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Sardaukar67
10-25-08, 10:38 AM
Nice work with manual !!

Orion2012
10-25-08, 12:03 PM
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
I'm sorry I don't know them either. Maybe I can find it, if I do I'll PM you with the info.

Edit: Bosje is on the right track as well.

Task Force
10-25-08, 12:08 PM
RTFM now!!!:D

Task Force
10-25-08, 12:10 PM
Just started reading the manual, Veary good.:up: The pics on the pages that start new chapters look Veary good.

Orion2012
10-25-08, 12:21 PM
Just started reading the manual, Veary good.:up: The pics on the pages that start new chapters look Veary good.

Loading Screens :p

Task Force
10-25-08, 12:29 PM
OOOOOOOOO:huh: Weary nice.:p

Release This Freaking Mod Now, If you wonder what I was meaning anyone.:lol:

Orion2012
10-25-08, 12:31 PM
OOOOOOOOO:huh: Weary nice.:p

Release This Freaking Mod Now, If you wonder what I was meaning anyone.:lol:

If I could I would!!

Task Force
10-25-08, 12:34 PM
OOOOOOOOO:huh: Veary nice.:p

Release This Freaking Mod Now, If you wonder what I was meaning anyone.:lol:

If I could I would!!
So cant, but you could.:-?

Sledgehammer427
10-25-08, 12:37 PM
greaaaat. now i read the manual...now i just wana play the thing already!

Task Force
10-25-08, 12:42 PM
This waiting stuff is kind of like watching the grass grow, it takes forever.:damn: :lol:

Sledgehammer427
10-25-08, 12:50 PM
amen to that...i might be getting s***canned here soon, so i NEED thsis mod while im stuck at home!

Ivan Putski
10-25-08, 04:09 PM
Excellent job on the manual guys. Puts:up:

LobsterBoy
10-25-08, 04:22 PM
I just got done browsing the manual (good work on that) and can't wait to get started, but I have one question. How is radar detection handled? I ask this both ways. Do we get a radar detector so we know when warships are so equipped? And do we know when Japanese detectors are deployed (roughly) so we can alter our approach accordingly?

Thanks in advance,
LB

Sledgehammer427
10-25-08, 06:39 PM
please tell me you guys are going to be uploading this in the next few hours!

Arclight
10-25-08, 06:48 PM
I just got done browsing the manual (good work on that) and can't wait to get started, but I have one question. How is radar detection handled? I ask this both ways. Do we get a radar detector so we know when warships are so equipped? And do we know when Japanese detectors are deployed (roughly) so we can alter our approach accordingly?

Thanks in advance,
LBI thought you said you read the manual?! :lol:

Don't see a RWR upgrade available for the fleet boats, and it's also not listed under the "Japanese sensors" section. Not sure, but I think that means neither side has radar warning equipment.

Apart from that, it would be impossible to tell if an enemy ship has a RWR, apart from directly spotting the antenna on the superstructure. It picks up radar signals transmitted by... uh, a radar transmitter. Just like your (passive) sonar picks up sound "transmitted" by other ships. You can hear them, but they can't tell you're listening. ;)

Orion2012
10-25-08, 06:51 PM
I just got done browsing the manual (good work on that) and can't wait to get started, but I have one question. How is radar detection handled? I ask this both ways. Do we get a radar detector so we know when warships are so equipped? And do we know when Japanese detectors are deployed (roughly) so we can alter our approach accordingly?

Thanks in advance,
LBI thought you said you read the manual?! :lol:

Don't see a RWR upgrade available for the fleet boats, and it's also not listed under the "Japanese sensors" section. Not sure, but I think that means neither side has radar warning equipment.

Apart from that, it would be impossible to tell if an enemy ship has a RWR, apart from directly spotting the antenna on the superstructure. It picks up radar signals transmitted by... uh, a radar transmitter. Just like your (passive) sonar picks up sound "transmitted" by other ships. You can hear them, but they can't tell you're listening. ;)

I believe RWR was predominantly used in the ATO versus the pacific.

Arclight
10-25-08, 07:02 PM
The U-boats did have a RWR upgrade available, so that would make sense.

Come on, release already. I'll correct the typos myself. :lol:

LukeFF
10-25-08, 07:53 PM
Uploading to FileFront now... :D

Look for it in about an hour or so.

LukeFF
10-25-08, 07:55 PM
I believe RWR was predominantly used in the ATO versus the pacific.
RWRs were used extensively in both the Atlantic and the Pacific, but the PTO boats aren't set up for RWR detectors in SH4. It's something I'm looking at modding for 1.53, if possible. They're actually already modeled on the late Gato/Balao conning towers, in the form of those black suction-cup devices near the radar antennas. BTW, the US Navy referred to RWR equipment as "radar countermeasures."

claybirdd
10-25-08, 08:46 PM
Looks like I got back in town just in time. Thanks for all the hard work guys, I havent played for about twoweeks so lookin forward to a long night. Thanks again:up:

Task Force
10-25-08, 08:52 PM
Waiting, I just keep on waiting. At least my wait is gona end soon, but untill then, waiting, Just keep waiting. (Ive turned those words into a tune by now.):rotfl:

Task Force
10-25-08, 08:59 PM
WOO HOO!!! I am the first person to download this mod.:p:rock:

Bosje
10-25-08, 09:01 PM
nope, i was :)

still 40 mins remaining tho, damn connection

Task Force
10-25-08, 09:03 PM
How do you know that, I am 90% finished with my DL.:lol:

Task Force
10-25-08, 09:05 PM
Now its done!!!:D The wait is over!!!:p Now off to get RSRD.:rock:

RFB Team
10-25-08, 09:07 PM
Alright guys, RFB 1.52 is up! Do note we have uploaded a new version of the manual - check the first page for the link.

Task Force
10-25-08, 09:11 PM
Yes, lets have a launching party.:D :lol:

I now am hitting the new ship RFB 1.52with the wine bottle.

Bosje
10-25-08, 09:11 PM
oh ok so I was second
party on :)

Task Force
10-25-08, 09:14 PM
God I wish the generic mod enabler would hurry up.:stare: I still have to inable RSRD.:lol:

Task Force
10-25-08, 09:14 PM
Yay it finished.:rock: :D

Arclight
10-25-08, 09:25 PM
Oh boy, oh boy, oh boy. I feal like a kid in a candy store... made of candy!

Goodbye social life, hello vampiric-live-by-night-sleep-by-day lifestyle.

Thanks guys. :up:

*couldn't figure out where to get it untill I realised I've had the browser open all night and when I surfed to the first page of this thread it was coming from cache. :oops: But did a refresh and I'm gold. Silly me.:doh:

RFB Team
10-25-08, 09:33 PM
EDIT: the new version of the manual is up on the first page of this thread.

Task Force
10-25-08, 09:38 PM
This mod is great, got sh4 runing in the background.:up:

ncorpuz34
10-25-08, 09:38 PM
Downloading..... 2 questions in the meanwhile:

Was Kriller2's PE4.1 integrated into this mod as well?

Are we able to continue a saved career (from port) or would is it recommended to start a new career?

Task Force
10-25-08, 09:42 PM
Kriller released PE 4.1.:huh: I didnt know.:-?

Rip
10-25-08, 09:44 PM
Awww. I am way back at 5th or something. I screwed up and went eat some Chili. At least the Chili was good. I will need the energy as I can't imagine actually sleeping tonight.

Thanks in advance guys, I have a cold anyway so probably wouldn't have slept much. Now I can actually enjoy a cold for once. Who knows maybe I will be lucky and it will be the flu so I can play all day Monday as well.:sunny::88)

:ping:

Sledgehammer427
10-25-08, 09:48 PM
:damn:
:o
:nope:
:damn: :damn:
:o
;)
:huh: :o :D :D :D :D
:rock: :up:

congrats on the new release guys!

Task Force
10-25-08, 09:51 PM
How did he get 15 smileys in a post, Im limited to 12.:rotfl:

Sledgehammer427
10-25-08, 09:59 PM
because
i
am
a
modder/coldwar dev!
:rotfl: jk, must be vista

Rip
10-25-08, 10:05 PM
How did he get 15 smileys in a post, Im limited to 12.:rotfl:

You have to earn them!

:arrgh!:

Task Force
10-25-08, 10:07 PM
Aaaaw, I hate being a newbie.:lol:

ncorpuz34
10-25-08, 10:18 PM
Kriller released PE 4.1.:huh: I didnt know.:-?

hmm nvm! I thought I read somewhere that PE4.1 was going to be included with the latest RFB. I guess I must of been day dreamin! :smug:

ncorpuz34
10-25-08, 10:23 PM
Alright guys, RFB 1.52 is up! Do note we have uploaded a new version of the manual - check the first page for the link.

dont know if its just me but the updated manual seems to be just the title page. The top says the the pdf file is "secured". Does that have anything to do with it?

chris455
10-25-08, 10:44 PM
You can really tell ALOT of work went into this, great job guys!

Orion2012
10-25-08, 11:24 PM
I believe RWR was predominantly used in the ATO versus the pacific.
RWRs were used extensively in both the Atlantic and the Pacific, but the PTO boats aren't set up for RWR detectors in SH4. It's something I'm looking at modding for 1.53, if possible. They're actually already modeled on the late Gato/Balao conning towers, in the form of those black suction-cup devices near the radar antennas. BTW, the US Navy referred to RWR equipment as "radar countermeasures."

I think that would be a nice addition to RFB, seeing as how it was used in the pacific. I never noticed the black suction cup things on the radar antenna. I'm gonna have to look for them.

claybirdd
10-25-08, 11:29 PM
I have just 1 quick question, Is it impossible to use auto targeting with RFB. I have only attempted manual a few times and failed miserable. I love the mod but this is a setback. If my suspicions are correct I will play the mod anyways but with a frown on my brow and a full ashtray to my side.:damn:

BTW thanks again Orion for the keyboard mod.:up:


P.S. never mind it was a glitch i guess, restarting the game alleviated the problem.

simsurfer
10-26-08, 12:19 AM
Is it my pc or is the crew management screen messed up a little, when I load the screen the crew overlaps into the next compartments and the efficiency for that room is covered up by the last compartments crew member.

Task Force
10-26-08, 12:30 AM
Im not haveing that issue Simsurfer, but I am haveing a issue with the sargo I am currently playing withs draft being 19ft when surfaced and ballast blown.:yep:

claybirdd
10-26-08, 12:36 AM
wow got sunk on my first patrol. that hasnt happend in a while.:up:

is anyone else having an issue with silent running not working properly.

I amassigned to brisbane in a Sargo. While deployed off Truk I spotted a DD and Minesweeper, Shot 2 fish at the Asashio. 1 premature, 1 miss, DD comes right over me and drops his cans. I was hit very badly in the aft torpedo room and went all the way down to 1265 feet before game over. And thats in a Sargo. Granted i was screwed when the first DC made contact.(took out all propulsion and rudder.

My problem was and still is that my silent running icon will not turn red or show up in the top right corner. I am also using RSRD.

Rip
10-26-08, 12:45 AM
Just a tiny silly thing, but my first command I get the Stingray and am giving her a good testing. Just noticed the gauge in the conning tower where the OOD goes to when submerged just to the left of the annunciator has the scale backwards. Probably doesn't matter as it appears that one doesn't work anyway. Just distracting.:doh:

Also guys if you find yourselfs struggling with manual targeting solutions do forget MoBo over in the Special Projects area. It friggin ROCKS!

LobsterBoy
10-26-08, 12:52 AM
I know that a sub skipper would not know if the ships he were stalking had a RWR or not. The only indication would be in enemy maneuver or reaction. He may have an idea that the Japanese have the capability (intelligence briefing), but not which ships it's actually deployed on (as well as effective range, crew training, etc.).

Japanese surface radar was limited in capability compared to US models, but a RWR would give some indication and alter tactics of a skipper as to when to submerge, extremely limit periscope exposure, or perhaps try a sound attack.

All in all I like the intent of the mod (downloading now) and eagerly await new versions. The game is about the decisions you make as the commander, and the focus of this and any other sim should be about making the right decision at the right time for the right reason (often with limited knowledge of a situation).

Good Hunting!!
LB

Rip
10-26-08, 12:54 AM
wow got sunk on my first patrol. that hasnt happend in a while.:up:

is anyone else having an issue with silent running not working properly.

I amassigned to brisbane in a Sargo. While deployed off Truk I spotted a DD and Minesweeper, Shot 2 fish at the Asashio. 1 premature, 1 miss, DD comes right over me and drops his cans. I was hit very badly in the aft torpedo room and went all the way down to 1265 feet before game over. And thats in a Sargo. Granted i was screwed when the first DC made contact.(took out all propulsion and rudder.

My problem was and still is that my silent running icon will not turn red or show up in the top right corner. I am also using RSRD.

I have the same silent running issue. Never lights up and he says rig for silent running every time never secure from.

simsurfer
10-26-08, 02:19 AM
He mentions secure from silent running in the text box above.

LukeFF
10-26-08, 02:31 AM
Kriller released PE 4.1.:huh: I didnt know.:-?

Not yet, actually. ;) We'll integrate it once it's released.

LukeFF
10-26-08, 02:44 AM
wow got sunk on my first patrol. that hasnt happend in a while.:up:

is anyone else having an issue with silent running not working properly.

I amassigned to brisbane in a Sargo. While deployed off Truk I spotted a DD and Minesweeper, Shot 2 fish at the Asashio. 1 premature, 1 miss, DD comes right over me and drops his cans. I was hit very badly in the aft torpedo room and went all the way down to 1265 feet before game over. And thats in a Sargo. Granted i was screwed when the first DC made contact.(took out all propulsion and rudder.

My problem was and still is that my silent running icon will not turn red or show up in the top right corner. I am also using RSRD.
I have the same silent running issue. Never lights up and he says rig for silent running every time never secure from.

Are you guys running any other mods that may be causing a conflict? I just tested the Sargo out, and Silent Running works fine for me, icon and all.

LukeFF
10-26-08, 02:46 AM
Is it my pc or is the crew management screen messed up a little, when I load the screen the crew overlaps into the next compartments and the efficiency for that room is covered up by the last compartments crew member.

At what resolution are you running?

LukeFF
10-26-08, 02:48 AM
BTW, guys, any comments on the new ship damage model yet?

Rip
10-26-08, 03:08 AM
I am only running the new RFB 1.52 and RSRDC V396. I just realized I had only tried the button and it did say rig for just no color change. On the surface it greys out properly. I can use the Z key on the surface although it just seems to generate the audio. Diving to PD and see if it works with the hotkey.......Nope it stays grey and always says rig for, so I don't think it is activating for me. Resolution 1920x1200.

Rip

edit:late night, just realized you didn't ask for MY resolution. I was wondering why that would matter. I will try loading some ohter boats and see if the Stingray is the only one I have an issue with.

vanjast
10-26-08, 03:24 AM
Could somebody upload the mod and manual to (BTS) http://www.bts-mods.com/forums/index.php please

Thanks
van
:D

limkol
10-26-08, 03:41 AM
Great mod, tons of work gone into it.thx.
Got a question though:
Pacific Environment is not included at this stage. Can I use Environment 5 instead without doing any damage? If so, what is the installation order?
Again, many thanks for your hard work guys.

Rip
10-26-08, 03:48 AM
Removed RSRDC and loaded a save and Silent Running worked. I will post the issue in that thread.

Rip

Rip
10-26-08, 04:02 AM
Removed RSRDC and loaded a save and Silent Running worked. I will post the issue in that thread.

Rip

Now this is really weird. Went back reenable RSRDC, loaded my save and now silent running is working. WTF, over?

Rip:hmm:

Bosje
10-26-08, 04:12 AM
RIP are you sure its not a result of the Watch Crew On Bridge While Submerged - bug?

Rip
10-26-08, 04:29 AM
RIP are you sure its not a result of the Watch Crew On Bridge While Submerged - bug?

Hmmm, I have been trying to make sure I move them to Hogan's Alley on dives. I have been lazy at times and only moved the on watch crew, not to mention I am not positive I did it for every test. Will play with it some more and see if I can verify if the watch crew locations has an effect.

LukeFF
10-26-08, 05:03 AM
Pacific Environment is not included at this stage. Can I use Environment 5 instead without doing any damage? If so, what is the installation order?
Again, many thanks for your hard work guys.

Read the first thread again. ;) PE4 is part of RFB now. Whether you want to try Environment 5 is up to you, but realize RFB has been configured to work with PE4. Anything "odd" you notice with Environment 5 enabled will likely be the result of incompatibility between it and RFB.

Fish40
10-26-08, 05:12 AM
Here it is in B&W;): Brief List of 10.24.08 Changes
New ship damage model by Observer
New American submarine damage model by Observer
Pacific Environments 4 mod by Kriller completely integrated
New AI and submarine visual sensor mod by Der Teddy Bär
New intro and loading screens by Galanti
New uniforms by John W. Hamm and conus00
New clickable interiors by LukeFF
Updated and revised rosters by LukeFF
Updated and corrected radar and sensor properties by LukeFF
New weapons sounds for the deck guns and AA guns


Luke, any news from Kriller when 4.1 will be released?

Bosje
10-26-08, 06:05 AM
i can't find the appropriate superlatives so I think I'll just settle for:
:rock:

The General
10-26-08, 06:07 AM
Downloading now, fantastic! :up:

kriller2
10-26-08, 07:43 AM
:rock: The manual is very good and it makes me want to take the new RFB for a spin :up:

Schultzy
10-26-08, 08:20 AM
Just downloaded. Thanks a lot to all involved!

I'm off, i'll surface again in a few days i'm sure! :yep:

SpeedyPC
10-26-08, 08:25 AM
Ahhhrghh!

I can't get the periscope to lock on target, at night, in medium fog, so frustrating! I'm watching a Japanese carrier sail on by as I fire torpedos in all directions but the right one. The t.d.c. won't gimme an accurate range to target.

Doing a clean install to see if that's the problem...


Same here I've spotted the Japanese Carrier, just quickly lock the target and send to targeting computer twice than shoot 6 fishes at him.

And yes it a pain.:damn: :damn: :damn: :damn:

jonass
10-26-08, 09:12 AM
Awesome work!! :up: However, i am really like to use the previous version (1.51?) w/out PE4 (best would be 1.52 w/out PE4 but that's not possible i guess) but i am unable to find a download link. Any1 got one?

Br,

Jonas

banjo
10-26-08, 09:35 AM
FYI - prior to the release of this mod, in TMO for example, loss of silent running and the crew being outside while submerged was caused by alt-tabbing out of the desktop. Don't know about this mod yet.

sckallst
10-26-08, 09:37 AM
I'd love to give you a report on the Ship Damage Model, but I've only spotted one target so far coming out of a heavy fog bank. We both saw each other about the same time at shortish range, so I pointed in teh right direction and ordered flank ahead to try a quick surface run, fired a 3 fish spread from my S-18 and saved one for a potential coup de grace. Then figured I didn't want to find out quite yet about the SUB Damage model and crash dived. How I missed/ he evaded I'll never know.

Still checking out all the nuances, but it appears to be a masterwork. Many thanks to the team, and to lurker for getting RSRD online for us as well.

And, for those like me who hadn't gone ahead and loaded PE4 so as to have another treat with the RFB experience: WOW. I've got a fairly new high-end rig and the graphics are just stuning.

limkol
10-26-08, 10:07 AM
Sorry Luke. I did read the first post but I misunderstood when I read your post #1556.
Thanks for your help and good advice.:up:

Bosje
10-26-08, 10:49 AM
guys, about the silent running issue: it is a result of the 'crew visible on bridge while submerged'-bug. this bug is introduced by taskswitching out of the game to go here to this forum. it has nothing to do with the new feature of moving the crew off the bridge, it's just a long time bug.

save/reload will fix it, and I found that I can prevent the bug from popping up by only taskswitching when in real time inside the control room.

the bug means that the game gets confused about which way is up and will not go to silent running

at least, this is my explanation for what i'm reading here

edit: what banjo said

Task Force
10-26-08, 11:01 AM
Hey everyone, Havent sunk anything yet, just woke up. The sargo I was playing withs draft is off, it is 19 ft which makes the water on the conning tower keeps spraying.:up: Great mod going off to test new damage model.:D

The General
10-26-08, 11:03 AM
@Bosje

thanks for the information Bosje. That explaination for jumping in and out of the game to post on the forum is the cause. Thanks for your help.

ncorpuz34
10-26-08, 11:33 AM
Tested the new sinking mechanics on some training missions. I think it is well done. Ships seems to take 2x-4x as long as NSM4 Classic but they do eventually sink. I was a bit worried when I peeked at the manual, it said the new sinking mechanics are only applied to "All merchants, AI Submarines, and small coastal vessels." I think it's safe to say its applied to Jap warships as well because it took almost 45 to sink that Mogami cruiser in that training mission! (Fired 4 initially, 2 hit-2 duds, left her dead in the water. 3 more duds - realized my angle of attack was too steep and i didnt have magnetic detonation on. Fired one more this time at almost 90 degree angle with magnetic detonation to put her down)

I noticed the delay of "ship sunk message" to be working quite well. The message now displays only if the ship seems to be 90% or more underwater and still sinking. It took about 20 minutes for a medium merchant to sink after 2 contact torps and about 10 HE shells.

In contrast, the longer sink time almost makes NSM4 (which was great BTW) seem like Vanilla Sh4 sink times. But after doing a test mission in Vanilla SH4 (decided to do a fresh reinstall), the ~10000 ton Mogami rolls over and dies in about 15 seconds!
Makes stock sink times seem like a joke!

Great work guys! Started up a new career in the S-boat. Cant wait for my first contact.

One question: Where did the stopwatch go!? I can't seem to find the icon anywhere besides it popping up after shooting a torp with the TDC. Someone help this blind sailor find it please! Thanks

kwbgjh2
10-26-08, 12:16 PM
So far, while downloading the mod, just read the manual. Gorgeous, amazing, mind-blowing !! :up::up::up:

Big thx to the RFB Team :sunny::sunny:

chris455
10-26-08, 12:23 PM
Luke,
I love the mod and I am very grateful to all the people who contributed, this has elevated SH4 from "game" to true simulation IMO.
There is one thing I am having difficulty with- the periscope screen. My 50-something eyes are having a hard time adjusting to the tiny numbers on the bearing scale, even with glasses.
Is there a way I could substitue a file from the earlier version of RFB to get the old 'scope screen back?

Orion2012
10-26-08, 12:50 PM
Ahhhrghh!

I can't get the periscope to lock on target, at night, in medium fog, so frustrating! I'm watching a Japanese carrier sail on by as I fire torpedos in all directions but the right one. The t.d.c. won't gimme an accurate range to target.

Doing a clean install to see if that's the problem...

Same here I've spotted the Japanese Carrier, just quickly lock the target and send to targeting computer twice than shoot 6 fishes at him.

And yes it a pain.:damn: :damn: :damn: :damn:
This was the visual bug we found in testing. It is there in the stock game as well but magnified by using the new Visual Sensors. Read page 36 for a full explanation.

Luke,
I love the mod and I am very grateful to all the people who contributed, this has elevated SH4 from "game" to true simulation IMO.
There is one thing I am having difficulty with- the periscope screen. My 50-something eyes are having a hard time adjusting to the tiny numbers on the bearing scale, even with glasses.
Is there a way I could substitue a file from the earlier version of RFB to get the old 'scope screen back?

Go to Data/Menu/Skins/American/GUI/Layout and remove both the Periscope_Mask_1024.dds and Obscope.dds before enabling RFB and it will return to the stock scope.


One question: Where did the stopwatch go!? I can't seem to find the icon anywhere besides it popping up after shooting a torp with the TDC. Someone help this blind sailor find it please! Thanks

Try using "X".

banjo
10-26-08, 01:42 PM
Has the shipping and special missions been adjusted like in RSRDC or do I still want that mod too?

Task Force
10-26-08, 01:46 PM
id use RSRD, makes the messages and mission asignments more indebth.:yep: I dont know about RFBs campagine without RSRD though havent tryed it yet.;)

Egon01
10-26-08, 01:56 PM
Great job guys :up: I tested new RFB for few hours and I must say you did huge job. Thank you.

And btw: is it possible that in future we will get RFB 152 without PE mod implemented ? I prefer EE mod and I think there is many people who like it too more than PE ;)

Cheers

Schultzy
10-26-08, 02:06 PM
Hi guys!

This really is an amazing piece of modding; i'm just a PD to send this flash message, then it's back to it. ;) I'm just curious and rest assured it's nothing to do with RFB directly, but i'd really like to have the U-571 (I think) crash dive sound (you know the one: 'Emergency dive, chief secure the diesels and dive the ship!') and i've done a search but nothing is showing up. Does anyone know where I can find a copy of the file??

Anyway, back to sink some Japanese ships. TIA

The General
10-26-08, 02:58 PM
This was the visual bug we found in testing. It is there in the stock game as well but magnified by using the new Visual Sensors. Read page 36 for a full explanation.What, so we're just supposed to put up with the fact that you can't lock onto a target? It's one of the fundamentals of the game! All the work you guys did on the damage models is made redundant if I can't get a freakin' torpedo to hit a ship.

As for the explaination on page 36; this is the first time I've experienced not being able to lock onto target, wether it be the stock game or any other Mod, including all previous versions of RFB!

Well, atleast Kriller2's visuals are stunning.

AVGWarhawk
10-26-08, 03:19 PM
This was the visual bug we found in testing. It is there in the stock game as well but magnified by using the new Visual Sensors. Read page 36 for a full explanation.What, so we're just supposed to put up with the fact that you can't lock onto a target?

As for the explaination on page 36; this is the first time I've experienced not being able to lock onto target, wether it be the stock game or any other Mod, including all previous versions of RFB!


I only experience this when fog is present in all the RFB sent out. I do one of two things. Get dead nuts close to where the scope will lock and or make your best guess. Work with me here on this if you would, you are under the water at PS depth, deep fog or dark as coal night time. You are looking though a small diameter mirror and glass set up jammed in a water tight pipe at nothing but a smudge off in the distance. Accurate calculations will be the best guess you can muster on these conditions. I find this problem of no lock as part of the realism that solutions are not alway dead nuts on and it brings to the table a new aspect to the game in creating more realism.

Also, I forget who made the video, the shot and sinking of a vessel while under the water, sight of the vessel not made and all calcuations done via sonar for speed and distance. There was no lock of the scope or vessel even seen. It was successful using sound and distance only calculations only. Done completely blind.

Another thought, identify the vessels and make a end round in hopes of better weather. Many attacks took hours to generate a final solution. As frustrating as it is and I get frustrated when I can not lock, I can honestly say I feel your pain. But, I make plans to use what I do have at my disposal for a sinking and consider part of the game producing realism because the skippers ran into the same weather that impeded good torpedo solutions. So, sometimes it turns into the fish story where it was the big one that got away.

Bosje
10-26-08, 03:26 PM
i'm gonna have to agree with General there, this same issue popped up in OpMon and it was said it was being looked at for this rfb release, but without my crew spotting ships and with me unable to get a decent solution, this whole wonderful thing just gets downgraded to a beautiful boating sim

just came across my first contact, sailed straight through a big ass taskforce, none of the targets were spotted and I was forced to shoot from the hip. a midnight encounter with a taskforce where you're quickly shooting by guess rather than by solid target tracking may be realistic, but that's the kind of realism i dont need from a gameplay point of view.

I'd expect my professional and well trained navy boys to see a big fat cruiser when it sails right across my sights.

note: the ships weren't spotted to my rear either, navigator informs me that visibility is 'good'. i'm on the surface, not looking through a hazy periscope on a foggy night. i'm willing to work with AVGWarhawk in so far as it's a realistic thing to have a hard time getting the solutions, but I'm being surprised by an escort which comes at me at 800 yards or so, I'd have liked my guys to give a warning of things like that

AVGWarhawk
10-26-08, 03:41 PM
Bosje,

I agree with the watch asleep. I have seen them just sit there while a fat tanker is 500 yards off in the fog and yep, that is bogus. I'm not sure of the mechanics concerning this part of the game. But, yes, I have popped to the bridge only to see me surrounded by vessels in the fog and the watch busy playing a game of marbles on the cigarette deck. I thought this was just locking scope issue in fog.

Bosje
10-26-08, 04:10 PM
yeah I need to elaborate, I just reacquired on the taskforce and I can actually lock the TBT and ID the target, but then its unlocked after a second. next time i lock the tbt it no longer recognises my ID so that makes things hard. During all of this, my crew don't spot the target and yes we all agree that its a pain.

But there is no fog about here, its a clear night and weather conditions are in fact reported as 'excellent visibility'

One slightly unrelated question to the team: why did you remove the feature which puts all the objects in the way of the binocular view? I loved that old feature where you had to walk around the bridge to actually get a look at something at 130 bearing :)
All other camera features are brilliant and some annoying issues have disappeared, so I'm not complaining here, but I just think the boat and crew standing in the way are a part of the experience, that's all :)

AVGWarhawk
10-26-08, 04:30 PM
yeah I need to elaborate, I just reacquired on the taskforce and I can actually lock the TBT and ID the target, but then its unlocked after a second. next time i lock the tbt it no longer recognises my ID so that makes things hard. During all of this, my crew don't spot the target and yes we all agree that its a pain.

But there is no fog about here, its a clear night and weather conditions are in fact reported as 'excellent visibility'

One slightly unrelated question to the team: why did you remove the feature which puts all the objects in the way of the binocular view? I loved that old feature where you had to walk around the bridge to actually get a look at something at 130 bearing :)
All other camera features are brilliant and some annoying issues have disappeared, so I'm not complaining here, but I just think the boat and crew standing in the way are a part of the experience, that's all :)

Dissecting night time visability, it was pitch black out there. In all reality, just a smudge on the horizon. If you have not or have read the attacks by the Batfish on the Japanese subs while surfaced, read them again. You get a good feeling what was seen or for that matter not seen until you were upon them. I do not know, it is very hard to make the crew human like concerning this game. As far as the lock and unlock, yes, it is a pain but if you can quickly get you bearings in, the solution should stay constant no matter of a lock or not. Sometimes the locking is just to easy and it should be under good clear conditions, fog and rough weather should make like a bear IMO.

I agree on the camera for bridge. I think the obstructed view to sides and rear are a must. This forces the player to move his 3D skipper around to see things.

Orion2012
10-26-08, 05:24 PM
This was the visual bug we found in testing. It is there in the stock game as well but magnified by using the new Visual Sensors. Read page 36 for a full explanation.What, so we're just supposed to put up with the fact that you can't lock onto a target? It's one of the fundamentals of the game! All the work you guys did on the damage models is made redundant if I can't get a freakin' torpedo to hit a ship.

As for the explaination on page 36; this is the first time I've experienced not being able to lock onto target, wether it be the stock game or any other Mod, including all previous versions of RFB!

Well, atleast Kriller2's visuals are stunning.
I've never seen it fail to lock, only lose lock....:hmm:

to those having the issue with seeing the targets,if you could please provide the following.

Weather
Lat and Long
Ship Type
True Bearing

I'll run some tests and see if I can get the same results.

Also, No campaign changes are included in RFB, i'd recommend RSRD.

The General
10-26-08, 05:28 PM
I've never seen it fail to lock, only lose lock....:hmm:Yeah, 'fail to lock/lose lock'! Either way it's no good. The problem was present straight away. I did a clean install, no other Mods are present. It happens with both merchants and warships, with a lock only lasting a few seconds. I'm on my first patrol, off the South East coast of Honshu Island. It seems to be worse when there is fog present. I find it hard to believe a problem of this magnitude would've been missed by all the testers, I just don't understand.

Bosje
10-26-08, 05:38 PM
alright i'll just swallow the visual detection and do a dozen patrols to determine if i'm happy.

I died just now, got instant punishment for trying to escape on the surface (got some distance from the escort and surfaced to make a run for it, but I forgot to have a periscope check and as it turned out, the sun had come up during the depthcharge attacks :D )
oops!
took one hit while crashdiving, it destroyed engine compartment bulkheads and the boat never recovered from the crash dive. That should teach me to do things properly. Real Fleet Boat indeed, even though I died it was a great ride.

so the damage system is very unforgiving and inspires proper fear of artillery, as it should be :rock:
on the whole, its a beautiful thing

AVGWarhawk
10-26-08, 06:23 PM
I've never seen it fail to lock, only lose lock....:hmm:Yeah, 'fail to lock/lose lock'! Either way it's no good. The problem was present straight away. I did a clean install, no other Mods are present. It happens with both merchants and warships, with a lock only lasting a few seconds. I'm on my first patrol, off the South East coast of Honshu Island. It seems to be worse when there is fog present. I find it hard to believe a problem of this magnitude would've been missed by all the testers, I just don't understand.


I find what you are experiencing very odd because clear weather my lock works just fine. In bad foggy weather I have poor lock or require getting right up to the target.

LukeFF
10-26-08, 07:10 PM
Luke, any news from Kriller when 4.1 will be released?

Not yet.

LukeFF
10-26-08, 07:20 PM
Tested the new sinking mechanics on some training missions. I think it is well done. Ships seems to take 2x-4x as long as NSM4 Classic but they do eventually sink. I was a bit worried when I peeked at the manual, it said the new sinking mechanics are only applied to "All merchants, AI Submarines, and small coastal vessels." I think it's safe to say its applied to Jap warships as well because it took almost 45 to sink that Mogami cruiser in that training mission! (Fired 4 initially, 2 hit-2 duds, left her dead in the water. 3 more duds - realized my angle of attack was too steep and i didnt have magnetic detonation on. Fired one more this time at almost 90 degree angle with magnetic detonation to put her down)

I noticed the delay of "ship sunk message" to be working quite well. The message now displays only if the ship seems to be 90% or more underwater and still sinking. It took about 20 minutes for a medium merchant to sink after 2 contact torps and about 10 HE shells.

In contrast, the longer sink time almost makes NSM4 (which was great BTW) seem like Vanilla Sh4 sink times. But after doing a test mission in Vanilla SH4 (decided to do a fresh reinstall), the ~10000 ton Mogami rolls over and dies in about 15 seconds!
Makes stock sink times seem like a joke!

Great work guys! Started up a new career in the S-boat. Cant wait for my first contact.

One question: Where did the stopwatch go!? I can't seem to find the icon anywhere besides it popping up after shooting a torp with the TDC. Someone help this blind sailor find it please! Thanks

Press the X key for the stopwatch.

Glad you like the new sinking mechanics! Despite what you saw with the Mogami, we indeed did not touch any of the warships in this version. We will be getting after them after we take a break from modding for a while.

LukeFF
10-26-08, 07:22 PM
Is there a way I could substitue a file from the earlier version of RFB to get the old 'scope screen back?

There are some scope mods around here, one of which has a larger bearing dial. If you replace RFB's bearing dial with that one you'll be good to go. Sorry, but I don't have a link handy. I think if you do a search for "Max Optics" you might find it.

LukeFF
10-26-08, 07:23 PM
Has the shipping and special missions been adjusted like in RSRDC or do I still want that mod too?

We don't touch any of the campaign or single missions with RFB, as we've found Lurker's campaign mods are the gold standard for SH4.

LukeFF
10-26-08, 07:28 PM
I only experience this when fog is present in all the RFB sent out. I do one of two things. Get dead nuts close to where the scope will lock and or make your best guess. Work with me here on this if you would, you are under the water at PS depth, deep fog or dark as coal night time. You are looking though a small diameter mirror and glass set up jammed in a water tight pipe at nothing but a smudge off in the distance. Accurate calculations will be the best guess you can muster on these conditions. I find this problem of no lock as part of the realism that solutions are not alway dead nuts on and it brings to the table a new aspect to the game in creating more realism.

Also, I forget who made the video, the shot and sinking of a vessel while under the water, sight of the vessel not made and all calcuations done via sonar for speed and distance. There was no lock of the scope or vessel even seen. It was successful using sound and distance only calculations only. Done completely blind.

Another thought, identify the vessels and make a end round in hopes of better weather. Many attacks took hours to generate a final solution. As frustrating as it is and I get frustrated when I can not lock, I can honestly say I feel your pain. But, I make plans to use what I do have at my disposal for a sinking and consider part of the game producing realism because the skippers ran into the same weather that impeded good torpedo solutions. So, sometimes it turns into the fish story where it was the big one that got away.

Thank you AVG, very good explanation. I'll just add to this that one should use radar as much as possible in these conditions as well. It takes some work, but if you sit at radar depth at night and get a good bearing and range on a target, you can input that data manually using the targeting tools at the scope. So long as your boat doesn't broach the surface you shouldn't be spotted by the enemy.

The Old Ferenczy
10-26-08, 07:42 PM
So am I missing something...or is my bridge crew just blind as hell?

Sonar operater doesnt seem to be on the ball either...

Only using:
RFB
RSRD+

simsurfer
10-26-08, 07:44 PM
I've never seen it fail to lock, only lose lock....:hmm:Yeah, 'fail to lock/lose lock'! Either way it's no good. The problem was present straight away. I did a clean install, no other Mods are present. It happens with both merchants and warships, with a lock only lasting a few seconds. I'm on my first patrol, off the South East coast of Honshu Island. It seems to be worse when there is fog present. I find it hard to believe a problem of this magnitude would've been missed by all the testers, I just don't understand.

I find what you are experiencing very odd because clear weather my lock works just fine. In bad foggy weather I have poor lock or require getting right up to the target.

I got the same thing, this is maddning :(

Orion2012
10-26-08, 07:46 PM
So am I missing something...or is my bridge crew just blind as hell?

Sonar operater doesnt seem to be on the ball either...

Only using:
RFB
RSRD+

We're you on the surface when trying the hydrophone, cause unlike the stock game you have to submerge to use them.

Bosje
10-26-08, 07:51 PM
so a night surface attack in early 1942 is simply impossible then?

Luke, is there a way to get the camera obstructions back on the bridge? I loved having to walk to the back before I could take a look at that contact. Also it's a nice reference point, you know you're looking at roughly 270 when a certain part starts getting in the way.

Task Force
10-26-08, 07:58 PM
Veary Good mod, Im realy enjoying it.

I also would like to say that this will be my offical 2,000 post.:up: I am realy enjoying subsim.:yep:

TopcatWA
10-26-08, 08:15 PM
Just started new campaign (1941 Philippeans S Boat). Looks great. Thanks for a great mod.
One question. Is there any reason why there is no guns crew to be enabled for the Sargo Class Boats during that period?:up:

LukeFF
10-26-08, 10:52 PM
Is there any reason why there is no guns crew to be enabled for the Sargo Class Boats during that period?:up:

Which gun? The AA gun or deck gun? I just ran a 1941 mission with the Sargo, and I have slots for both guns with this boat.

LukeFF
10-26-08, 10:54 PM
Luke, is there a way to get the camera obstructions back on the bridge? I loved having to walk to the back before I could take a look at that contact. Also it's a nice reference point, you know you're looking at roughly 270 when a certain part starts getting in the way.

Open up Cameras.dat and navigate to the Dummy_Cam_Binocular section. Open the CameraParams section and change ClipDistance to 0.1.

Task Force
10-26-08, 10:55 PM
are saves from the previous version no longer anygood. My gato is missing its AA and Deck guns.:hmm:

LukeFF
10-26-08, 10:55 PM
are saves from the previous version no longer anygood. My gato is missing its AA and Deck guns.:hmm:

Most likely.

Task Force
10-26-08, 10:57 PM
Darnet, I sunk one carrier and over 6 merchents.:shifty: Even got a skin made by the kill flags mod team.:yep: now maby that last save in port.

Quagmire
10-26-08, 11:10 PM
Excellent work! We finally have a "supermod" for SHIV!

I was a TMO guy and I am doing my best to make the transition to RFB. One thing I miss was the ability to dive below 450 feet. Ducimus accomplished this by setting the snorkel depth value to 800 ft or something so that you could call snorkel depth and dive below 450 ft. You had to level off with the "A" key to stop the dive.

So, am I missing something or is diving past 450 ft not possible in RFB?

Thanks!
.

Orion2012
10-26-08, 11:52 PM
Excellent work! We finally have a "supermod" for SHIV!

I was a TMO guy and I am doing my best to make the transition to RFB. One thing I miss was the ability to dive below 450 feet. Ducimus accomplished this by setting the snorkel depth value to 800 ft or something so that you could call snorkel depth and dive below 450 ft. You had to level off with the "A" key to stop the dive.

So, am I missing something or is diving past 450 ft not possible in RFB?

Thanks!
.

Try Shift+D. Almost positive thats the command key to "set dive planes for deep dive".

Task Force
10-27-08, 12:35 AM
Yes its Shift D.;)

Quagmire
10-27-08, 12:52 AM
Yeah I tried that. Ducimus had "SHIFT-D" set to 800 ft or something like that so you could dive past 450 ft. "SHIFT-D" now takes you to 38 ft which is radar depth.

Is there any way we can get this back. It takes a lot of the fleet boats advantage away when it cant dive deep. Especially the Tench!

Thanks!
.

kwbgjh2
10-27-08, 01:28 AM
Yeah I tried that. Ducimus had "SHIFT-D" set to 800 ft or something like that so you could dive past 450 ft. "SHIFT-D" now takes you to 38 ft which is radar depth.

Is there any way we can get this back. It takes a lot of the fleet boats advantage away when it cant dive deep. Especially the Tench!

Thanks!
.
I'll never had that problem with any version of the RFB Mod. As i remember Ducimus introduced the "Shift+D" because the submarines in Stock SH4 never dived deeper than crush depth (and TMO left this untouched). In RFB your sub dives with normal "D" as long until it crushes or you give the order to stop diving deeper. ;);)

The General
10-27-08, 03:40 AM
Don't get me wrong, I appreciate all your work. As mentioned in the Manual, you found a problem in the inititial code that has now been 'magnified'. We all know that the source of any problems is stock SH4 (and SH3 which it's based on) and that if it had been stable in the first place you wouldn't have to spend your time patching holes in the programme before being able to improve things. It must be a helluva task to put something like this out and when you get people like me whining about this and that, it must be disheartening.

RFB has brought SH4 so close to being what it should always have been. Imagine if the original was so good that all there was left for modders to do was make radio stations and new ship models?

TopcatWA
10-27-08, 03:42 AM
Is there any reason why there is no guns crew to be enabled for the Sargo Class Boats during that period?:up:

Which gun? The AA gun or deck gun? I just ran a 1941 mission with the Sargo, and I have slots for both guns with this boat.

Both AA & Deck Gun. I cannot allocate gun crew manning in the initial setup when allotting crew positions. When I use the F6 & F7 keys to bring up the guns nothing happens. All the other F control keys operate ok. Also the deck gun in the menu control at the bottom of the screen is ghosted out even though I have both fitted. The control button for the AA gun (i.e. gun crew,fire at will,short range), respond when being used, but still cannot view the AA gun when F7 is used.
I will try removing the mods after RFB & see what happens.:damn:
BTW the mod setup is from a fresh install as well.

Bosje
10-27-08, 04:39 AM
Luke, is there a way to get the camera obstructions back on the bridge? I loved having to walk to the back before I could take a look at that contact. Also it's a nice reference point, you know you're looking at roughly 270 when a certain part starts getting in the way.
Open up Cameras.dat and navigate to the Dummy_Cam_Binocular section. Open the CameraParams section and change ClipDistance to 0.1.
cheers Luke, but I don't have an editor so all I can find with notepad is this:
...\data\library\cameras

ClipDistance €@

my tweaking skills are restricted to messing around with commands.cfg
if someone with the required skills and software could sort this out for me, that would be grand. It's just a minor thing, all the rest is wonderful. I suppose there's nothing wrong with being given a hard time in less than perfect conditions.

thanks

edit: i tried using timetraveler's mini tweaker and an old cameras_dat.txt file i found somewhere, but it does not seem to work. It updates the cameras.dat and makes a copy of the original which is called 'copy of cameras' and which i need to remove from the games folder, correct?
the tweaker says it's a file for version 1.2 so that may be a problem. either way, the mini tweaker now says the clipdistance is 0.1 but it doesnt work on the S-42 bridge. any advice?

TopcatWA
10-27-08, 04:50 AM
Hi LukeFF,

Problem solved. There seems to have been some bad data in the RSRD mod 396 for the problem cleared after removal. Have subsequently downloaded a new copy & now the mod works fine.

Cheers.:up:

kriller2
10-27-08, 06:22 AM
Hi RFB Team,
I have just checked the new RFB and the manual and can't find one single line that says you have used my environment mod! no credits for all my hard work... Yes I gave Swdw and the team permission to use PE4 in RFB, but I counted on that you would at least credit me in the readme or the manual :nope:

Is this the thank you, you give the contributors to RFB? - unfortunately this is not the first time I have seen my work be included around in this community without credits, if it's only a mistake and it's because im blind then show me the credits and I will take a cold beer and chill down.

lurker_hlb3
10-27-08, 06:43 AM
Hi LukeFF,

Problem solved. There seems to have been some bad data in the RSRD mod 396 for the problem cleared after removal. Have subsequently downloaded a new copy & now the mod works fine.

Cheers.:up:
What "bad data" ? If your not using the current version of RSRDC ( v396 ) your going to have problems.

Sledgehammer427
10-27-08, 06:44 AM
kriller, its too bad you didnt get cited...i noticed ur name missing too.

its all about citation in my highschool

and i figured out the missing guns problem:know:

its the upgradepacks.upc in the RSRDC files...they negate EVERYTHING.

so i just popped them out, and there it was...right as rain...

lurker_hlb3
10-27-08, 06:57 AM
its the upgradepacks.upc in the RSRDC files...they negate EVERYTHING.
.

There is "NO" upgradepacks.upc file in RSRDC V396. If you are using an "older" version of RSRDC your going to have "Major problems"

vanjast
10-27-08, 08:15 AM
Cough.. Cough Ahemmmm!..... Any Mirror Sites ? ;)

(A download manager friendly site is prefererable due to the file size - thanks)
:)

chris455
10-27-08, 09:09 AM
There are some scope mods around here, one of which has a larger bearing dial. If you replace RFB's bearing dial with that one you'll be good to go. Sorry, but I don't have a link handy. I think if you do a search for "Max Optics" you might find it.

Luke,
Would you happen to know if there is a specific filename that governs the bearing dial? I have manged only to be able to change the scope screen and aperture, but the actual dial remains tiny :oops:
I appreciate your help, and again way to go RFB team!

chris455
10-27-08, 09:27 AM
BTW, guys, any comments on the new ship damage model yet?

I hit a Hog Island Type freighter with 3 Mk XIVs, I did not see the impacts, but my sonar man registered 3 hits.
The freighter was burning and down by the stern, I surfaced and put about 30 3" shells into her waterline. Still wouldn't go down. I then put about and fired a fourth Mk XIV into her midships, no noticeable difference, but the fish DID explode right under her. Was ready to call the gun crew back when she started to settle. I didn't time the whole episode but it may have been and hour total.
Pretty tough ship.:o

AVGWarhawk
10-27-08, 09:35 AM
Hi RFB Team,
I have just checked the new RFB and the manual and can't find one single line that says you have used my environment mod! no credits for all my hard work... Yes I gave Swdw and the team permission to use PE4 in RFB, but I counted on that you would at least credit me in the readme or the manual :nope:

Is this the thank you, you give the contributors to RFB? - unfortunately this is not the first time I have seen my work be included around in this community without credits, if it's only a mistake and it's because im blind then show me the credits and I will take a cold beer and chill down.

The manual is not complete yet Kriller and certainly an oversight for sure. Luke mentioned in the thread for the link it was not done and some spelling issues need to be address, etc.

Quagmire
10-27-08, 10:17 AM
Yeah I tried that. Ducimus had "SHIFT-D" set to 800 ft or something like that so you could dive past 450 ft. "SHIFT-D" now takes you to 38 ft which is radar depth.

Is there any way we can get this back. It takes a lot of the fleet boats advantage away when it cant dive deep. Especially the Tench!

Thanks!
.
I'll never had that problem with any version of the RFB Mod. As i remember Ducimus introduced the "Shift+D" because the submarines in Stock SH4 never dived deeper than crush depth (and TMO left this untouched). In RFB your sub dives with normal "D" as long until it crushes or you give the order to stop diving deeper. ;);)

I think you may have your wires crossed. I just tried hitting "D" in a Gato and it levels off at crush depth. It wont go below. So if crush depth is 300 ft and you hit "D" it will level off at 300 ft. You can click on the depth meter and go below that but you are limited to 450 ft. There is no way to go below 450 ft in RFB that I know of.

Try it.
.

Arclight
10-27-08, 10:37 AM
BTW, guys, any comments on the new ship damage model yet?

I hit a Hog Island Type freighter with 3 Mk XIVs, I did not see the impacts, but my sonar man registered 3 hits.
The freighter was burning and down by the stern, I surfaced and put about 30 3" shells into her waterline. Still wouldn't go down. I then put about and fired a fourth Mk XIV into her midships, no noticeable difference, but the fish DID explode right under her. Was ready to call the gun crew back when she started to settle. I didn't time the whole episode but it may have been and hour total.
Pretty tough ship.:oTalking about tough ships...

Started a new career in a S-boat, had my first run in with a Large Old Split freighter (8209t). Here's the torpedo damage she took;
http://i268.photobucket.com/albums/jj2/EZatHome/SH4Img2008-10-27_013335_843.jpg

After a hour or so, my patience ran out and I surfaced to engage with the gun. I put maybe 5 to 10 shells in the stern and she went down like a brick. At the same time a Small Modern Composite freighter had steamed into range and was zig-zagging away. Charged at her firing shells at her stern. When I closed to within 1000 yards, I launched a torpedo which struck the aft cargo hold and she went down like a brick as well.

I'd say big ships are now really tough, but I'm sure it would have taken less if I had been using Mark 14s. The Mark 10s feel a bit weak now, but then it is a smaller weapon, so I guess that makes sense. :hmm:

Love the deck gun BTW; single shell below the waterline will sink a small (wooden) vessel, like it should. Feels a lot more powerfull/usefull then previously.

:up: :up: :up:

kriller2
10-27-08, 11:22 AM
Hi RFB Team,
I have just checked the new RFB and the manual and can't find one single line that says you have used my environment mod! no credits for all my hard work... Yes I gave Swdw and the team permission to use PE4 in RFB, but I counted on that you would at least credit me in the readme or the manual :nope:

Is this the thank you, you give the contributors to RFB? - unfortunately this is not the first time I have seen my work be included around in this community without credits, if it's only a mistake and it's because im blind then show me the credits and I will take a cold beer and chill down.

The manual is not complete yet Kriller and certainly an oversight for sure. Luke mentioned in the thread for the link it was not done and some spelling issues need to be address, etc.

Okay AVGwarhawk. I know that you guys have probaly been quite busy making all the pieces fit in the puzzle of making a mod like this size, but I got a little upset on not even one line of credits for me, Nisgeis or PE4 in the entire manual! I hope we get this sorted out soon :up:

cgjimeneza
10-27-08, 12:04 PM
I engaged two merchs last night in the Attu Area.

killed first a Fubuki that was escorting them and thank God I hit. but the merchs ate each 3-4 mk 14´s, spaced all over, plus 3" fire

got sprayed by their machine guns and suffered a lot of casualties

but the ships take forever to sink, really a long time...

maybe a patch there for those of us with families to attend to :hmm:

but overall it feels different from my trusty TMO+RSRD, Im enjoying the challenge

Fish40
10-27-08, 12:14 PM
Kriller, I'm sure it was an innocent oversight, and as AVG stated, the manual is not complete:yep: Your PE mod is a welcome addition to RFB, and I have used it since Dave started its' developement. Don't sweat it my friend, we all know she's your baby, and your due credits are sure too come:up:



Luke, I just started a new career, and love the new stuff. I was surprised to see the animated fans in the CR!:D A question about the fans though. I just started in a Balao in Jan/44 leaving Midway. I only see one of the fans operating. The fan above the planesmen is not spinning. Don't know if thats correct or not, but no biggie. Thanks for your and the teams efforts on a fantastic mod!:up:

Te Kaha
10-27-08, 01:43 PM
I wonder why RFB 1.52 is only available together with PE4, for a couple reasons;

.) People who want to use PE4, most likely already downloaded it anyway;
.) It unnecessarily blows up the size of the RFB 1.52 download;
.) People who want to use a different Environmental mod, now can't;

.) And most important, it takes away the available options of the PE4 mod (bow wakes and such)

One more thing, I think it was said RFB 1.52 comes together with the U.S.Medals Fix, but there's no mentioning in the manual?

Orion2012
10-27-08, 01:51 PM
I wonder why RFB 1.52 is only available together with PE4, for a couple reasons;

.) People who want to use PE4, most likely already downloaded it anyway;
.) It unnecessarily blows up the size of the RFB 1.52 download;
.) People who want to use a different Environmental mod, now can't;

.) And most important, it takes away the available options of the PE4 mod (bow wakes and such)

One more thing, I think it was said RFB 1.52 comes together with the U.S.Medals Fix, but there's no mentioning in the manual?
All PE4 options are included. The decision to include them was made so that the player could experience all of PE4 and RFB. If they are installed separately several of the changes by both are negated due to incompatibility.

Yes, I believe the medals fix is included.

Kriller, I'm sure it was an innocent oversight, and as AVG stated, the manual is not complete:yep: Your PE mod is a welcome addition to RFB, and I have used it since Dave started its' developement. Don't sweat it my friend, we all know she's your baby, and your due credits are sure too come:up:


Passed it on to my "superiors". I can assure you Kriller it was unintentional and will be rectified.

banjo
10-27-08, 02:15 PM
I have been expermenting with the sub and reading the manual, but I don't fully understand the Hogan's Alley thing. I noticed that if I do nothing with the crew and submerge they automatically vacate the bridge and, I guess, move into the sub as in previous mods. So why am I advised in the manual to manually move the officer to the conning tower and the crew into Hogan's Alley? What's the difference?

Thanks!

Orion2012
10-27-08, 02:21 PM
I have been expermenting with the sub and reading the manual, but I don't fully understand the Hogan's Alley thing. I noticed that if I do nothing with the crew and submerge they automatically vacate the bridge and, I guess, move into the sub as in previous mods. So why am I advised in the manual to manually move the officer to the conning tower and the crew into Hogan's Alley? What's the difference?

Thanks!

Because with the crew left in theirs slots on the bridge when you are depth charged they will be killed. The game will deal out damage to them if they are left on the bridge, even though you have submerged. Therefors in order to be able to "rig for depth charging" Hogan's Alley was added. It can also be used to remove the deck crew when you are engaged by aircraft guns or other small caliber weapons, to ensure there survival.

I myself have left them there during a depth charging , and found them all dead, no questions asked.


Edit: In regards to the diving below 450, I will post here when I have an answer :)

banjo
10-27-08, 03:26 PM
Okay, I see. Thanks. Btw- please take a look at my RFB post outside of this thread.

banjo
10-27-08, 04:12 PM
I have just expereienced the losing lock problem. In an S-42, night, clear skies, excellent visability. Facing almost due north with a medium composite frieghter at a bearing of 320 degrees moving at 8 knots to my front. Ship is approx 750 yards. I have played this scenario 4 times. I get lock and maintain it until the ship reaches about 340 degrees (20 degrees off my port side) then the triangle disappears. By pressing L I can get it to reappear over an over but only for a second each time.

lurker_hlb3
10-27-08, 05:03 PM
I have just expereienced the losing lock problem. In an S-42, night, clear skies, excellent visability. Facing almost due north with a medium composite frieghter at a bearing of 320 degrees moving at 8 knots to my front. Ship is approx 750 yards. I have played this scenario 4 times. I get lock and maintain it until the ship reaches about 340 degrees (20 degrees off my port side) then the triangle disappears. By pressing L I can get it to reappear over an over but only for a second each time.
This is not a problem

from the RFB Manual


During testing of RFB 1.52 and operational game play of Operation Monsun Patch 3 and above, a visual detection issue with stock Silent Hunter 4 was discovered. Under a defined set of conditions, the game will consistently fail to report certain ships within visual range even though the player can see these ships. There may be cases where the player’s submarine is within 1000 yards / meters of a contact without the game generating a visual contact report. The causes of this issue are as follows:

1. The values used in the “Visual” section of Sensors.cfg
2. The true position of the ship from the Sub
3. The date of the mission
4. The latitude and longitude of the player’s submarine

What does this mean to the user?

If you are in the Northern Hemisphere (Latitude 25 degrees north or above) in the winter (November, December January), the game may not generate the ship/s location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from approximately bearing 280 true to bearing 050 true from the sub will be reduced to short periods of around 20 seconds before disconnecting. Once the ship in question moves south of the sub’s position the game will then allow unaffected auto TDC lock. It should be noted that the further north you go, the larger the non-detection area becomes. However, if you are in the same location in the summer (May, June, and July) you may not see this issue at all.

If you are on the equator you will see all contacts no matter what the date is.

If you are in the Southern Hemisphere, the reverse of the effect in the Northern Hemisphere applies in the winter (latitude 25 degrees south or below). From June to August the game may not generate a ship’s given location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from bearing 110 true to bearing 250 true from the sub will be reduced to the above-mentioned period of approximately 20 seconds. Once the ship in question moves north of the sub’s position the system will then allow unaffected auto TDC lock. It should be noted that the further south you go the larger the non-detection area becomes. In addition, as with the Northern Hemisphere if you are in the same location in the summer (November, December, and January) you may not see this issue at all.

With the addition of the NYGM AI Visual Sensor Mod and Submarine Visual Sensor Mod, this issue has been significantly magnified. Therefore, the player will have to act like a real captain and actually look through the periscope and conduct 360-degree scans to confirm the location and/or number of the ships instead of having all ships instantly and magically appear in real time. The NYGM Submarine Visual Sensor Mod's unintended result of reducing the real time satellite ability of the submarine AI to display the ships on your navigation map down to the meter/yard and the degree of ships the player doesn't even know are there adds to the “realistic uncertainty” of RFB’s game play. When using Silent Hunter 4’s “automatic targeting” option, the player will still have to work for every sinking, which is another selling point for those who want the auto TDC but disliked its 1000% accuracy.

banjo
10-27-08, 05:35 PM
Yes, I saw that--can't say I really understood it but I saw it. Interestingly, I followed the merchie and after a bit he returned to the original couse, SE. Now I was positioned on the north side of him facing south. He was approaching now from my right toward center. I established lock way out and never lost it. Put two more torpedos into him. As near as I can tell the visibility had not changed--only my heading. If this is a factor of the game as the manual says it seems odd that no previous version of the game nor any previous mod inlcuding RFB were plagued by this. At least I never saw it.

AVGWarhawk
10-27-08, 05:50 PM
Yes, I saw that--can't say I really understood it but I saw it. Interestingly, I followed the merchie and after a bit he returned to the original couse, SE. Now I was positioned on the north side of him facing south. He was approaching now from my right toward center. I established lock way out and never lost it. Put two more torpedos into him. As near as I can tell the visibility had not changed--only my heading. If this is a factor of the game as the manual says it seems odd that no previous version of the game nor any previous mod inlcuding RFB were plagued by this. At least I never saw it.

That is an interesting find Lurker and Banjo. It follows that strange timeline deal with the torpedo tracks? I have experienced this in previous RFB releases but just chalked it up to fog creating poor lock. It just seemed to be a bit of realism for me and did not go any further with it.

lurker_hlb3
10-27-08, 05:56 PM
If this is a factor of the game as the manual says it seems odd that no previous version of the game nor any previous mod inlcuding RFB were plagued by this. At least I never saw it.
I have personal seen this myself with a "stock setup" when I was doing some unit level testing for both OM & RSRDC. If your subs is on the far north ( Bering Sea ) or the far south ( near the southern end of South America ) you will see it. Since the "majority" of gameplay is between Latitude 30N & 30S you will never see the problem, but take my word it's there.

FYI

Once you get uses to it, game play is a lot more interesting

Georg_Unterberg
10-27-08, 06:06 PM
Please, can someone help me with my RFB 1.52 map. The sea color chart is messed up and I don't know why. Please look at the images 1 (Stock 1.5)
and 2 (RFB 1.52)

Image 1:
http://img367.imageshack.us/img367/5117/sh4stock15mapyt4.jpg (http://imageshack.us)
http://img367.imageshack.us/img367/sh4stock15mapyt4.jpg/1/w800.png (http://g.imageshack.us/img367/sh4stock15mapyt4.jpg/1/)

Image 2:
[/URL][URL="http://imageshack.us"]http://img376.imageshack.us/img376/2777/sh4rfb152mapji0.jpg (http://img376.imageshack.us/my.php?image=sh4rfb152mapji0.jpg)
http://img376.imageshack.us/img376/sh4rfb152mapji0.jpg/1/w800.png (http://g.imageshack.us/img376/sh4rfb152mapji0.jpg/1/)

banjo
10-27-08, 06:12 PM
Okay, I'll deal with it. This happened to me near the Bismark Sea. Didn't notice the lat/long. Thanks all.

The Old Ferenczy
10-27-08, 06:24 PM
I was just about to ask the same thing...

1. Map is vastly changed...is this intentional?

2. Sighting Ranges are shorter than previous version....9000 now vs 14000 (or more) before ...intentional?

The General
10-27-08, 06:36 PM
I have uninstalled RFB 1.52 anrd reverted to Stock + PE4. A disapointment :cry:

lurker_hlb3
10-27-08, 06:55 PM
A disapointment :cry:

I disagree with this statement

spike12
10-27-08, 07:44 PM
Lessee;
Don't like the new map,:nope:
Ships are too tough (had to use S3D to soup-up the torps):damn:
And what's this about Hogan's Ally?
Feels like that RFB has taken a step backwards,But that's just me though.

Orion2012
10-27-08, 07:45 PM
The map color changes are intentional and designed to mimick the type of map used for naval plotting given the limitations within the game engine.

Lessee;
Don't like the new map,:nope:
Ships are too tough (had to use S3D to soup-up the torps):damn:
And what's this about Hogan's Ally?
Feels like that RFB has taken a step backwards,But that's just me though.

Ships can now only be sunk by causing the ships to flood. You must strike different compartments in order to cause the ship to flood and sink. The lower on the haul you strike the faster it will flood. HP damage is no longer a factor meaning increasing the damage they cause may still lead to slow sinking if the damage isnt spread between compartments.

Hogan's Alley is for the remaining crew watch after the officers are placed in the conning tower.
This is to "rig for depth charging" the way the damage models have been changed would cause the crew to be killed or injured even though they are off duty the game engine sees them as being on the bridege and therefore exposed to depth charging.

Quagmire
10-27-08, 08:46 PM
Edit: In regards to the diving below 450, I will post here when I have an answer :)

Thanks for looking into it dude! Ducimus got us below 450 ft by setting the radar depth to something crazy like 800 ft. You had to stop the dive with the "A" key to level off at 550 ft as an example.

On a greater point, did Ducimus not allow you guys to incorporate some of the great fixes he came up with in RFB? Along with the deep dive fix he fixed the angle when diving and also added some cool buttons on the conning tower wall. I used the General Quarters button all the time.

In a perfect world I would just add the great work you guys did with the sub damage model plus the ship damage model to TMO. That is really all it was lacking.

Just my two cents though. Thanks for all the hard work.
.

Fish40
10-27-08, 08:59 PM
Is it me or is the horizontal centerline of the scopes missing? :hmm:

cgjimeneza
10-27-08, 10:04 PM
Lessee;
Don't like the new map,:nope:
Ships are too tough (had to use S3D to soup-up the torps):damn:
And what's this about Hogan's Ally?
Feels like that RFB has taken a step backwards,But that's just me though.

what file did you change in S3D??? and to what values??? with this armored ships a bit of a stronger warhead is needed

LukeFF
10-27-08, 10:42 PM
Yeah I tried that. Ducimus had "SHIFT-D" set to 800 ft or something like that so you could dive past 450 ft. "SHIFT-D" now takes you to 38 ft which is radar depth.

The semicolon key should take your boat to radar depth (it's just the "snorkel depth" command re-named).

LukeFF
10-27-08, 10:53 PM
Would you happen to know if there is a specific filename that governs the bearing dial? I have manged only to be able to change the scope screen and aperture, but the actual dial remains tiny :oops:

Bearing.dds in /Data/Menu/Gui.

Quagmire
10-27-08, 10:54 PM
Yeah I tried that. Ducimus had "SHIFT-D" set to 800 ft or something like that so you could dive past 450 ft. "SHIFT-D" now takes you to 38 ft which is radar depth.
The semicolon key should take your boat to radar depth (it's just the "snorkel depth" command re-named).

Thats the problem. Radar depth only takes you to 38 feet. How do we dive past 450 ft?
.

LukeFF
10-27-08, 10:59 PM
A question about the fans though. I just started in a Balao in Jan/44 leaving Midway. I only see one of the fans operating. The fan above the planesmen is not spinning. Don't know if thats correct or not, but no biggie. Thanks for your and the teams efforts on a fantastic mod!:up:

We decided to leave one fan static in that control room, like we also did with the other interior models (except the S boats, since there is only one fan in the control room).

LukeFF
10-27-08, 11:04 PM
I have been expermenting with the sub and reading the manual, but I don't fully understand the Hogan's Alley thing. I noticed that if I do nothing with the crew and submerge they automatically vacate the bridge and, I guess, move into the sub as in previous mods. So why am I advised in the manual to manually move the officer to the conning tower and the crew into Hogan's Alley? What's the difference?

As is written in the manual, ;) even though it looks like the off-duty crew is below decks, the reality is that the game's code simply shows them as being inactive for that compartment. They do not move anywhere else when off-duty. In other words, a crewman stays in his assigned compartment at all times until moved by the player, regardless of whether or not they are on duty. In order for the new submarine damage model to work, we had to create "Hogan's Alley" so the player could truly move the bridge crew below decks when submerged. But, I am writing too much here. It's all explained in the manual. ;)

LukeFF
10-27-08, 11:13 PM
Please, can someone help me with my RFB 1.52 map. The sea color chart is messed up and I don't know why. Please look at the images 1 (Stock 1.5)
and 2 (RFB 1.52)

It's historically correct, and we specifically asked Nisgeis to create it this way:

http://img.photobucket.com/albums/v258/LukeFF/Norway1945.jpg

That's a 1945 Kriegsmarine map of the Norwegian coast. Light blue water is deep water, dark blue is shallow.

LukeFF
10-27-08, 11:14 PM
Ships are too tough (had to use S3D to soup-up the torps):damn:
And what's this about Hogan's Ally?
Feels like that RFB has taken a step backwards,But that's just me though.

Did you even bother to scan the manual?

simsurfer
10-27-08, 11:27 PM
Ships are too tough (had to use S3D to soup-up the torps):damn:
And what's this about Hogan's Ally?
Feels like that RFB has taken a step backwards,But that's just me though.
Did you even bother to scan the manual?

Its almost like he is complaining about to much realism :lol:

Arclight
10-27-08, 11:36 PM
Completed my first patrol and I can say it was a good challenge. It's almost too frustrating to play, just like it was for real. :lol: ;)

Noticed 1 thing when I got back to port though; empty tubes aren't filled, but empty reloads are filled like they should. Check your torpedo load-out before heading back out, or you might find yourself a couple short.

BTW about the locking issue; doesn't seem to happen if you're using the TBT. Had no issues at all with the TBT, but using the scopes is a b***h. Dunno about using the scopes while surfaced though, I'll try that next time and see if the issue remains. Would be kinda weird if it only happens when you're submerged. :hmm:

LukeFF
10-27-08, 11:42 PM
Noticed 1 thing when I got back to port though; empty tubes aren't filled, but empty reloads are filled like they should. Check your torpedo load-out before heading back out, or you might find yourself a couple short.

We did this to circumvent a problem whereby the S boats would be re-loaded with Mark 14s after completing a patrol.

Capn Sparky
10-28-08, 12:03 AM
Thank you RFB team!!!! Job well done!!! I like everything about this mod. It was well worth the wait....

I hope you continue to refine RFB after some much deserved R&R

I do look forward to a day when W_clear's mod will work with RFB (though PE is very good too):up: :rock:

Arclight
10-28-08, 12:06 AM
Figured it had to be something logical. :up:

Hope you don't mind me saying so, but it might be a good idea to put that in the manual, even if just as a quick note. Saves you from having people yell "my bleeping tubes are empty because of your stupid bug!" at you. Or at least you can tell them "read the bleeping manual!". :D

I'm really enjoying the new release. It might take some time to come to terms with the lock on issue, but I'm sure I'll manage. It's clear a great amount of effort went into this. :o


Good job, guys. :rock:

And that includes you, Kriller! :cool:

LukeFF
10-28-08, 12:34 AM
Thank you RFB team!!!! Job well done!!! I like everything about this mod. It was well worth the wait....

I hope you continue to refine RFB after some much deserved R&R

Oh yes, we still have a lot of things we want to integrate into RFB, not the least of which is to get the warships up to spec with the rest of the ship damage mod.

LukeFF
10-28-08, 12:39 AM
Figured it had to be something logical. :up:

Hope you don't mind me saying so, but it might be a good idea to put that in the manual, even if just as a quick note. Saves you from having people yell "my bleeping tubes are empty because of your stupid bug!" at you. Or at least you can tell them "read the bleeping manual!". :D

I'm really enjoying the new release. It might take some time to come to terms with the lock on issue, but I'm sure I'll manage. It's clear a great amount of effort went into this. :o


Good job, guys. :rock:

And that includes you, Kriller! :cool:

Glad you're liking it. :yep: Though it's a big challenge, we try to please as many people as possible with a mod as big as this, and as such we certainly read everyone's comments about what they like and don't like.

Comment noted about the torpedo loadout "feature." The main thing we were trying to do with this version of the manual was to hit the "big points" of the mod. Now that we have the basic layout of the manual in place, we can add in more data as we go along.

vanjast
10-28-08, 02:24 AM
Lessee;
Ships are too tough (had to use S3D to soup-up the torps):damn:
There were times when a ship just refused to sink, and other times when they just blew up... depends where you hit it.
Hang in there a bit :D

A question for the RFB team with this issue. As we know Otto Kretchmer prided himself with 'one-torp-one-ship'. Is this still possbile with V1.52. IOW are there ship compartments big enough, that when flooded, make the ship unstable - sinking it.
OR depending on cargo, secondary explosions, turn the ship into scrap metal.
:)

LukeFF
10-28-08, 03:19 AM
A question for the RFB team with this issue. As we know Otto Kretchmer prided himself with 'one-torp-one-ship'. Is this still possbile with V1.52. IOW are there ship compartments big enough, that when flooded, make the ship unstable - sinking it.
OR depending on cargo, secondary explosions, turn the ship into scrap metal.
:)
Yes, though it depends on the layout of the ship (again, see the manual ;)). Small merchants will typically sink with one torpedo hit anywhere outside of the bow or stern. A medium merchant (again, depending on the ship's layout) can typically be sunk if one torpedo hits two compartments (such as under one of the kingposts, thus flooding two cargo holds). Large merchants will almost always require at least two (and likely three) torpedoes. Remember, flooding is the key here. Where the torpedoes hit has a direct impact on how much a ship will flood and if it will sink. Trust me, we sank a lot of merchants in testing this all out. :D

And again, all of this is covered in great detail in the manual. ;)

Fish40
10-28-08, 04:11 AM
A question about the fans though. I just started in a Balao in Jan/44 leaving Midway. I only see one of the fans operating. The fan above the planesmen is not spinning. Don't know if thats correct or not, but no biggie. Thanks for your and the teams efforts on a fantastic mod!:up:
We decided to leave one fan static in that control room, like we also did with the other interior models (except the S boats, since there is only one fan in the control room).



Thanks for that Luke. I'm glad it was by design and not a screwup on my end. One more question: the periscope seems not to have a horizontal centerline. I noticed in the picture of your Sig, that "real" scope dosen't seem to have a visible centerline either:hmm: Provided this is correct, do you count the vertical tick marks and find the center that way? Sorry to sound like an ignoramus, but I was just wondering what line would be lined up with the target's waterline while obtaining a range reading.

Thanks again, and kudos to you and the boys for this great mod:up:

Lopo
10-28-08, 05:57 AM
Please, can someone help me with my RFB 1.52 map. The sea color chart is messed up and I don't know why. Please look at the images 1 (Stock 1.5)
and 2 (RFB 1.52)

Image 1:
http://img367.imageshack.us/img367/5117/sh4stock15mapyt4.jpg (http://imageshack.us)
http://img367.imageshack.us/img367/sh4stock15mapyt4.jpg/1/w800.png (http://g.imageshack.us/img367/sh4stock15mapyt4.jpg/1/)

Image 2:
http://img376.imageshack.us/img376/2777/sh4rfb152mapji0.jpg (http://imageshack.us)
http://img376.imageshack.us/img376/sh4rfb152mapji0.jpg/1/w800.png (http://g.imageshack.us/img376/sh4rfb152mapji0.jpg/1/)

The same problem here... can somebody help us? Thanks a lot...

Fish40
10-28-08, 06:03 AM
Please, can someone help me with my RFB 1.52 map. The sea color chart is messed up and I don't know why. Please look at the images 1 (Stock 1.5)
and 2 (RFB 1.52)

Image 1:
http://img367.imageshack.us/img367/5117/sh4stock15mapyt4.jpg (http://imageshack.us)
http://img367.imageshack.us/img367/sh4stock15mapyt4.jpg/1/w800.png (http://g.imageshack.us/img367/sh4stock15mapyt4.jpg/1/)

Image 2:
http://img376.imageshack.us/img376/2777/sh4rfb152mapji0.jpg (http://imageshack.us)
http://img376.imageshack.us/img376/sh4rfb152mapji0.jpg/1/w800.png (http://g.imageshack.us/img376/sh4rfb152mapji0.jpg/1/)
The same problem here... can somebody help us? Thanks a lot...



The charts are not messed up! The new colors reflect historic charts. Read this:http://www.subsim.com/radioroom/showpost.php?p=975583&postcount=1662

Topo65
10-28-08, 06:08 AM
For anybody dont like the new map´s colours:

http://www.subsim.com/radioroom/showthread.php?t=141812&highlight=colour

THX RFB TEAM for your job!!! :up:

matelot2001
10-28-08, 07:17 AM
LukeFF and the rest of the RFB team,

:up:

Spot-on guys!!

Yes, there are issues (as with everything in life), but hell - We have one great 'SuperMod' here.

I too have the 'No Lock' issue, but for one who uses the Dick O'Kane and the J P Cromwell techniques, it's no real problem - Might I suggest to all of us who suffers from the problems of 'No Lock' to learn these techniques. Not only does it overcome the issues, but it's another tool to our arsenal. An extended thank you to the team that came up with these techniques - RR, Nisgeis and anyone else I have forgotten...

Yes, the Maru fleet takes longer to sink - This is a realism mod guys!! These torps (Though packed with pounds of explosives) aren't our modern day 'you can't bend it' super weapons. As it has already been suggested, there are other 'minor tweak' mods out there to increase the power of the torps.

But to all of you - Keep posting your likes and dislikes, ideas and possible tweaks for issues some might not like, but always try to keep it positive and constructive. The Mod teams work hard FOR US. They want to make our experience the most real and enjoyable as they possibly can.

All of the communtiy - Thank you!!

Yours Aye

tater
10-28-08, 08:06 AM
Lopo, et al: modding is sometimes technically hard, sometimes easy, and often times very time consuming and boring.

If your big issue is a map, I'd suggest using that as a learning experience for making your own mod which would preserve the stock map you prefer. It's really a trivial change, and learning how to do it yourself will open loads of doors for you. That's how most modders start, they want some particular thing a certain way, and next thing you know they've made a zillion mods.

Try it.

Lopo
10-28-08, 09:04 AM
[/quote]
The charts are not messed up! The new colors reflect historic charts. Read this:http://www.subsim.com/radioroom/showpost.php?p=975583&postcount=1662[/quote]

Thanks for the explanation. I hadn't understand that the new map reflects historic charts. Sorry...

@RFB Team: Thanks a lot and bravo for your job!

Schultzy
10-28-08, 09:54 AM
After a few days at sea in the new RFB I just want to pass on my thanks and admiration, it really is so much better. There is subtlety and attention to detail that really is awe inspiring. Yes there is the periscope lock issue, but i am sure if it can be fixed it will be and if it can't, well it's hardly a show stopper if you learn the methods mentioned by Matelot.
After all life is one big learning experience right? :) So why not learn something that makes gaming more fun :arrgh!:

So thanks a lot guys from a happy subsimmer!

Kruger
10-28-08, 10:47 AM
Hi. I understand that PE4.1 is included in the latest RFB release. What will happen when Kriller will post version 5 ? Will it overwrite the 4.1 version included ?

spike12
10-28-08, 11:38 AM
The map color changes are intentional and designed to mimick the type of map used for naval plotting given the limitations within the game engine.



Ships can now only be sunk by causing the ships to flood. You must strike different compartments in order to cause the ship to flood and sink. The lower on the haul you strike the faster it will flood. HP damage is no longer a factor meaning increasing the damage they cause may still lead to slow sinking if the damage isnt spread between compartments.

Hogan's Alley is for the remaining crew watch after the officers are placed in the conning tower.
This is to "rig for depth charging" the way the damage models have been changed would cause the crew to be killed or injured even though they are off duty the game engine sees them as being on the bridege and therefore exposed to depth charging.
I suppose I'll un-soup the torps and go get some practice(I'm currently playing op monsun btw).It's just that I'm used to using 1 torp for targets under 5k,2 torps for targets between 5k-10k, and 3 or more torps for anything heavier.I reciently learned that the new map is based off the ones used by the Kreigsmarine,it'll take me a while to get used to,though.

Orion2012
10-28-08, 01:15 PM
I too have the 'No Lock' issue, but for one who uses the Dick O'Kane and the J P Cromwell techniques, it's no real problem - Might I suggest to all of us who suffers from the problems of 'No Lock' to learn these techniques. Not only does it overcome the issues, but it's another tool to our arsenal. An extended thank you to the team that came up with these techniques - RR, Nisgeis and anyone else I have forgotten...

Well said.

Plus remember everyone the attack can be plotted by taking speed with the nomograph, and bearing and range with the sonar.

If there are DD's in the area, plug in the O'kane method.

O'kane and the Tang were successful because O'kane used alternative targeting methods to generate a solution, you should all try doing the same.

Hi. I understand that PE4.1 is included in the latest RFB release. What will happen when Kriller will post version 5 ? Will it overwrite the 4.1 version included ?

PE4 is currently integrated. When PE4.1 is released, it will be integrated assuming it isn't against kriller's wishes.

Fish40
10-28-08, 02:19 PM
Any answers to the question I asked previously about the periscope's horizontal centerline missing, and how or what tick mark do we place at the waterline of the target to obtain range?

LukeFF
10-28-08, 02:21 PM
One more question: the periscope seems not to have a horizontal centerline. I noticed in the picture of your Sig, that "real" scope dosen't seem to have a visible centerline either:hmm: Provided this is correct, do you count the vertical tick marks and find the center that way? Sorry to sound like an ignoramus, but I was just wondering what line would be lined up with the target's waterline while obtaining a range reading.

You don't need to worry about lining up the scope with the target's waterline when taking a range reading (unlike the case with U-boats).

Fish40
10-28-08, 03:13 PM
Thanks for the reply Luke! Love the mod:yep::up:

Georg_Unterberg
10-28-08, 03:17 PM
Thanks Luke, though I like realism I will revert back to the stock 1.5 map as the new colors are "disturbing" me.

Now I know it's easy - just replace RFB1.52 /Terrain/Pal/gradient.tga with stock file

Please, can someone help me with my RFB 1.52 map. The sea color chart is messed up and I don't know why. Please look at the images 1 (Stock 1.5)
and 2 (RFB 1.52)
It's historically correct, and we specifically asked Nisgeis to create it this way:

That's a 1945 Kriegsmarine map of the Norwegian coast. Light blue water is deep water, dark blue is shallow.

kylesplanet
10-28-08, 03:45 PM
Thanks Luke, though I like realism I will revert back to the stock 1.5 map as the new colors are "disturbing" me.

Now I know it's easy - just replace RFB1.52 /Terrain/Pal/gradient.tga with stock file

Please, can someone help me with my RFB 1.52 map. The sea color chart is messed up and I don't know why. Please look at the images 1 (Stock 1.5)
and 2 (RFB 1.52)
It's historically correct, and we specifically asked Nisgeis to create it this way:

That's a 1945 Kriegsmarine map of the Norwegian coast. Light blue water is deep water, dark blue is shallow.

I really like the new map because it adds something to the gameplay. The stock map gives you pretty much exact depths but the RFB map doesn't so you have to do what real skippers had to do, take a depth sounding. Taking that sounding can give your location away if the bad guys are near, a reality skippers had to deal with.:arrgh!:

ustahl
10-28-08, 04:00 PM
RFB 1.52 is great, no doubt.:up: Thank you & congrats.
I'm puzzled, however, by following visual oddity: when looking through the periscope at capital warships, their superstructures keep shimmering constantly, Yamato is worst. In free cam, non-periscope view there is no shimmer, superb graphics at maxed out graphical settings.

I tried changing graphic settings in both the game and nVidia driver options - the periscope view shimmer persisted. I also tried alternative periscope mods - the shimmer remained.:shifty:

I then installed (despite mod conflict warning) Environment 5.0 incl. patch 1.0 on top of RFB 1.52 and the shimmer was gone.:D No problems, glitches whatsoever so far in a few historical battles and a couple campaign hours. For me RFB 1.52 and EE 5.0 seem to work flawlessly together. Hopefully possible mod conflicts won't turn up later.:-?

A 2nd visual glitch: Yamato for some reason shows both the huge & ugly stock portholes as well as the retextured smaller portholes from Kriller2's improved warship textures in PE.:88) I fixed this glitch by running Kriller2's original standalone texture mod on top of RFB, and no more ugly giant portholes.:smug:

Rockin Robbins
10-28-08, 04:37 PM
BTW, guys, any comments on the new ship damage model yet?
I hit a Hog Island Type freighter with 3 Mk XIVs, I did not see the impacts, but my sonar man registered 3 hits.
The freighter was burning and down by the stern, I surfaced and put about 30 3" shells into her waterline. Still wouldn't go down. I then put about and fired a fourth Mk XIV into her midships, no noticeable difference, but the fish DID explode right under her. Was ready to call the gun crew back when she started to settle. I didn't time the whole episode but it may have been and hour total.
Pretty tough ship.:oTalking about tough ships...

Started a new career in a S-boat, had my first run in with a Large Old Split freighter (8209t). Here's the torpedo damage she took;
http://i268.photobucket.com/albums/jj2/EZatHome/SH4Img2008-10-27_013335_843.jpg

After a hour or so, my patience ran out and I surfaced to engage with the gun. I put maybe 5 to 10 shells in the stern and she went down like a brick. At the same time a Small Modern Composite freighter had steamed into range and was zig-zagging away. Charged at her firing shells at her stern. When I closed to within 1000 yards, I launched a torpedo which struck the aft cargo hold and she went down like a brick as well.

I'd say big ships are now really tough, but I'm sure it would have taken less if I had been using Mark 14s. The Mark 10s feel a bit weak now, but then it is a smaller weapon, so I guess that makes sense. :hmm:

Love the deck gun BTW; single shell below the waterline will sink a small (wooden) vessel, like it should. Feels a lot more powerfull/usefull then previously.

:up: :up: :up:
Arclight, those three hits are too close together. Spread out they would sink the ship. But the way you did it you leave major compartments intact on both ends of the ship. That leaves the ship properly able to steam away. That is not a defect, but the glory of the new damage model.

Spread your hits out along the length of the ship and you will have much better results.

Kruger
10-28-08, 05:12 PM
I made a fresh install today as following.

http://i108.photobucket.com/albums/n3/krugerblue/1-1.jpg
On top of this I installed the SH3 keyboard layout cfg.


Now I have a couple of questions. I read the manual, I downloaded the key layout, but it's not all very clear to me.

What exactly is the Hogan Alley, and how do I make use of it ? Is it some sort of relaxing compartment ?
How do I rig the boat for depth charging ?
Am I supposed to fill in every free slot with a man before leaving port ? When I sound the general quarters, why is it that the crew does not man the flak and deck gun ?
What's the shortcut key for general quarters ?
How do I browse the stern tubes (in TMO it was the E key) ?


Thank you, and please do not let yourselves bothered by the questions of an old and expired skipper ;)

Wilcke
10-28-08, 05:21 PM
Thanks Luke, though I like realism I will revert back to the stock 1.5 map as the new colors are "disturbing" me.

Now I know it's easy - just replace RFB1.52 /Terrain/Pal/gradient.tga with stock file

Please, can someone help me with my RFB 1.52 map. The sea color chart is messed up and I don't know why. Please look at the images 1 (Stock 1.5)
and 2 (RFB 1.52)
It's historically correct, and we specifically asked Nisgeis to create it this way:

That's a 1945 Kriegsmarine map of the Norwegian coast. Light blue water is deep water, dark blue is shallow.
I really like the new map because it adds something to the gameplay. The stock map gives you pretty much exact depths but the RFB map doesn't so you have to do what real skippers had to do, take a depth sounding. Taking that sounding can give your location away if the bad guys are near, a reality skippers had to deal with.:arrgh!:

You got it man! Let me send you a case of your favorite beverage!

Monica Lewinsky
10-28-08, 05:31 PM
TO THE RFB 1.52 designer folks:

Download it. Had a little problem un-compressing it, got over that after I figured out I was the dummy...

Tried a few short missions - fell in love with it - love the new map colors and the vague navigation map updates.

I have trashed all my RFB 1.5 saved version games - shame since I wanted to see how the war ends in RFB 1.5 - was in April, 1945 with manual targeting for all 16 missions.

Anyway, my purpose is aside from thanking you, I think and EQUAL amount of thanks should go to your "testers". I seem to think Rockin Robbins was one of them - just bowing in your direction and saying thanks to the "testers", too.

I am in S-18 on my first mission in January, 1942. DAMN Good MOD!

DAMN GOOD!

No complaints ... should give me MONTHS of TOTAL fun!

guys ...................................... THANK YOU!

LukeFF
10-28-08, 06:19 PM
RFB 1.52 is great, no doubt.:up: Thank you & congrats.
I'm puzzled, however, by following visual oddity: when looking through the periscope at capital warships, their superstructures keep shimmering constantly, Yamato is worst. In free cam, non-periscope view there is no shimmer, superb graphics at maxed out graphical settings.

I tried changing graphic settings in both the game and nVidia driver options - the periscope view shimmer persisted. I also tried alternative periscope mods - the shimmer remained.:shifty:

By "shimmering," what do you mean? Can you show me some screenshots of this?

ustahl
10-28-08, 07:18 PM
RFB 1.52 is great, no doubt.:up: Thank you & congrats.
I'm puzzled, however, by following visual oddity: when looking through the periscope at capital warships, their superstructures keep shimmering constantly, Yamato is worst. In free cam, non-periscope view there is no shimmer, superb graphics at maxed out graphical settings.

I tried changing graphic settings in both the game and nVidia driver options - the periscope view shimmer persisted. I also tried alternative periscope mods - the shimmer remained.:shifty:
By "shimmering," what do you mean? Can you show me some screenshots of this?
I'm afraid still picture screenshots would not show the phenomenon as the "shimmering" is sort of like very fast flickering, shivering, jittering & quivering movement of superstructure surface textures. Sorry for my limited English capabilities (not native), can't explain it better. Anyway, I'm sure it can be fully displayed in a live video file.
In case of interest pls PM me video file mailing instructions.

LukeFF
10-28-08, 08:01 PM
I'm afraid still picture screenshots would not show the phenomenon as the "shimmering" is sort of like very fast flickering, shivering, jittering & quivering movement of superstructure surface textures. Sorry for my limited English capabilities (not native), can't explain it better. Anyway, I'm sure it can be fully displayed in a live video file.

That's what I thought it was. Will look into it some more to see if the problem can be alleviated.

bucky699
10-29-08, 12:02 AM
A couple of noob questions, does this take away auto targeting? I am still very new and learning to shoot torpedos but sometimes i hit a game just to see some nice explosions and such so i just use the auto targeter. I've noticed that alot of mods take the auto targeting feature off cause its not true to real life, thefore making them hard to learn and enjoy for myself.

Second question is does this change any keymapping? I have recently found shSpeech2.54 for silent hunter 4 but it has conflicts with mods that change keymaps like Trigger Maru and such. I would like to try your mod but have gotten way to used to using voice commands. Does anyone here use the voice software and know if it works in conjunction with this mod?

Arclight
10-29-08, 01:14 AM
Arclight, those three hits are too close together. Spread out they would sink the ship. But the way you did it you leave major compartments intact on both ends of the ship. That leaves the ship properly able to steam away. That is not a defect, but the glory of the new damage model.

Spread your hits out along the length of the ship and you will have much better results.:huh:
1 below the fore mast, 1 below the bridge, 1 in the engine rooms and 1 below the aft mast. I thought that was d**n near perfect. You yourself always say you aim for the masts and midships, or am I missing something? :-?

Don't get me wrong, I wasn't complaining about the modeling. I chalk it up to the Mark 10s, I've switched to a fleetboat now and the Mark 14s don't leave much afloat when spaced like that. ;)

Sledgehammer427
10-29-08, 06:55 AM
my problems always been finding something to shoot them at...
my pacific is suprisingly rid of targets....only like 4 targets since i got it up on my computer....i hate the marshalls...

Kruger
10-29-08, 07:12 AM
I made a fresh install today as following.

http://i108.photobucket.com/albums/n3/krugerblue/1-1.jpg
On top of this I installed the SH3 keyboard layout cfg.


Now I have a couple of questions. I read the manual, I downloaded the key layout, but it's not all very clear to me.

What exactly is the Hogan Alley, and how do I make use of it ? Is it some sort of relaxing compartment ?
How do I rig the boat for depth charging ?
Am I supposed to fill in every free slot with a man before leaving port ? When I sound the general quarters, why is it that the crew does not man the flak and deck gun ?
What's the shortcut key for general quarters ?
How do I browse the stern tubes (in TMO it was the E key) ?


Thank you, and please do not let yourselves bothered by the questions of an old and expired skipper ;)



Alright, I figured out the Hogan Alley mystery, the misunderstanding originated from my lack of realizing that the rigging of ship for depth charging is a manual maneuver.

However, the rest of the questions still haunt me. Also, I was wondering if anybody here knows a sound mod that I could put over RFB in order to enrich the experience. Maybe the sounds from TMO ? Thanks a lot.

ustahl
10-29-08, 08:49 AM
I'm afraid still picture screenshots would not show the phenomenon as the "shimmering" is sort of like very fast flickering, shivering, jittering & quivering movement of superstructure surface textures. Sorry for my limited English capabilities (not native), can't explain it better. Anyway, I'm sure it can be fully displayed in a live video file.
That's what I thought it was. Will look into it some more to see if the problem can be alleviated.
Made some further tests trying to narrow down the flickering superstructure in periscope view issue, and this is what I found for viewing capital warship superstructures (mainly Yamato at Battle off Samar) through periscope:

1. RFB 1.50 only on clean SH4 1.5: Flickering clearly visible (somewhat disturbing)
2. RFB 1.50 + PE4 Install Main: Flickering greatly reduced (ok)
3. RFB 1.50 + Environment 5.0: Flickering greatly reduced (ok)
4. RFB 1.52 only on clean SH4 1.5: Heavy flickering (very disturbing)
5. RFB 1.52 + PE4 Install Main: Virtually no flickering (nice)
6. RFB 1.52 + Environment 5.0: Virtually no flickering (nice)

Bearing in mind that PE4 is incorporated in RFB 1.52, I find my findings a odd/inconsistent. Maybe not all parts of PE4 are built into RFB 1.52, thus causing the flickering?

Are there any (not yet encountered) drawbacks to be expected when adding the whole PE4 package on top of RFB 1.52?

Orion2012
10-29-08, 09:44 AM
I'm afraid still picture screenshots would not show the phenomenon as the "shimmering" is sort of like very fast flickering, shivering, jittering & quivering movement of superstructure surface textures. Sorry for my limited English capabilities (not native), can't explain it better. Anyway, I'm sure it can be fully displayed in a live video file.
That's what I thought it was. Will look into it some more to see if the problem can be alleviated.
Made some further tests trying to narrow down the flickering superstructure in periscope view issue, and this is what I found for viewing capital warship superstructures (mainly Yamato at Battle off Samar) through periscope:

1. RFB 1.50 only on clean SH4 1.5: Flickering clearly visible (somewhat disturbing)
2. RFB 1.50 + PE4 Install Main: Flickering greatly reduced (ok)
3. RFB 1.50 + Environment 5.0: Flickering greatly reduced (ok)
4. RFB 1.52 only on clean SH4 1.5: Heavy flickering (very disturbing)
5. RFB 1.52 + PE4 Install Main: Virtually no flickering (nice)
6. RFB 1.52 + Environment 5.0: Virtually no flickering (nice)

Bearing in mind that PE4 is incorporated in RFB 1.52, I find my findings a odd/inconsistent. Maybe not all parts of PE4 are built into RFB 1.52, thus causing the flickering?

Are there any (not yet encountered) drawbacks to be expected when adding the whole PE4 package on top of RFB 1.52?

Your looking at incompatibility problems between the files both mods have made changes to. If you enable PE4 first then RFB1.52 everything in RFB will work correctly but some files of PE4 may not and vice-versa.


However, the rest of the questions still haunt me. Also, I was wondering if anybody here knows a sound mod that I could put over RFB in order to enrich the experience. Maybe the sounds from TMO ? Thanks a lot.

You could try the ROW sound Effects. I believe there is a link in the PE3 thread.

Kruger
10-29-08, 10:02 AM
Great, can anyone give a link to it ? I tried the search function.

Orion2012
10-29-08, 11:14 AM
Great, can anyone give a link to it ? I tried the search function.
I'll look for the link if I can't find one i'll see if i can get permission to host it myself.

http://www.subsim.com/radioroom/showthread.php?t=133365&highlight=Pacific+environment

Its under optional downloads in the first post.

Kruger
10-29-08, 12:44 PM
Thank you, but the download link doesn't seem to work anymore for the ROW Sound mod version 9 here: (http://www.megaupload.com/dk/?d=IN68GMIR)

kwbgjh2
10-29-08, 01:46 PM
No that i have completed my first mission whith this this beautiful mod here is my summary:

You have done a real great work to amplify the game's challenges. :up::up:

I have only ONE point of criticism on the new damage model, and that is the the drive propulsion of the merchants.

Look at this pictures:

http://img353.imageshack.us/img353/2521/sh1on2.jpg (http://img353.imageshack.us/my.php?image=sh1on2.jpg)

I hit this guy targetted with the dick O'Kane method (and it was christmas and easter on one day, 6 shots and 6 impacts, NO DUD)

See the result underwater:

http://img147.imageshack.us/img147/3419/hh2np8.jpg (http://img147.imageshack.us/my.php?image=hh2np8.jpg)


BUT....:damn::damn: i measured the merchant before firing about 12 knots. I gave him six strikes and absolutly unimpressed it steamed away with 10 knots.

I am really ok with the long sinking time... but round about 1800 kg Torpex and no abrasion, breach or any else damage to the propulsion system?

2 game weeks later a nearly like adventure. At best weather another sight of merchant. Trying to come infront of him he discovered me. Speed slowed down from 12 knots to 6 knots and it started to zigzagging. But i got him. Again six fish. 4 Impact, 2 dudes. And... the merchant accelareted to 12 knots and forced me to surface just to follow him.

Under this conditions i will never attack a guarded convoy. That would be suicide.

Rockin Robbins
10-29-08, 02:15 PM
Arclight, those three hits are too close together. Spread out they would sink the ship. But the way you did it you leave major compartments intact on both ends of the ship. That leaves the ship properly able to steam away. That is not a defect, but the glory of the new damage model.

Spread your hits out along the length of the ship and you will have much better results.:huh:
1 below the fore mast, 1 below the bridge, 1 in the engine rooms and 1 below the aft mast. I thought that was d**n near perfect. You yourself always say you aim for the masts and midships, or am I missing something? :-?

Don't get me wrong, I wasn't complaining about the modeling. I chalk it up to the Mark 10s, I've switched to a fleetboat now and the Mark 14s don't leave much afloat when spaced like that. ;)
I changed my mind. It looks like the three clustered hits are basically good for two compartments and the hit aft should be good for a third. Seems like that should sink the ship. The other post about a similar ship with six hits steaming away is also problematic. This stuff will need some fine tuning. You wouldn't believe how complex a sinking mod is. Each and every type of vessel has to be individually tuned and tested. These guys have a thread 458 posts long on the design and testing of the target damage system only.

I wonder if the Mark 10s ARE the explanation. My experience with Mark 10s so far mirrors yours. They seem noticeably less effective than the Mark 14s I'm used to.

I hereby dub all you guys guinea pigs. Don't squeal when you're stuck!http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/giggle.gif

ustahl
10-29-08, 03:30 PM
Your looking at incompatibility problems between the files both mods have made changes to. If you enable PE4 first then RFB1.52 everything in RFB will work correctly but some files of PE4 may not and vice-versa.

Working off a clean SH4 1.5 with no previous mods, I get those flickering issues with only either RFB 1.50 or RFB 1.52 installed, i.e. each time there is only one single mod (RFB) installed, no other mod. With RFB 1.50 the superstructure flickering in periscope view is moderate, with RFB 1.52 the flickering is heavy, ugly.
When I install PE4 1st and RFB 1.52 (with PE4 included) on top:nope:, I get the heavy flickering, obviously caused by RFB 1.52 as last mod. There's no point anyway to run these two mods in this sequence, as RFB 1.52 overruns PE4. When putting RFB 1.52 1st and PE4 on top the flickering is gone.

It seems somewhat strange to enable PE4 two times (1st as part of RFB 1.52 and 2nd on its own) in order to get rid of the flicker. Also, putting Environment 5.0 (instead of PE4) on top of RFB 1.52 fixes the flickering.
That's what I tried to clarify by the list in my previous posting #1701.

This leads me to conclude that somehow the incorporated PE4 portion in RFB 1.52 works differently than PE4 standalone, at least for me on this flickering issue.
Maybe Luke can shed some light on this?:hmm:

Orion2012
10-29-08, 03:49 PM
Your looking at incompatibility problems between the files both mods have made changes to. If you enable PE4 first then RFB1.52 everything in RFB will work correctly but some files of PE4 may not and vice-versa.

Working off a clean SH4 1.5 with no previous mods, I get those flickering issues with only either RFB 1.50 or RFB 1.52 installed, i.e. each time there is only one single mod (RFB) installed, no other mod. With RFB 1.50 the superstructure flickering in periscope view is moderate, with RFB 1.52 the flickering is heavy, ugly.
When I install PE4 1st and RFB 1.52 (with PE4 included) on top:nope:, I get the heavy flickering, obviously caused by RFB 1.52 as last mod. There's no point anyway to run these two mods in this sequence, as RFB 1.52 overruns PE4. When putting RFB 1.52 1st and PE4 on top the flickering is gone.

It seems somewhat strange to enable PE4 two times (1st as part of RFB 1.52 and 2nd on its own) in order to get rid of the flicker. Also, putting Environment 5.0 (instead of PE4) on top of RFB 1.52 fixes the flickering.
That's what I tried to clarify by the list in my previous posting #1701.

This leads me to conclude that somehow the incorporated PE4 portion in RFB 1.52 works differently than PE4 standalone, at least for me on this flickering issue.
Maybe Luke can shed some light on this?:hmm:

Out of curiosity does the flickering appear when your not looking through the scope, tbt, binoculars? Also, do the ships flicker in the museum??

Hopefully Luke will have a better answer, my other post was strickly in regards to enabling PE4 and RFB may cause unwanted side-effects besides the flickering.

spike12
10-29-08, 04:38 PM
Went out on a patrol in my type 7b u-boot and came across a 5k ton Danish freighter (old composite merchant) so I decided to give it a two torp salvo,aiming the 1st torp at the forward mast,using magnetic detonation 1metre under the hull (Type 2 torps at 2000 metres ,60 aob) 1st hit under the mast 2nd under the bridge(I think) took her about 8 min. to sink.Hmmm Looks like the new damage system is doable.:ahoy:

ustahl
10-29-08, 05:02 PM
Your looking at incompatibility problems between the files both mods have made changes to. If you enable PE4 first then RFB1.52 everything in RFB will work correctly but some files of PE4 may not and vice-versa.

Working off a clean SH4 1.5 with no previous mods, I get those flickering issues with only either RFB 1.50 or RFB 1.52 installed, i.e. each time there is only one single mod (RFB) installed, no other mod. With RFB 1.50 the superstructure flickering in periscope view is moderate, with RFB 1.52 the flickering is heavy, ugly.
When I install PE4 1st and RFB 1.52 (with PE4 included) on top:nope:, I get the heavy flickering, obviously caused by RFB 1.52 as last mod. There's no point anyway to run these two mods in this sequence, as RFB 1.52 overruns PE4. When putting RFB 1.52 1st and PE4 on top the flickering is gone.

It seems somewhat strange to enable PE4 two times (1st as part of RFB 1.52 and 2nd on its own) in order to get rid of the flicker. Also, putting Environment 5.0 (instead of PE4) on top of RFB 1.52 fixes the flickering.
That's what I tried to clarify by the list in my previous posting #1701.

This leads me to conclude that somehow the incorporated PE4 portion in RFB 1.52 works differently than PE4 standalone, at least for me on this flickering issue.
Maybe Luke can shed some light on this?:hmm:
Out of curiosity does the flickering appear when your not looking through the scope, tbt, binoculars? Also, do the ships flicker in the museum??

Hopefully Luke will have a better answer, my other post was strickly in regards to enabling PE4 and RFB may cause unwanted side-effects besides the flickering.
Good question! In order to answer your question, I risked my life surfacing in the midst of the Battle off Samar, close to Yamato, Kongo etc...:arrgh!::dead::rotfl:
The superstructure flickering occurs only when looking through the periscope - looking through the TBT or binocular all textures are faultlessly stable, i.e. no flickering. As mentioned earlier, I've also tested different periscope mods, but the flickering remains. Hense the culprit can't be the RFB 1.52 periscope file(s).

As I'm now running PE4 on top of RFB 1.52 in order to avoid the ugly flickering, I wonder if this (doubling PE4) might cause some undesired side-effects.
I don't think it is my graphic card (Evga 8800GTS 640MB) with newest nVidia driver, or could it be?

Another benefit of adding PE4 after RFB 1.52 is the improvement of Yamato's skin/textures. In single RFB 1.52 Yamato has both the huge & ugly stock portholes & textures plus the improved smaller portholes & textures from RFB 1.52's PE4, i.e. a mixture of stock AND improved (Kriller?) textures.:doh: It's a mixture of two texture sets showing (conflicting) details of both.:roll:
The added PE4 corrects this and shows Yamato with improved textures only.:up:
Maybe this texture mixture is a clue to the flickering issue??

Kruger
10-29-08, 05:06 PM
I stumbled upon this flickering issue myself.

What's the command to close a torpedo tube?

DaveP63
10-29-08, 05:31 PM
First mission out of Pearl with the Drum. About 200 miles of the coast of Japan I encountered a large Maru. Fired 3 fish and got three hits. Two on the Maru and one on the Drum with a circular run! Awesome Job :up:

ustahl
10-29-08, 05:42 PM
I stumbled upon this flickering issue myself.

What's the command to close a torpedo tube?
In (my) data\cfg\commands.cfg there are following entries for opening & closing torpedo tubes:

-------
[Cmd308]
Name=Open_torpedo_tube
Ctxt=1

[Cmd309]
Name=Close_torpedo_tube
Ctxt=1

[Cmd310]
Name=Open_sel_torpedo_tube
Ctxt=1
Key0=0x51,,"Q"

[Cmd311]
Name=Close_sel_torpedo_tube
Ctxt=1

[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1
--------

It shows that a specific command for closing a tube is not set.
I've been using Cmd310 only to open the selected tube by pressing "Q", as it closes automatically after firing the torpedo.
I guess that if you edit this file with notepad by moving "Key0=0x51,,"Q"" at the end of Cmd312, you could use "Q" for togglin the tube open/close.
Make a backup of your commands.cfg before fiddling ;).

Orion2012
10-29-08, 06:11 PM
Your looking at incompatibility problems between the files both mods have made changes to. If you enable PE4 first then RFB1.52 everything in RFB will work correctly but some files of PE4 may not and vice-versa.

Working off a clean SH4 1.5 with no previous mods, I get those flickering issues with only either RFB 1.50 or RFB 1.52 installed, i.e. each time there is only one single mod (RFB) installed, no other mod. With RFB 1.50 the superstructure flickering in periscope view is moderate, with RFB 1.52 the flickering is heavy, ugly.
When I install PE4 1st and RFB 1.52 (with PE4 included) on top:nope:, I get the heavy flickering, obviously caused by RFB 1.52 as last mod. There's no point anyway to run these two mods in this sequence, as RFB 1.52 overruns PE4. When putting RFB 1.52 1st and PE4 on top the flickering is gone.

It seems somewhat strange to enable PE4 two times (1st as part of RFB 1.52 and 2nd on its own) in order to get rid of the flicker. Also, putting Environment 5.0 (instead of PE4) on top of RFB 1.52 fixes the flickering.
That's what I tried to clarify by the list in my previous posting #1701.

This leads me to conclude that somehow the incorporated PE4 portion in RFB 1.52 works differently than PE4 standalone, at least for me on this flickering issue.
Maybe Luke can shed some light on this?:hmm:
Out of curiosity does the flickering appear when your not looking through the scope, tbt, binoculars? Also, do the ships flicker in the museum??

Hopefully Luke will have a better answer, my other post was strickly in regards to enabling PE4 and RFB may cause unwanted side-effects besides the flickering.
Good question! In order to answer your question, I risked my life surfacing in the midst of the Battle off Samar, close to Yamato, Kongo etc...:arrgh!::dead::rotfl:
The superstructure flickering occurs only when looking through the periscope - looking through the TBT or binocular all textures are faultlessly stable, i.e. no flickering. As mentioned earlier, I've also tested different periscope mods, but the flickering remains. Hense the culprit can't be the RFB 1.52 periscope file(s).

As I'm now running PE4 on top of RFB 1.52 in order to avoid the ugly flickering, I wonder if this (doubling PE4) might cause some undesired side-effects.
I don't think it is my graphic card (Evga 8800GTS 640MB) with newest nVidia driver, or could it be?

Another benefit of adding PE4 after RFB 1.52 is the improvement of Yamato's skin/textures. In single RFB 1.52 Yamato has both the huge & ugly stock portholes & textures plus the improved smaller portholes & textures from RFB 1.52's PE4, i.e. a mixture of stock AND improved (Kriller?) textures.:doh: It's a mixture of two texture sets showing (conflicting) details of both.:roll:
The added PE4 corrects this and shows Yamato with improved textures only.:up:
Maybe this texture mixture is a clue to the flickering issue??
Thanks for the info. I can confirm its not the graphics card. Tried the mod on both an Alpha OC 8800 and an ATI 1900XTX and the flickering occurs on both.

"Q" both opens and closes the torpedo doors.

ustahl
10-29-08, 07:15 PM
Thanks for the info. I can confirm its not the graphics card. Tried the mod on both an Alpha OC 8800 and an ATI 1900XTX and the flickering occurs on both.


Good to know, thanks. Have you tried enabling an extra PE4 on top of RFB 1.52, and whether that fixes the flickering for you as well, like it did for me? Alternatively, adding Environmental 5.0 on top of RFB 1.52 fixes the flickering for me, too. Any findings?

Bosje
10-29-08, 08:34 PM
The walking around your sub-part and anything else on the visual front is absolutely brilliant but I'm not having any fun when the enemy is about. And this is coming from a hardcore GWX veteran :o

no sinkings yet. cant lock, cant even plot except by radar when there's a slight fog, when you finally hit a ship it doesnt go down and when they hit you you're dead. one shell to my engine compartment is all it took. This is a whole new brand of realism I guess, sure takes some getting used to.

My questions:
I posted earlier about the binocular camera. I am unable to fix the clipping distance myself, could anyone please help me out to put the obstructions back on the bridge? I loved that part of the old RFB. And any word on the dive command yet?

cheers

Rockin Robbins
10-29-08, 08:37 PM
RFB Team (so far)

Anyone who's allowed us to use their mod- see the list here

Direct contributors and/or testers- Beery, LukeFF, Raymond6751, Wilcke, DeepIron, Capn Scurvy, PantherHercules, AVGWarhawk, CCIP, Donner, Nuc, lurker_hlb3, Ducimus, AkbarGulag, RockinRobbins, swdw, Carotio, Observer, Der Teddy Bar, Monolith, Peto, fireship4, Rockin Robbins, Gunfighter, Fearless, CDR Resser, Donner, skwasjer

Honorary- LeoVampire, kv29, kriller2, sober, and SteveTRM, John Hamm, who've allowed us to merge some of their changes with RFB files, answered my questions and given great advice.

Thanks to lurker_hlb3 for making RSRD and OM compatible with RFB.

A SPECIAL thanks to skwasjer; w/o his S3D much of this would not happen.

What in Sam Hill is goin' on here???? Why do I get TWICE AS MUCH BLAME? There's plenty of blame to go around without socking me TWICE!http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/shouting.gif

lurker_hlb3
10-29-08, 09:12 PM
Your looking at incompatibility problems between the files both mods have made changes to. If you enable PE4 first then RFB1.52 everything in RFB will work correctly but some files of PE4 may not and vice-versa.

Working off a clean SH4 1.5 with no previous mods, I get those flickering issues with only either RFB 1.50 or RFB 1.52 installed, i.e. each time there is only one single mod (RFB) installed, no other mod. With RFB 1.50 the superstructure flickering in periscope view is moderate, with RFB 1.52 the flickering is heavy, ugly.
When I install PE4 1st and RFB 1.52 (with PE4 included) on top:nope:, I get the heavy flickering, obviously caused by RFB 1.52 as last mod. There's no point anyway to run these two mods in this sequence, as RFB 1.52 overruns PE4. When putting RFB 1.52 1st and PE4 on top the flickering is gone.

It seems somewhat strange to enable PE4 two times (1st as part of RFB 1.52 and 2nd on its own) in order to get rid of the flicker. Also, putting Environment 5.0 (instead of PE4) on top of RFB 1.52 fixes the flickering.
That's what I tried to clarify by the list in my previous posting #1701.

This leads me to conclude that somehow the incorporated PE4 portion in RFB 1.52 works differently than PE4 standalone, at least for me on this flickering issue.
Maybe Luke can shed some light on this?:hmm:
Out of curiosity does the flickering appear when your not looking through the scope, tbt, binoculars? Also, do the ships flicker in the museum??

Hopefully Luke will have a better answer, my other post was strickly in regards to enabling PE4 and RFB may cause unwanted side-effects besides the flickering.
Good question! In order to answer your question, I risked my life surfacing in the midst of the Battle off Samar, close to Yamato, Kongo etc...:arrgh!::dead::rotfl:
The superstructure flickering occurs only when looking through the periscope - looking through the TBT or binocular all textures are faultlessly stable, i.e. no flickering. As mentioned earlier, I've also tested different periscope mods, but the flickering remains. Hense the culprit can't be the RFB 1.52 periscope file(s).

As I'm now running PE4 on top of RFB 1.52 in order to avoid the ugly flickering, I wonder if this (doubling PE4) might cause some undesired side-effects.
I don't think it is my graphic card (Evga 8800GTS 640MB) with newest nVidia driver, or could it be?

Another benefit of adding PE4 after RFB 1.52 is the improvement of Yamato's skin/textures. In single RFB 1.52 Yamato has both the huge & ugly stock portholes & textures plus the improved smaller portholes & textures from RFB 1.52's PE4, i.e. a mixture of stock AND improved (Kriller?) textures.:doh: It's a mixture of two texture sets showing (conflicting) details of both.:roll:
The added PE4 corrects this and shows Yamato with improved textures only.:up:
Maybe this texture mixture is a clue to the flickering issue??
Thanks for the info. I can confirm its not the graphics card. Tried the mod on both an Alpha OC 8800 and an ATI 1900XTX and the flickering occurs on both.

"Q" both opens and closes the torpedo doors.
IRT the " flickering"



I did a controlled binary file comparison between PE4 Main & RFB152. The only different files found are as follows:


Misc

Wake_Back.tga ( PE4 newer )
Wake_Front.tga (PE4 newer )

Sea

NBB_Yamato_N01.dds ( only in PE4 )


SubmarineSchool

NSS05 Scope Measuring ( only in PE4 )

LukeFF
10-30-08, 12:32 AM
No that i have completed my first mission whith this this beautiful mod here is my summary:

You have done a real great work to amplify the game's challenges. :up::up:

I have only ONE point of criticism on the new damage model, and that is the the drive propulsion of the merchants.

Look at this pictures:

BUT....:damn::damn: i measured the merchant before firing about 12 knots. I gave him six strikes and absolutly unimpressed it steamed away with 10 knots.

I am really ok with the long sinking time... but round about 1800 kg Torpex and no abrasion, breach or any else damage to the propulsion system?

2 game weeks later a nearly like adventure. At best weather another sight of merchant. Trying to come infront of him he discovered me. Speed slowed down from 12 knots to 6 knots and it started to zigzagging. But i got him. Again six fish. 4 Impact, 2 dudes. And... the merchant accelareted to 12 knots and forced me to surface just to follow him.

Unfortunately, what you've encountered is a flaw in the game's AI coding. Unless you hit the ship's propulsion system (e.g., a propeller shaft or propeller), the ship will continue to sail on so long as the flooding has not caused the ship to sink. Many a thread and screenshot have shown this behavior.

LukeFF
10-30-08, 12:35 AM
1 below the fore mast, 1 below the bridge, 1 in the engine rooms and 1 below the aft mast. I thought that was d**n near perfect. You yourself always say you aim for the masts and midships, or am I missing something? :-?

Don't get me wrong, I wasn't complaining about the modeling. I chalk it up to the Mark 10s, I've switched to a fleetboat now and the Mark 14s don't leave much afloat when spaced like that. ;)

Which ship was this?

LukeFF
10-30-08, 12:39 AM
The superstructure flickering occurs only when looking through the periscope - looking through the TBT or binocular all textures are faultlessly stable, i.e. no flickering. As mentioned earlier, I've also tested different periscope mods, but the flickering remains. Hense the culprit can't be the RFB 1.52 periscope file(s).

As I'm now running PE4 on top of RFB 1.52 in order to avoid the ugly flickering, I wonder if this (doubling PE4) might cause some undesired side-effects.
I don't think it is my graphic card (Evga 8800GTS 640MB) with newest nVidia driver, or could it be?

Another benefit of adding PE4 after RFB 1.52 is the improvement of Yamato's skin/textures. In single RFB 1.52 Yamato has both the huge & ugly stock portholes & textures plus the improved smaller portholes & textures from RFB 1.52's PE4, i.e. a mixture of stock AND improved (Kriller?) textures.:doh: It's a mixture of two texture sets showing (conflicting) details of both.:roll:
The added PE4 corrects this and shows Yamato with improved textures only.:up:
Maybe this texture mixture is a clue to the flickering issue??

The flickering is a mystery to me. I would suggest one start by looking at the DummyCam_Periscope and ObPeriscope sections in Cameras.dat to see if something is amiss. At this point that's the only place I can surmise a problem exists at the moment.

Found out the problem with the Yamato textures, as listed by Lurker below. Will likely be part of an upcoming patch to fix a few problems with RFB.

LukeFF
10-30-08, 12:42 AM
Good to know, thanks. Have you tried enabling an extra PE4 on top of RFB 1.52, and whether that fixes the flickering for you as well, like it did for me? Alternatively, adding Environmental 5.0 on top of RFB 1.52 fixes the flickering for me, too. Any findings?
Enabling PE4 "extra" on top of RFB will not solve any problems but rather cause conflicts with RFB, since the two mods on their own are not compatible. Obviously there is a setting in PE4 not carried over to RFB that is causing the flickering problem. I would suggest starting by copying over PE4's Cameras.dat file to see if that solves the problem and then take it from there.

Quagmire
10-30-08, 12:44 AM
Unfortunately, what you've encountered is a flaw in the game's AI coding. Unless you hit the ship's propulsion system (e.g., a propeller shaft or propeller), the ship will continue to sail on so long as the flooding has not caused the ship to sink. Many a thread and screenshot have shown this behavior.

WHAT!?@!?! Man SHIV is a real let down from SHIII in this regard. I remember plugging merchants below the funnel and consequently destroying the engine, bringing the ship to a halt. This happened in SHIII all the time. You mean to tell me that a ship can be full of holes, the engine room can be completely flooded and as long as the propeller or shaft isn't damaged it will plow along at flank speed until it sinks?!

We need to find a work around for this foolishness...
.

LukeFF
10-30-08, 12:55 AM
WHAT!?@!?! Man SHIV is a real let down from SHIII in this regard. I remember plugging merchants below the funnel and consequently destroying the engine, bringing the ship to a halt. This happened in SHIII all the time. You mean to tell me that a ship can be full of holes, the engine room can be completely flooded and as long as the propeller or shaft isn't damaged it will plow along at flank speed until it sinks?!

Ach, I should have corrected what I wrote above to include "hitting the engine compartments." As designed, a ship will stop or slow down when the following are destroyed:

Engine Room
Propeller Shaft
PropellerNote that a ship with multiple funnels will continue to move through the water at a reduced speed until all engine rooms are completely flooded or the ship sinks.

Sorry about that accidental bit of dis-information. :oops:

kjuice
10-30-08, 01:18 AM
Just comming back into sh4, and wanted to get the RFB for it. I installed sh4, and patch. then jsme. once done, put RFB 1.52 in mods folder. enabled it with jsme. upon running, I get a

"file not found: data/menu/data/black80"

popup on windows. after that i get

" there is a new(not implimented) page:<page chooseloadsave>!"

after that i get

"file not found: data/menu/gui/tdc/tdc_metric.tga"

thats as far as i can get, what did i do wrong guys?

Fish40
10-30-08, 03:32 AM
Kjuice, which patch are you referring too? Are you updated to the latest 1.5 U Boat addon? This is the latest (cost $10) for which most, if not all the mods are based. Do a quick search, and I'm sure you'll find a link for the addon, AKA v1.5. I'ts worth it!:yep:

Sledgehammer427
10-30-08, 06:35 AM
agree!

so Luke, i'm curious, in my S-boat out of manila shortly after the start of the war, that is, with RSRDC, i came across a convoy (never find any convoys when i am driving a Fleet boat, oddly enough) it had a ring of escorts around. no lie, i called it the ring of d00m....yes with zeros.

i'm just wondering about why things like that are showing up(maybe lurker could be of more assistance)...there are a whole bunch of new challenges that i was looking for!

EDIT: PE 4.0 never looked right on my computer when i used it. and when it does look right, i have really low framerates (try 9) so i am using Environment 5.0, for my veiwing pleasure. are there any really big conflicts involved with this mod?

feld
10-30-08, 08:43 AM
agree!

so Luke, i'm curious, in my S-boat out of manila shortly after the start of the war, that is, with RSRDC, i came across a convoy (never find any convoys when i am driving a Fleet boat, oddly enough) it had a ring of escorts around. no lie, i called it the ring of d00m....yes with zeros.

i'm just wondering about why things like that are showing up(maybe lurker could be of more assistance)...there are a whole bunch of new challenges that i was looking for!


Sledgehammer,

One thing that I've learned: lurker does his research. Check out the map at the link below, compare it to where you were and when:

Japanese Centrifugal Offensive - 10 DEC 1941-6 MAY 1942 (http://www.dean.usma.edu/history/web03/atlases/ww2%20pacific/ww2%20pacific%20%20maps/ww2%20asia%20map%2009.jpg)

I'll bet that there was a large IJN convoy in that chunk of water on that date in the real world.

As for finding convoys in Fleet boats: think about where the major port cities are (Tokyo, Singapore, Hong Kong, etc.), look at the sea lines of communication between them all, figure out where those lines intersect, go there, and stay there a while (perhaps driving a pattern). Submerge periodically for a listen on the old hydrophones (esp if you have no RADAR). You'll find stuff.

That's why I love the RFB and RSRDC combo: it's a living history lesson. One of the first things that RSRDC brings home is how very hard it was for these guys to find targets (big ocean/little sensor range problem).

R/
feld

DeepIron
10-30-08, 09:27 AM
I've been a beta tester for this combo of mods for awhile and I'd like to offer some suggestions and opinions to those intrepid subsimmers who install these incredible mods.

1. The RFB and RSRDC mods are what I call "thinking man's mods". They are geared toward a "very realistic" gameplay experience, what it would "feel" like to a skipper and crew of a WWII submarine. This means that most, if not all, the simplified gameplay aspects of the original SH4 v1.5 have been, or are being, removed or modded. "Point and Shoot" just isn't on the list anymore... The RFB and RSRDC mods will *challenge* you as a submarine captain. If you feel the excitement of stalking a convoy for hours, the satisfaction of manually targeting a fat tanker or merchant and the frustration seeing your well aimed spread of torpedos impact with no damage due to the historical number of "duds" then these mods are doing their job.
In short, if you want to get the most enjoyment from these mods, you'll need to dedicate a bit of yourself to understanding how submarines operated during WWII, and NOT about "just sinking ships"...

2. The time and work that has been committed to these mods is considerable and on-going. We're talking literally hundreds (if not more) hours of volunteered personal time doing changes to not only to game files, but doing the actual research of naval documents, war patrol reports, books and more that the mods are based on. There have been many a long thread discussing issues, like shell damage for instance, to ferret out the finest details for realism. Sure, there have been some compromises made, mostly due to aspects of the game engine that cannot be modded, but still, the overall thrust is towards realism whenever possible.

3. Please, read the manual! I can't stress this enough. Even as a longtime beta tester, the mods are so extensive that it has been hard to keep up with them all. There are a number of gifted and talented modders working on these mods more or less constantly in all areas; historical detail, changes to the sinking dynamics, upgrading ship physics, the visuals and much, much more. The manual explains in sufficient detail not only the changes that were/are being made, but the reasons behind the changes. Sure, it takes a bit of time to read, but the manual was created for your benefit and will certainly enhance your play experience.

4. If you do find some irregularity, issue or problem, please, contact the RFB Team in a considerate fashion. Posting a thought like "I'm disappointed" or "this mod really sucks" is counterproductive and a waste of time, yours and ours. If you find something, contact us and let us know. I assure you, it is in both our interests to remedy these issues (if possible) and make the mods even better for the efforts. The RFB and RSRDC mods are extensive and in some cases, complex, so the more detail you can give, the better.
Remember, the RFB and RSRDC mods are "a work in progress" and shall remain so for some time. There are bound to be "bugs", "typos" and "overlooked details" and that is simply the nature of these projects.

Well, shipmates, that's my thoughts on the matter. Good Hunting!

kjuice
10-30-08, 09:37 AM
thanks for the reply, i had no idea about 1.5 being a patch. I am downloading now. and plan to burn to a dvd disk. will see how it goes

banjo
10-30-08, 09:42 AM
Good post, Deepiron.

Kruger
10-30-08, 10:07 AM
Yes, great post. I have figured out somethings for myself, I have read the manual again, and I did some training yesterday, however I have some questions.

Is there a key to sound general quarters ? Is there a key "Report nearest visual contact"?

Myself feeling the need to additional sounds, I installed ROW Sound Effects 9 on top. I understand that it;s mostly the same thing that;s included in the RFB, but there are differences, that I like very much (the sound of GQ, of torpedoes, of tube doors, etc)

I myself experience the flickering issue that has been discussed, we'll see what can be done about it.

Can I close a torpedo door tube if I don't feel the need to launch that torpedo anymore ? Pressing the Q key again does not close it. Mate Ustahl has offered me a solution, I will try and edit the file myself and see what happens.

I wanted to ask the team also something about the dive, crash dive, and periscope depth commands. If on surface I press the P key (I skipper an S boat) it takes forever to submerge. If I press D or C, the process is significantly faster. I know that this is historically correct, since the boat needs less negative flooding to dive only to PD.

Consequently, I use the following combination. Press D, and when the boat starts to submerge I press P. But it surfaces once again before diving again, instead of just continuing to dive.

Wilcke
10-30-08, 10:46 AM
Yes, great post. I have figured out somethings for myself, I have read the manual again, and I did some training yesterday, however I have some questions.

Is there a key to sound general quarters ? Is there a key "Report nearest visual contact"?

Myself feeling the need to additional sounds, I installed ROW Sound Effects 9 on top. I understand that it;s mostly the same thing that;s included in the RFB, but there are differences, that I like very much (the sound of GQ, of torpedoes, of tube doors, etc)

I myself experience the flickering issue that has been discussed, we'll see what can be done about it.

Can I close a torpedo door tube if I don't feel the need to launch that torpedo anymore ? Pressing the Q key again does not close it. Mate Ustahl has offered me a solution, I will try and edit the file myself and see what happens.

I wanted to ask the team also something about the dive, crash dive, and periscope depth commands. If on surface I press the P key (I skipper an S boat) it takes forever to submerge. If I press D or C, the process is significantly faster. I know that this is historically correct, since the boat needs less negative flooding to dive only to PD.

Consequently, I use the following combination. Press D, and when the boat starts to submerge I press P. But it surfaces once again before diving again, instead of just continuing to dive.

Hello,

1.) I have a General Quarters button on the tool bar. You may have an install issue or MOD incompatibility.

2.) ROW Sound Effects is fine, this is personal preference; there are very nice torpedo door opening and closing sounds in RFB, they are subtle but there.

3.) Flickering issues being looked at by the good folks at RFB.

4.) My Q key closes and opens the doors.

5.) The "C" key will get you down as fast as possible. For a normal Dive or a Dive to Periscope depth I use the "D" key, I use the "A" key to stop the dive just below Periscope depth and then use the "P" key.

Happy Hunting! Keep the questions coming.

Havokflight
10-30-08, 11:22 AM
Odd bug (?). I loaded RFB and PE4 and took it out on a couple cruises, and encountered extremely high seas. Leaving Manilla I have waves consistantly running over the deck of my sub and every third wave is topping the conning tower railing. Lots of ships are running with their propellers and portions of their keels out of the water and my sub is also breeching the waves, everything having to do with the water seems to be out of scale.

Is this a known problem ? or is it functioning as expected ? I also noticed that the game is locking up on loading (it pauses at the black screen that says "ONE MOMENT" (or something like that) in a small white box. Hitting escape twice breaks the lock and the game begins without further problems (of course that is probably the problem).

I am at my office right now so I can't confirm which other mods i have installed, but I do know the list is very short, RFB, PE4 a couple extra ships and a sound pack.

Anyone have any thoughts ? Has anyone seen this before ?

Orion2012
10-30-08, 11:47 AM
Odd bug (?). I loaded RFB and PE4 and took it out on a couple cruises, and encountered extremely high seas. Leaving Manilla I have waves consistantly running over the deck of my sub and every third wave is topping the conning tower railing. Lots of ships are running with their propellers and portions of their keels out of the water and my sub is also breeching the waves, everything having to do with the water seems to be out of scale.

Is this a known problem ? or is it functioning as expected ? I also noticed that the game is locking up on loading (it pauses at the black screen that says "ONE MOMENT" (or something like that) in a small white box. Hitting escape twice breaks the lock and the game begins without further problems (of course that is probably the problem).

I am at my office right now so I can't confirm which other mods i have installed, but I do know the list is very short, RFB, PE4 a couple extra ships and a sound pack.

Anyone have any thoughts ? Has anyone seen this before ?

PE4 is integrated into RFb 1.52, a seperate install of it may cause similar side-effects.

kwbgjh2
10-30-08, 12:16 PM
No that i have completed my first mission whith this this beautiful mod here is my summary:

You have done a real great work to amplify the game's challenges. :up::up:

I have only ONE point of criticism on the new damage model, and that is the the drive propulsion of the merchants.

Look at this pictures:

BUT....:damn::damn: i measured the merchant before firing about 12 knots. I gave him six strikes and absolutly unimpressed it steamed away with 10 knots.

I am really ok with the long sinking time... but round about 1800 kg Torpex and no abrasion, breach or any else damage to the propulsion system?

2 game weeks later a nearly like adventure. At best weather another sight of merchant. Trying to come infront of him he discovered me. Speed slowed down from 12 knots to 6 knots and it started to zigzagging. But i got him. Again six fish. 4 Impact, 2 dudes. And... the merchant accelareted to 12 knots and forced me to surface just to follow him.
Unfortunately, what you've encountered is a flaw in the game's AI coding. Unless you hit the ship's propulsion system (e.g., a propeller shaft or propeller), the ship will continue to sail on so long as the flooding has not caused the ship to sink. Many a thread and screenshot have shown this behavior.

Thx for the explanion, Luke. Good to know its a problem of the stock game, again i love your work, all RFB team:D:D

Havokflight
10-30-08, 01:43 PM
That would probably explain that ... I will try removing it and let you know. I was going to remove the others ... I would not have thought that PE4 was part of RFB ... it went right over my head ... or under my keel as the case might be.

Thanks !

ustahl
10-30-08, 03:26 PM
Good to know, thanks. Have you tried enabling an extra PE4 on top of RFB 1.52, and whether that fixes the flickering for you as well, like it did for me? Alternatively, adding Environmental 5.0 on top of RFB 1.52 fixes the flickering for me, too. Any findings?
Enabling PE4 "extra" on top of RFB will not solve any problems but rather cause conflicts with RFB, since the two mods on their own are not compatible. Obviously there is a setting in PE4 not carried over to RFB that is causing the flickering problem. I would suggest starting by copying over PE4's Cameras.dat file to see if that solves the problem and then take it from there.
Following Luke's advice, I copied PE4's Cameras.dat on top of RFB 1.52 and, tadaa, the flickering issue is gone.:D
I made a little mini-mod containing PE4's Cameras.dat, and it was easy to test with JGSME. I also added NBB_Yamato_N01.dds from PE4 in this mini-mod to also fix the texture mixture for the Yamato mentioned earlier. Thanks to Lurker for his hint.:up:

No more "extra" PE4 on top of RFB from now, as my issues now are fixed. Thanks for your input guys!:sunny:

Kruger
10-30-08, 03:38 PM
Yes, great post. I have figured out somethings for myself, I have read the manual again, and I did some training yesterday, however I have some questions.

Is there a key to sound general quarters ? Is there a key "Report nearest visual contact"?

Myself feeling the need to additional sounds, I installed ROW Sound Effects 9 on top. I understand that it;s mostly the same thing that;s included in the RFB, but there are differences, that I like very much (the sound of GQ, of torpedoes, of tube doors, etc)

I myself experience the flickering issue that has been discussed, we'll see what can be done about it.

Can I close a torpedo door tube if I don't feel the need to launch that torpedo anymore ? Pressing the Q key again does not close it. Mate Ustahl has offered me a solution, I will try and edit the file myself and see what happens.

I wanted to ask the team also something about the dive, crash dive, and periscope depth commands. If on surface I press the P key (I skipper an S boat) it takes forever to submerge. If I press D or C, the process is significantly faster. I know that this is historically correct, since the boat needs less negative flooding to dive only to PD.

Consequently, I use the following combination. Press D, and when the boat starts to submerge I press P. But it surfaces once again before diving again, instead of just continuing to dive.
Hello,

1.) I have a General Quarters button on the tool bar. You may have an install issue or MOD incompatibility.

2.) ROW Sound Effects is fine, this is personal preference; there are very nice torpedo door opening and closing sounds in RFB, they are subtle but there.

3.) Flickering issues being looked at by the good folks at RFB.

4.) My Q key closes and opens the doors.

5.) The "C" key will get you down as fast as possible. For a normal Dive or a Dive to Periscope depth I use the "D" key, I use the "A" key to stop the dive just below Periscope depth and then use the "P" key.

Happy Hunting! Keep the questions coming.

1. I know, I was wondering if there is a key on the keyboard for this function.

2. Of course, beauty is in the eye of the be(er)holder :lol:

3. Absolutely right.

4. I will try again a fresh install, because in my case it only opens the doors, and does not close them.

5. This is what I figured out also. But it;s strange that the sub raises again to the surface when pressing P, isn't it ?

Is there a layout of the keyboard going to be released for RFB ?


Thanks

LukeFF
10-30-08, 08:41 PM
DeepIron's above post is great, but I want to home in on this point:

3. Please, read the manual! I can't stress this enough. Even as a longtime beta tester, the mods are so extensive that it has been hard to keep up with them all. There are a number of gifted and talented modders working on these mods more or less constantly in all areas; historical detail, changes to the sinking dynamics, upgrading ship physics, the visuals and much, much more. The manual explains in sufficient detail not only the changes that were/are being made, but the reasons behind the changes. Sure, it takes a bit of time to read, but the manual was created for your benefit and will certainly enhance your play experience.

I can't stress enough what he says here. For a long time I thought RFB was, in effect, "our mod and this is how is. Go play it and figure it out for yourself." I wanted to change this with 1.52, so that people understand why we've done things the way we have and to answer ahead of time questions people have about the mod. That is why we created the manual - so you can understand the rationale behind why things the way they are. It gets tiring seeing some (though not nearly all) people posting here about how much the new sinking mechanics suck, what's this whole thing about Hogan's Alley, etc. READ the manual, and you'll understand things like this. Other things that are more obscure and aren't covered in the manual, sure, by all means, post the questions here, and one of us will be pleased to answer it.

LukeFF
10-30-08, 08:44 PM
That would probably explain that ... I will try removing it and let you know. I was going to remove the others ... I would not have thought that PE4 was part of RFB ... it went right over my head ... or under my keel as the case might be.

Read the first post in the stickied thread. ;)

Arclight
10-30-08, 09:00 PM
1 below the fore mast, 1 below the bridge, 1 in the engine rooms and 1 below the aft mast. I thought that was d**n near perfect. You yourself always say you aim for the masts and midships, or am I missing something? :-?

Don't get me wrong, I wasn't complaining about the modeling. I chalk it up to the Mark 10s, I've switched to a fleetboat now and the Mark 14s don't leave much afloat when spaced like that. ;)

Which ship was this?It was a Large Old Split freighter. I detailed the encounter a bit in post #1633, but there's no issue there (I think). I figure I just had 4 weak strikes from Mark 10s, put a few shells in the stern and she went down.
I changed my mind. It looks like the three clustered hits are basically good for two compartments and the hit aft should be good for a third. Seems like that should sink the ship. The other post about a similar ship with six hits steaming away is also problematic. This stuff will need some fine tuning. You wouldn't believe how complex a sinking mod is. Each and every type of vessel has to be individually tuned and tested. These guys have a thread 458 posts long on the design and testing of the target damage system only.

I wonder if the Mark 10s ARE the explanation. My experience with Mark 10s so far mirrors yours. They seem noticeably less effective than the Mark 14s I'm used to.WEBSTER brought up the weirdness with the Shokaku model at some point (nearly always sinking with 1 hit). I had a look at the 3D models a bit, but it didn't take long for me to run scared back to map-making, basic modding and a bit of scripting. :oops:
I can't fully comprehend the effort that goes into a sinking mod, but at least I have a basic grasp. It's a doozy, way over my head. :doh:

The Mark 14s are really working out for me, as long as I hit something. 5 ships first patrol, 7 + 2 fishing boats the second so I'm not complaining. :smug:
Guess those 4 Mark 10 hits just were weak ones, maybe the damage is a bit more random (lower lows, so to say). The Mark 14 also sports ~300kg of explosive charge, ~225kg for the Mark 10. Mark 14 also uses Torpex, not sure the Mark 10 utilized this explosive. :-?

What I mean is the Mark 14 packs a lot more punch. Maybe it's only logical that it's a bit harder to send a big ship to the bottom with Mark 10s? :hmm:

THE_MASK
10-30-08, 09:12 PM
Great work guys , sadly my comp is broken and i cannot get another before next year so keep up the good work . I am patiently waiting to play this . cheers sober out .

Ivan Putski
10-30-08, 10:53 PM
Very nice job, just read the manual, I`m still using RFB v1.51 and RSRDC 395 at present, will install 1.52 after I finish my campaign. thanks all. Puts

LukeFF
10-31-08, 01:09 AM
It was a Large Old Split freighter. I detailed the encounter a bit in post #1633, but there's no issue there (I think). I figure I just had 4 weak strikes from Mark 10s, put a few shells in the stern and she went down.
Ah yes, it's a big ship, and it will take some very good targeting to get it to go down. Take a look at it in the museum, and you'll see that it has a fairly large number of cargo holds.

Guess those 4 Mark 10 hits just were weak ones, maybe the damage is a bit more random (lower lows, so to say). The Mark 14 also sports ~300kg of explosive charge, ~225kg for the Mark 10. Mark 14 also uses Torpex, not sure the Mark 10 utilized this explosive. :-?

What I mean is the Mark 14 packs a lot more punch. Maybe it's only logical that it's a bit harder to send a big ship to the bottom with Mark 10s? :hmm:
Yes, in general, all things being equal, it will be easier to send a large ship to the bottom with the Mark 14s/23s. It is certainly possible you either (a) got the low end of the Mark 10's destructive power or (b) did not hit enough compartments for it to flood. It takes just the right type of hit to completely flood two compartments with one hit, and a degree or two off in one direction can mean a compartment remains intact or only partially flooded.

You are right, Mark 10 torpedoes did not use Torpex. Being a torpedo designed during WWI(!), it had a warhead composed of TNT. Torpex was a WWII development.

BTW, for those that are wondering, all the German torpedoes, plus the Mark 14 and Mark 23 carry the same damage values. The Mark 18 has nearly the same values as these (just slightly less power), and of course the Mark 27 is pretty much only good for knocking off a propeller or fracturing a propeller shaft, as was the case in reality.

simsurfer
10-31-08, 06:56 AM
If I wanted to modify the amount of time it takes to reload the deck gun, where would I do that???

vanjast
10-31-08, 08:10 AM
If I wanted to modify the amount of time it takes to reload the deck gun, where would I do that???
:rotfl:... the 'shell supply chain' has come back to haunt RFB once again.. :arrgh!:

simsurfer
10-31-08, 10:46 AM
If I wanted to modify the amount of time it takes to reload the deck gun, where would I do that??? :rotfl:... the 'shell supply chain' has come back to haunt RFB once again.. :arrgh!:

Yep, thats right, I mean I dont have all night to shell one sampan, the loading of that gun is crazy slow. Another thing I am trying to figure out is the fact that I can get onto the gun, load it, aim it at the hsip, fire and hit the target but when I turn the gun over to the crew they aim high and either miss the ship altogether or dont even fire on the ship??

Still would like to know though how to modify that one setting, other than that I think the mod is great.

kwbgjh2
10-31-08, 11:09 AM
If I wanted to modify the amount of time it takes to reload the deck gun, where would I do that??? :rotfl:... the 'shell supply chain' has come back to haunt RFB once again.. :arrgh!:
Yep, thats right, I mean I dont have all night to shell one sampan, the loading of that gun is crazy slow. Another thing I am trying to figure out is the fact that I can get onto the gun, load it, aim it at the hsip, fire and hit the target but when I turn the gun over to the crew they aim high and either miss the ship altogether or dont even fire on the ship??

Still would like to know though how to modify that one setting, other than that I think the mod is great.

Yes this happened to me, too. I shoot at a sampan, got a hit, and that was all. After five or six shots i got so angry :nope::nope: that i decided to pile this bas**rd. And wow, i got credits for the sinking. Next sampan i piled without shooting at him and i got no credits. So i tested it out with the last 4 sampans. One hit is enough, than pile them :rotfl: and you get credits for sinking.

Happy hunting, kwbgjh

btw i dont like the sampans at all :88)

Donner
10-31-08, 11:24 AM
If I wanted to modify the amount of time it takes to reload the deck gun, where would I do that???

The Deck Gun .sim files are located in Data/Library/USSubParts. :ping:

simsurfer
10-31-08, 11:39 AM
What is up with this mod, I just sank a freighter, had difficulty with locking onto him all through the attack, watched him sink and it didnt report him as being sunk so I didnt get credit for the ship :nope:

Is this patch to thi smod going to fix stuff like failure to lock onto a ship depending on the angle you are to them and resolve the no credit to there sinkings:hmm::hmm: