the coolness of RFB modified again but I want it yesterday like :rock:

Task Force
10-19-08, 06:13 PM
I wish I was home from school tomorrow so I could atleast have the manual.

Bosje
10-19-08, 06:57 PM
excellent, it will be good to read beforehand :)
No, It wont :damn:

Its just going to make us want this even more :arrgh!: or is it Grrrrr.

This is killing me :-? I want the coolness of RFB modified again but I want it yesterday like :rock:

lol well i dunno about you but i'm likely to jump in when it's here, so i might as well read the manual before, or i'll never get round to it :know:

IronPerch
10-20-08, 02:46 AM
We will likely release the manual ahead of time, maybe sometime today or tomorrow.

I quess we are reaching the peak:

http://en.wikipedia.org/wiki/Image:Gartner_Hype_Cycle.svg

Though i hope/believe that there is not going to be any downhill after release...

Man, you guys know how to wrap people around your fingers :rotfl:

Sledgehammer427
10-20-08, 04:08 PM
peak? climax...who knows...i just cant wait for this thing

sledgehammer427
(paitently bashing his head against a wall for the next RFB release)







:damn:

LukeFF
10-21-08, 12:11 AM
The final Release Candidate file has gone out to all our testers, and the manual should be finalized within the next couple of days. Barring any issues, a release this upcoming weekend is very likely.

vanjast
10-21-08, 12:34 AM
Jolly good show, Captain..
Commendations to you and your crew..
:up:

Fish40
10-21-08, 07:34 AM
The nail biteing continues!!:88)

Orion2012
10-21-08, 03:47 PM
The nail biteing continues!!:88)

It will all be worth the wait. :yep:

Task Force
10-22-08, 02:26 PM
I hope they find nothing buglike.:yep:

Orion2012
10-22-08, 03:32 PM
I hope they find nothing buglike.:yep:

I can only speak for myself, but nothing so far :up:

Task Force
10-22-08, 04:16 PM
Cool now comes that long phase of waiting.

kylesplanet
10-22-08, 09:51 PM
Were like a bunch of crack addicts waiting on our fix. :rotfl:
Luke's the candyman! :rotfl:

Orion2012
10-22-08, 10:36 PM
Were like a bunch of crack addicts waiting on our fix. :rotfl:
Luke's the candyman! :rotfl:

:rotfl:<--Does not begin to cover how hard I laughed.


"...the Candyman can...."

The General
10-23-08, 06:20 AM
You remeber when I said Sunday is the best day to release a Mod? Well, I was wrong. I meant Friday is the best day :lol: That way we have to whole weekend to try it out.

I'm even watching Tora Tora Tora to get myself in the mood. Did you know the great Akira Kurosawa shot some of the Japanese sequences? :know:

IronPerch
10-24-08, 02:30 AM
Aye, this friday would be great... High bandwidth available for downloading (but, saturday the bits are going to drop way much sloooooweeerrr...what a way of torture...:lol: ) Some extra time to make installations and nothing special for the weekend...

Please, give us at least the manual?

Kruger
10-24-08, 05:10 AM
Dear all,

I would love to use RFB, but I have two question for you:

- Is there a way to retain the SH3 keyboard layout from TMO ?
- Is there a way to retain the contact tails on map like in TMO ?

Kind regards

Sledgehammer427
10-24-08, 06:47 AM
1. i think you can do that yourself with the "commands.cfg" file.
not too sure, but thats my guess...

2. i just said, "to hell with it" and started to plot my targets courses with the marker and compass...its actually kinda fun...like agebra class (but its not AS fun as algebra class:lol: )

Orion2012
10-24-08, 09:59 AM
1. i think you can do that yourself with the "commands.cfg" file.
not too sure, but thats my guess...

2. i just said, "to hell with it" and started to plot my targets courses with the marker and compass...its actually kinda fun...like agebra class (but its not AS fun as algebra class:lol: )

1. Yes you can make the changes yourself in the commands.cfg if you know the hexidecimal for the key you wish to assign.

2. Remove either the contline.dds or dashline.dds (can't recall which) to get the contact tail's back. One of those file controls the tail's while the other controls sonar bearing lines. Remove those files from the RFB folder under Data/Menu/Gui before you enable RFB to keep the stock appearnece.

C DuDe
10-24-08, 10:34 AM
You know it's Friday right...


THE BEST DAY FOR RELEASES!!!!!!!!

LukeFF
10-24-08, 07:21 PM
Rumor has it the mod might be released sometime tonight... ;)

theluckyone17
10-24-08, 07:36 PM
I might just wear out that refresh button :yep:

Fish40
10-24-08, 07:38 PM
It's already tonight where I am, you're three hours behind!:rotfl:

Task Force
10-24-08, 07:40 PM
TONIGHT!!!:huh: YAY its the weekend.:D

matelot2001
10-24-08, 07:42 PM
Tonight has gone - It's Saturday morning here in the UK!! :o

Roll On!!

Yours Aye

Task Force
10-24-08, 07:47 PM
But it is still friday on this side of the pond, Its 8:58PM and It is even earlyer in some areas in the US.;) Even still daytime possiably.:yep:

Sledgehammer427
10-24-08, 08:13 PM
you live on the east coast eh taskforce?

:damn: :damn: :damn: :damn: :damn:

i guess ill just keep pacing my floor

Orion2012
10-24-08, 08:17 PM
Rumor has it the mod might be released sometime tonight... ;)

Hey, I heard that too :smug:

Task Force
10-24-08, 09:37 PM
Waiting, waiting, I just keep on waiting.:smug:

Task Force
10-24-08, 09:38 PM
Is he gona release is at 12:00.:-? I hope it dosent turn back to a stupid Pumpkin.

lurker_hlb3
10-24-08, 09:45 PM
RSRDC v396 that supports the "New" version of RFB is up. Check the RSRDC thread for the download link

Task Force
10-24-08, 10:16 PM
Would you all release it already.:stare: :lol:

peabody
10-24-08, 11:13 PM
Would you all release it already.:stare: :lol:
Sorry Task Force it's already tomorrow. But I guess that would make it today, so maybe it will get released today after all.:rotfl:.

Peabody

Task Force
10-24-08, 11:29 PM
Yea, But its still yesterday on the west cost.:D

vanjast
10-25-08, 01:46 AM
Quick LOOK .... there it goes... over there... MANN!! OVER THERRRRRRE :arrgh!:

Awwww you missed it.. too bad.
;)

Fish40
10-25-08, 04:20 AM
I KNEW Santa was a FAKE!!:cry::cry:

RFB Team
10-25-08, 04:22 AM
Alright, guys, here's the much-anticipated manual for RFB v1.52. We have to make a small number of corrections to this (mainly typos), but by and large this is the completed manual. Please take the time to read it over, as it's most likely a lot of the questions you have about RFB v1.52 are covered by this document:

http://dodownload.filefront.com/12153758//bd3e93ab4b73bca7572d033dbe5ffba1c62f9fbad6d0adde8a 16286842abf172a4bded4a189937e2

RFB v1.52 will likely be released tonight (Pacific Time), in conjunction with the final version of the manual.

Fish40
10-25-08, 05:10 AM
I take it back!:lol:

R1830
10-25-08, 06:28 AM
Just read the manual, looks great guys.

One question regarding crash (crush?) depth: There were many instances where fleet boats dove well beyond test depth and survived. Is your crush depth based on test depth and beyond that the rapid HP degredation described in the manual occurs causing the loss of the boat, or is it a value beyond test depth based on damage, documented cases of deep dives, etc?

Thanks for all the effort put into this, I have been off of SH4 for a few weeks now waiting for this to come out, I couldn't bring myself to play 1.5 without it knowing how close it was.

Bosje
10-25-08, 06:34 AM
That was an excellent read, team! :up:

Many many things which I am extremely happy about, can't wait to load it up and set out for war patrol :)

also many many questions but I'm sure things will become clear when we start playing.
good things do indeed come to those who wait :|\\

Kruger
10-25-08, 06:48 AM
1. i think you can do that yourself with the "commands.cfg" file.
not too sure, but thats my guess...

2. i just said, "to hell with it" and started to plot my targets courses with the marker and compass...its actually kinda fun...like agebra class (but its not AS fun as algebra class:lol: )
1. Yes you can make the changes yourself in the commands.cfg if you know the hexidecimal for the key you wish to assign.

2. Remove either the contline.dds or dashline.dds (can't recall which) to get the contact tail's back. One of those file controls the tail's while the other controls sonar bearing lines. Remove those files from the RFB folder under Data/Menu/Gui before you enable RFB to keep the stock appearnece.


Sorry to be a pain in the ass, but I'm no techie. In teh same time, I'm no idiot, so I could do the changes if someone helped me with those values.

Thanks

The General
10-25-08, 06:49 AM
Nice Manual, can I get a leatherbound version? :up:


"Hogan’s Alley:
nicknamed after the after battery crew quarters, this is

where the enlisted men from the bridge watch need to be placed when the
boat is submerged, in order to protect them from depth charge damage
(this will be described in detail later). Since this compartment functions as
an off-duty section of the boat, it has no skill modifiers."


That explains it!

Bosje
10-25-08, 07:54 AM
Kruger, i'm digitally impaired as well. here is my own crude solution though:

in some commands.cfg file somewhere, you may find these commands:
(I do not even know the original source. think it's stock but it could be either RFB or TMO or something else. If this therefore means I am violating modding etiquette, I am immensely sorry but I assumed that messing around with various key commands is not something which requires permissions and credits)

[Cmd18]
Name=Binocular_camera
Ctxt=1
Key0=0x42,,"B"
Page=0x27000000,3706
GoBack=Conning_deck_camera

...

[Cmd436]
Name=Toggle_battle_stations
Ctxt=1

I want to use the B key for battle stations so I simply take the key line (Key0=0x42,,"B") and copy it. Then you have to put a semicolon ( ; ) in front of the line for the binocular camera to disable that one and that's that sorted out. you dont need to know the hexidecimal thingy for the B key, you just copy it from wherever you can find it. Obviously this is done at your own risk and you should make a backup etc etc, but I have had no problems that I am aware of. so now your file looks like this:

[Cmd18]
Name=Binocular_camera
Ctxt=1
;Key0=0x42,,"B"
Page=0x27000000,3706
GoBack=Conning_deck_camera

...

[Cmd436]
Name=Toggle_battle_stations
Ctxt=1
Key0=0x42,,"B"

and when you hit the B in the game, your boys will go to battle stations. simple

If you put the new commands.cfg which you thus created into a new folder in "...\SH4\MODS\mycommands\data\cfg", you will be able to enable your own little key modlet on top of any other mods. that's how I did it and it seems to work

there is only one problem and that is all the other values and parameters in the lines. they have something to do with something in the game which i know nothing about, but like i said, i havent actually seen any ingame problems as a result

Disclaimer: Like I said, I believe that this post does not violate etiquette. if it should have involved asking permissions and giving credit, I am deeply sorry.

Schultzy
10-25-08, 09:17 AM
Excellent work on the manual fellas! It's certainly whetted my appitite even more.

Looking forward to release and want to just extend a big 'thank you' to all who've worked so hard on this mod. :up:

AVGWarhawk
10-25-08, 10:29 AM
Excellent manual:up: